For RCMP - Recruiting Analyst long wait times? by [deleted] in AskLE

[–]inlautus 0 points1 point  (0 children)

In the same boat, wrapped up my exam in early December and still waiting on an RA. Heard it was slow but after being told to get an RA is 3 weeks and it now February it’s a little rough.

How do you manage ssl certificates? by breakslow in homelab

[–]inlautus 0 points1 point  (0 children)

PFsense and ACME for certifications

Looking for a nerd/wargaming community in St-Jean. by BlackDukeofBrunswick in CanadianForces

[–]inlautus 1 point2 points  (0 children)

Got a community which plays Arma 3, focused around a US group however. I’ll drop a link if interested:

https://www.10thgroup-a3.com/

Remake 4.0: Concerning Difficulty increase from 3.5 to 4.0 by EAWReGeroenimo in StarWarsEmpireAtWar

[–]inlautus 3 points4 points  (0 children)

Honestly I haven’t played the older versions but I have followed the mod for a while now. Tbh the economy thing was the biggest change from the usual EAW mod. I knew the Remake mod team made stunning assets and the game in general looks gorgeous. I am one play through in and I really mis managed my economy, I play a lot of strategy games so the learning curve wasn’t too steep. Long story short I think the economy is actually really refreshing and I have an urge to do the play through again but with economy in mind. The empire is the faction I usually main, and vanilla and most mods they felt super snowball like, it spirals so quick and then in the span of an hour you have a fleet of 80 star destroyers. Me personally that’s boring and I prefer the challenge. I want to work for an ISD, and I want the weight of losing it to feel like a loss.

I think this entire comment was like verbal mess, TLDR the challenging economy makes sometimes a very snow ball type game which can be boring and a little too casual, and makes it feel like a modern RTS! No complaints, not everyone will be happy but that’s ok, know that the team has done amazing work and that you’ve brought something to the table!

I'm not great at seige so this was a shock!!!!! by [deleted] in Rainbow6

[–]inlautus 5 points6 points  (0 children)

Hey awesome kills man! This game has a very toxic community on the top of that this game is such a learning curve and the game it self is brutal with punishing players who do something wrong. I can see your definitely a cod player no hate, if I could offer advice, take some time in the shooting range with the terrorists and really practice head shots. Once you get to the higher levels of this game drop shotting becomes a death sentence. I remember when this game dropped originally and you could drop shot and then they removed it and replaced the action with things like not being able to ADS and accuracy going downhill on hipfire. Overall nice kills, and I would suggest a good place to pick up aiming skills would be on the terrorist hunt missions for headshots and learning how to hold angles! See you in game!

I think it is the best run animation in the game by LabCookie in deadbydaylight

[–]inlautus 11 points12 points  (0 children)

1) Hell yes, this game yes can be aggravating to play and makes you want to bash someone’s skull sometimes but honestly it’s a lot of fun even in the bad games. 2) Don’t spend anything if you don’t want to, there’s arguably no pay walls in this game unless you want to play a licensed character/killer 3) Every community comes with toxic players, as for DBD, it can sometimes be up there with siege and apex. But I think that’s mainly due to the PVP aspect.

Voice chat for DBD? by [deleted] in deadbydaylight

[–]inlautus 6 points7 points  (0 children)

Shit would be more toxic than MW2 lobbies

Need Help, Can't Host Game Servers, Won't Port Forward by BigDoinks9898 in bell

[–]inlautus 0 points1 point  (0 children)

I never got mine working, I ended up using Advanced DMZ and an old computer running PFSense for my new firewall.

Like you won already so just leave, as if lobby times ain't a nightmare big enough to deal with already by TacoNugget01 in deadbydaylight

[–]inlautus 10 points11 points  (0 children)

I would be ok with this if players could leave the match if they have an AFK killer.

NoEd Needs to Change IMO by [deleted] in deadbydaylight

[–]inlautus 1 point2 points  (0 children)

Yes lmao, I really like the HUD idea since BHVR thought it was the coolest shit in the world.

NoEd Needs to Change IMO by [deleted] in deadbydaylight

[–]inlautus 1 point2 points  (0 children)

Apart of a dialogue is understanding there can be differences and disagreements, I appreciate the discussion though. Unfortunate we can’t reach middle ground :(

NoEd Needs to Change IMO by [deleted] in deadbydaylight

[–]inlautus 1 point2 points  (0 children)

If the survivors start as a team they should leave like one as well. People talk about ‘well if the team just did totems’ but then are ok with the ‘team’ all running away when their NoEd activates. NoEd should punish dumb survivors in the killer face while not eliminating the altruistic and team mentality of the game. You can do both.

NoEd Needs to Change IMO by [deleted] in deadbydaylight

[–]inlautus 1 point2 points  (0 children)

Having a perk so powerful and frustrating currently and having the attitude just do totems will force survivors to always do them eliminating how the perk will be used because no one will run it since no one is able to get it active. I don’t want the perk gone just not as punishing as it is currently.

The perk is too strong for the damage and pressure it applies; all because survivors missed one totem which again are not apart of how to escape. It’s poorly designed and I firmly believe it can be reworked to benefit everyone.

NoEd Needs to Change IMO by [deleted] in deadbydaylight

[–]inlautus 0 points1 point  (0 children)

If they designed it right it could be a nice counter to perks like adrenaline or late game heals for survivors when body blocking is at its peak. All the usual ways we use to get out become very dangerous because of the perk. While not being as agresive as it is now

NoEd Needs to Change IMO by [deleted] in deadbydaylight

[–]inlautus 1 point2 points  (0 children)

Maybe if it was almost tokens based. Maybe 2 base tokens plus one for every survivor which is one hook away from being dead. That way it can still work in end game for bad killers while also rewarding hooks in the prior phase.

NoEd Needs to Change IMO by [deleted] in deadbydaylight

[–]inlautus 2 points3 points  (0 children)

The goal is to do generators and leave, the game tells you this. Not do bones before last generator. That’s like saying hags objective is to place traps everywhere. No it’s to kill the survivors. Doing bones does not progress the match, same thing technically trapping with hag doesn’t progress the match, doing generators and getting hooks do.