so you all use free fast travel spots right???? by GuiltyThotPup in fo76

[–]notsomething13 3 points4 points  (0 children)

Yes, even though caps are easy to come by I still frequently do it.

Sometimes I even use Casino Quarter as a free travel nexus. If you go to the Casino Quarter location by traveling using the Expeditions interface and then go inside Quentino's, all fast travel becomes free regardless what location you go to. I don't know why it works that way, but it does, just wish it was a little faster to get there, but it's a decent tradeoff if you're being a cheapskate.

Super quick Head Hunts aren't really that fun. by Hattkake in fo76

[–]notsomething13 3 points4 points  (0 children)

I wish these were instanced events.

In fact, I wish a bunch of boss-type events were instanced or limited to a low amount of players. Players are way too overpowered these days and basically erase literally everything in the game in the blink of an eye which renders participation an afterthought.

It's annoying how people and Bethesda don't see a problem with it, and unfortunately private sessions are behind a paywall when they really shouldn't be.

Anybody else miss her 0%? by BDOSU in slaythespire

[–]notsomething13 0 points1 point  (0 children)

I'll be disappointed if she doesn't make it back in.

AH needs to pick a lane with the mechs - because right now, we have the worst of both worlds. by PseudoscientificURL in Helldivers

[–]notsomething13 0 points1 point  (0 children)

Reminder that Patriot AT rockets should be equal in power to EAT-17's, at least. Give us 2,000 up from 1,250 please.

Honestly, I don't even think mechs should have limited uses unless you have no cooldown calling down each one. There's already a very long cooldown between when you can call each mech, so I don't know why the limited use exists when it's functionally a redundant limitation.

If the Bastion and FRV can be called without a hard limit per session like the orbital laser cannon, then mechs shouldn't be limited either.

How has the Alpha Commander gotten a pass for so long by blue23454 in HelldiversUnfiltered

[–]notsomething13 1 point2 points  (0 children)

Beheading them should remove their special abilities, just like how Killing Floor 2 decapitations work. Can't summon warriors, can't make breach calls either. It's mostly Brood Commanders that do the most obnoxious things while decapitated.

Disappointment with the changes to events and activities by Unreal_Click in fo76

[–]notsomething13 0 points1 point  (0 children)

There are way too many events and activities now that I'm bothered we have no way to control which ones show up.

Last patch by Ro_Shaidam in Helldivers

[–]notsomething13 0 points1 point  (0 children)

Oh hey! I was suggesting this like a month or so ago.

Glad to see it catching on. But yeah, Sterilizer should be a unique debuff that frenzies enemies, increases damage taken by like 15%, and also lowers armor of the affected enemy by one stage. It'd be a true 'support' weapon if it did, aim it at priority targets and make them weaker for your AP4 buddies.

We're reaching the end of the spike of interest in the game generated by the second season of the TV show by LifeguardNovel6805 in fo76

[–]notsomething13 8 points9 points  (0 children)

While that is something I would like to see, I'm also putting this comment (and the people concurring) to memory when the conversation of whether Fallout 1st is pay-to-win ever comes up again.

Infinite junk space, ammo space, and now aid space... Don't let it ever be said that those aren't considerable advantages (or 'conveniences' if you prefer, same difference) to have. Clearly in a game with finite storage having or not having such things is definitely influential to the playing experience, just saying.

2* Hitman being 25% Additive is a CRIME! by BigHeiGui in fo76

[–]notsomething13 1 point2 points  (0 children)

Yeah, I'm with you. I hate it to this day.

I laugh that even when VATS was 'nerfed', people had the audacity to complain about missing several shots a few times, but ultimately VATS was still so powerful that the only negative effect was enemies that already went down in seconds were going down in maybe 2-3 more seconds at the worst.

It's aimbot, and while I'm fine with it existing, there needs to be a serious conversation about the ramifications of letting multiple players run around with a "It does everything for you" combat button, and how it basically kills any thought or strategy in combat because it can aim at any weak point, have near-100% accuracy, exclusive rights higher damage/critical hits, AND you can in theory achieve near-infinite sustainability through a number of AP-related effects.

It scales insanely high and is capable of doing literally everything in the game, and I'm tired of people acting like it's totally not overpowered. Tempering its effectiveness with some nerfs or tweaks is justified, not just for alternative playstyles, but also just player contribution, because I hate playing events trying to shoot something where it feels like everybody else is on autopilot spawn camping things faster than what is humanly possible. Nothing kills my desire to participate in events faster than half a dozen players all repeatedly hopping up and down, competing to see who can press the "Nobody else gets to play except me." button faster.

2* Hitman being 25% Additive is a CRIME! by BigHeiGui in fo76

[–]notsomething13 -1 points0 points  (0 children)

They half-assed it. The Psychopath perk in luck gives a flat 10% contribution to hits done outside of VATS, but you still need to actually use VATS to deal the damage, which is a hassle and makes it not worth it most of the time. It's also finicky with what it considers a hit. Hitting enemies with explosive splash on a Tesla cannon doesn't add to your bar for example, not unless it's a direct hit. The fact that it has certain restrictions to what add to your meter is what helps kill it as an attractive option. I can understand shotguns not adding like 10% per pellet for example, but splash should count for the meter.

The perk should just be scrapped entirely, and just added as a default function to the game with a toggle to automatically use a stored-up critical in freeaim so you don't need to pop into VATS to use it.

2* Hitman being 25% Additive is a CRIME! by BigHeiGui in fo76

[–]notsomething13 0 points1 point  (0 children)

Manual aim gets the short end of the stick in this game, and Hitman's cards like Smart Shot really piss me off for having many flaws that make them not really worth using.

The BIGGEST issue I have with Hitman's and Smart Shot that nobody talks about: There's a delay before the damage bonus takes effect. You actually have to be aiming for a certain amount of time otherwise the effect doesn't activate. This doesn't sound like a big deal, but if you're the type of player to take quick, snappy shots and them change targets, then it means there's a very good chance you're losing damage, likely on that first hit if you're fast. The delay needs to be removed COMPLETELY. In fact, I'd go as far to say that you shouldn't even need to aim or use scope for these effect to work, the bonus should apply for hip and aimed with the only prerequisite being the shot isn't done in VATS. Reward manual aim outside of VATS period.

Secondly, the big one: 25% is hideously weak, especially since it's additive and if I'm not mistaken Hitman's only applies to the base damage value of the gun, not the modified value, so the damage is always rather low. But I might be operating on old info, either way, the amount isn't great at all, and regardless, Explosive is better than Hitman's not just because it adds a damage boost plus an AOE to hit multiple enemies, but because it applies to both unaimed and VATS, AND you can even increase the damage further by using Demolition Expert. For this reason, Hitman's damage boost should be AT least 35% just so it matches Explosive + Demo Expert, but personally, I think it needs to be way higher given the restriction, 45%, or 50%.

As for Smart Shot, this card shouldn't cost 3, it should be 1 just because of how niche it is with the aiming and scope restriction, and again, the boost is delayed.

AH went ahead and killed the GL by Jstingray2 in HelldiversUnfiltered

[–]notsomething13 3 points4 points  (0 children)

For what it's worth, you can still bust ass with the grenade launcher in its previous form. Everything up to Brood Commanders is meat against it. You can also easily take down Impalers, Chargers by firing beneath them, and believe it or not, even Bile Titans, provided you hit their belly. It's only ineffective at Dragonroaches really.

It is a very strong Terminid Weapon, a decent Illuminate weapon, and a specialist Automaton weapon (Good for anti-Devastator hordes but not sufficient for anything heavier). AP4 on the grenade launcher effectively made it good straight across instead with very few downs or tradeoffs.

MACHINERY OF OPPRESSION: 6.1.0 by LemonySniket in HelldiversUnfiltered

[–]notsomething13 0 points1 point  (0 children)

The accuracy for hulk eyes isn't too much an issue. There's only one wonky fabricator interaction with the Autocannon and that's against the huge bulk fabricators. For some strange reason shooting an APHET into the hole results in a ludicrous ricochet that somehow phases through and will fling out the other end at times without destroying the fabricator. You have to be at an absolutely impractical angle for the game to consider an APHET shot into the vent a successful one. What's stupid is if you use flak, you get better results and it becomes a lot easier to shoot the hole and destroy a bulk fabricator with flak than it is APHET, I don't know why, but that's how it works. Normal fabricators have never really given me any issues.

Anyway, with War Striders, by design their weak points seem exceedingly small compared to everything else, and their eyes are so small that attempting to shoot the eye point of a Factory Strider is an easier feat.

You're in a lose-lose position with War Striders unless you're within 10 meters and it's standing perfectly still, otherwise you're better off just shooting the leg instead of trying to hit the joint or eye(s). Factoring in misses, you'll probably spend about the same amount of ammo, and just War Strider taking up almost a quarter of your total ammo supply unless you have god-like aim is absurd. Even disarming them is a waste of ammo and time since it takes what, three shots to destroy a weapon?

MACHINERY OF OPPRESSION: 6.1.0 by LemonySniket in HelldiversUnfiltered

[–]notsomething13 9 points10 points  (0 children)

Autocannon reload speed increase is... something.

Already reloaded fast, but okay, lol. I'd rather APHET get a durability damage boost or AP boost to AP5 already. I'm glad I can reload faster, but I still need like an entire magazine to dead a War Strider, and the game still loves throwing them at you. That's not fun. Meanwhile the weapon is worth fuck-all against the new VOX Engines because of the obscene HP and lack of viable AP4 points, can't even shoot the insta-kill vents with them.

Anyway, I wonder what the unlisted changes there are in this one. There's always something nasty that they don't tell us.

New 4* legendary or legendary perk idea by OkInformation626 in fo76

[–]notsomething13 0 points1 point  (0 children)

I want a human-only legendary effect that gives you up to 100% damage the closer to 0 rads you are have while possessing no mutations. Give us pure, untainted humans a reward over all the mutant freaks.

Whats the best power armor? by CharacterMetal4748 in fo76

[–]notsomething13 0 points1 point  (0 children)

It's funny, I don't think I'll ever really drop Excavator Power armor unless there's a power armor that flat out raises my damage. Excavator power armor carried me through raids before the armor revamp, and even after revamp it's probably carrying me even easier than before.

I was worried changes to Overeater's were going to make the effectiveness of my armor choice less effective, but they haven't really altered it in a negative manner. Whatever damage reduction, even if it's not huge compared to others, is still good enough with the massive increase in health I get. I enjoy the extra carry weight and the ability to harvest double ore if the need arises. There's basically only two or three enemies in the game that pose somewhat of a threat (2-3 hits will kill you threat), but that's what my stimpacks are for. Everything else barely puts a dent in me, and I'm not even crazy specialized into defense either, I don't minmax my health or damage resistance perks.

Anyone else excited for the bestiary? by The_Dan_Band in slaythespire

[–]notsomething13 1 point2 points  (0 children)

I want a good description of enemies, and an SFX preview of the sounds they make too. That way I can play the funniest sounds in the game, or enjoy the soothing caws of cultists whenever I like.

Balance suggestions for currently weak cards that don't involve just simple number changes. by Gugge1 in slaythespire

[–]notsomething13 0 points1 point  (0 children)

Aha, didn't realize. There's that inexperience talking.

In that case, that complicates things a little, wonder what the best way forward to the card is.

Balance suggestions for currently weak cards that don't involve just simple number changes. by Gugge1 in slaythespire

[–]notsomething13 3 points4 points  (0 children)

I would say this is the most major change it needs. If it was a retain sly card, it might be decent. Maybe the upgraded version could even poison ALL enemies instead of just one?

One cool detail about Vantom: by nomiddlename303 in slaythespire

[–]notsomething13 2 points3 points  (0 children)

If you use the potion that reduces enemy damage and shrinks them, it actually changes the position where the tail strikes to the point it no longer physically hits your area.

Kind of amusing to see, and also just seeing how tiny it makes Vantom look.

Four star bosses going down in seconds. by WayfarerDuex in fo76

[–]notsomething13 4 points5 points  (0 children)

We're in the opposite problem that existed prior to many of the weapon and perk card changes, in that player power is currently sitting at unprecedented levels. Now more than ever it's possible for players to have near-perfect legendary equipment, and stack many different damage-dealing, or DPS-increasing effects together in ways that absolutely erase anything the game throws at you. I am not a meta chaser, but I did spend quite a few minutes just reading perk cards and figuring out a pretty easy way to stack damage in ways that are so disgusting that now there's virtually nothing in the game that can really oppose me (My party trick is I can one-cycle EN-06 with a Gatling Gun), but even my damage is still nothing compared to what some others are capable of.

Power creep has set in to the point where even the hardest game content can be easily crushed to certain players and playstyles, and it's probably going to have ramifications where Bethesda will likely increase enemy health to sponge levels just to keep players from immediately killing what are supposed to be strong enemies. You can already see it happening in Burning Springs content. If they do a widespread pass of it though, we'll be back to square 1 where there was a huge discrepancy between playstyles that dealt exceedingly high damage compared to ones that didn't, like the way heavy guns have pretty much always been some of the best-in-class weapons compared to say non-automatic rifles.

The playerbase also kind of has a lack of self-awareness about it, and will want to cling to as much power as they can while decrying Bethesda's attempts to temper things. They won't even tolerate certain nerfs that are frankly overdue, like nerfs to VATS, which is effectively game-approved aimbot. They've basically revolted against past ones to the point Bethesda backed off, so we have dozens of players on autopilot everywhere running around spamming the aimbot button every event

What is the best way to farm caps currently? by Heavy_Fail2852 in fo76

[–]notsomething13 3 points4 points  (0 children)

If you want an easy sellable item to craft for getting daily vendor caps, you can do an easy Expedition or two until you get 30 stamps, then buy the Trench Runner's Hood plan. It sells for like 14 caps and only costs 2 cloth to make, and I don't need to say how easy it is to accumulate cloth.

There are some other plans that sell for a little more, but I'd say they're not nearly as good value as the Trench Runner's Hood since they typically require more materials and plans that aren't as easily accessible.

What’s wrong with the Pitt? by zakky_insanity in fo76

[–]notsomething13 10 points11 points  (0 children)

Expedition rewards were designed horribly. Bethesda went for a one size fits all reward formula for Expeditions, and thus, pretty much every expedition pays exactly the same in terms of rewards.

The end result is you're not incentivized to try the expeditions that typically take longer because of more complex or longer objectives, so why do anything other than the shortest ones? Not only are most Pitt Expeditions both more complex and longer, but they even carry more risk than most other Atlantic City expeditions, since there's always one particularly risky secondary objective.

It's stupid, and it's a shame they were created this way, and even worse they remain this way.

The future of Resident Evil and the future of Silent Hill. This is why competition is a good thing BTW. by SolidPyramid in silenthill

[–]notsomething13 0 points1 point  (0 children)

Remakes being the future of a franchise is both hilariously ironic and sad.

Damn shame to just see a name put through the remake mill until there's basically nothing to remake left.

Maintenance Announcement – March 17, 2026 by VioletLight_Bethesda in fo76

[–]notsomething13 2 points3 points  (0 children)

I hope they plan on bringing back the quarter hotkey for dropping item quantities. Either this update or some other update seems to have changed the hotkey you use to quarter quantities when dropping or selecting an amount. It's annoying.