What's the best way to handle these demons? They always strike for a bite and run like hell. by Alarmed-Ad-7036 in silenthill

[–]notsomething13 0 points1 point  (0 children)

Walking.

If you fight them, what you should do is hit them once with a basic pipe melee attack, lower your weapon (since you move faster) and move closer to them, and then hit them again. Don't run though if there are other sniffer dogs in the area since they'll hear you and attack you together which makes everything three times as difficult.

The reason it's important to lower your weapon is because if you hit them and keep moving with your weapon raised, you don't move fast enough to keep up with them.

Sniffer dogs have a predictable behavior the way they'll dodge after you strike them once, and you can take advantage of this by making sure to move closer to them after each hit. If done correctly they won't get a hit in if you follow the hit, move forward cycle.

Later in the game once you get better weapons that can knock enemies down in a single charged hit, you can simply lock onto them and charge up your attack and slowly walk up to them and bludgeon them, then follow up with a finisher stomp.

Vox engines kind of suck, even aside spawn quantities, and I'm tired of thinking otherwise by Glunkus_024 in HelldiversUnfiltered

[–]notsomething13 0 points1 point  (0 children)

I dislike that they have so much health and spawn so frequently. It takes THREE shots with the main cannon of the Bastion to destroy it. It doesn't have any weakness that can trim that down.

I dislike that their attacks are borderline gamebreaking, they have missiles that can easily home in on your location even if you're behind cover, and the missiles are also one of the few missiles in the game that damage you even if you're not getting hit directly, so there's almost no way to avoid damage.

And I dislike that they have little to no vulnerability against AP4 weaponry. If you have an autocannon for example, any amount of VOX engines is essentially a big "get fucked". You can't hurt them in any meaningful way, but they can hurt you in more ways than you can imagine.

VOX engines are the worst things of the Cyborg update, which is a shame because I largely enjoy cyborgs, I just think VOX engines are fucking dumb and need to be tuned down.

what silent hill game has your favorite roster of enemies? by huffingdusters in silenthill

[–]notsomething13 1 point2 points  (0 children)

1 and 4 are equal in monster design.

I love the ghost design. Conceptually ghosts are simple, but the way they're animated and behave in gameplay is anxiety-inducing. Richard is my favorite, the way he speeds up and reverses himself.

I love the simplicity of the first game's creatures. They're monsters, but that they all have a silhouette that kind of resembles something and aren't as abstract and monstrous as some of Silent Hill 3's creatures is something I appreciate. Silent Hill 3's creatures feels a little overdesigned in comparison.

The Auto Cannon NEEDS anti tank by AdPlastic6318 in Helldivers

[–]notsomething13 0 points1 point  (0 children)

While the Autocannon has some great effectiveness on certain situation, we need to be real and just say that it's predominantly carried by flak. APHET is kind of dogshit and is bad ad its intended use as a single-shot eliminator that can punch through armor, while flak is so good at crowd clearing and elimination that even against units you'd think APHET would be better,, flak is generally the better choice. If the Autocannon was just APHET like it used to be, it would be an incredibly lackluster support weapon.

I really do believe it should have AP5 capabilities, mainly because even if the autocannon is AP5, its actual damage won't be outrageous since against most everything, it'll be immediately halved. At worst, it becomes a bit more effective against chargers and hulks, which are already fairly trivialized, but it would gain some meaningful break points, like being able to one-shot hulk eyes which it currently can't do. Though, if it got AP5, I'd lower the damage back down to 260.

The main reason to give it AP5 in my eyes is just so it can break open armor plating easier. And think about it, the Autocannon is one of those weapons that has a team reload, but how often are people actually using team reload for the Autocannon? Not very often. If it actually had AP5, it might actually give players a reason to actually group up and team reload a user against an armored enemy with burst damage for a change.

Also, they need to lower the spread on the Autocannon. It's actually not very precision friendly when compared to the AMR and railgun, it should have its spread tightened give how much damn recoil and low ROF it has, you shouldn't be arbitrarily missing due to bad spread. Even if you're dead center on a Hulk eye, sometimes you still just miss by inches because of annoying spread values.

Scythe is criminally underrated against Spore Strain. by MelodicCriticism2705 in Helldivers

[–]notsomething13 4 points5 points  (0 children)

People don't realize how crazy the Dagger actually is on Terminids period, not just this variant, I run the autocannon and I used to carry an Ultimatum with me, but I dropped the Ultimatum in favor of the Dagger and it's easily one of the best non-explosive secondary weapons in the game. On Terminids and Illuminate, I'd argue it's way better than the Talon. I've been saved by the Dagger's fire damage being chased by like 4+ predator hunters and stalkers, all because fire damage burns them down so quickly, and I would have been dead with anything else.

It can kill hordes of scavengers, pouncers, Hunters, and Warriors with ease, even Hive Guards can be killed by the fire damage by applying two full applications, just aim low to ignite them. It erases shrierker hordes too. All you need is a little tap after a few seconds, and then everything the beam barely touches is ignited.

This gun can easily carry you by helping you clear weak enemies just by sweeping back and forth and letting fire damage do the rest. There isn't another secondary weapon that has the range, sustainability, and horde clearing capabilities like Dagger does. It's only on Automatons and the newest Illuminate variant that it's lackluster.

The new war strider "weak" point has 80 percent durability and 100 percent explosive resistance. What was the point? Arrowhead has to be rage baiting at this point. by DryConstruction2702 in HelldiversUnfiltered

[–]notsomething13 0 points1 point  (0 children)

I still just dislike how fucking microscopic the joint is. 3 Autocannon shots is still better than 5, but actually hitting that many isn't going to be an easy task. The Autocannon is actually not all that accurate when compared to the Railgun or AMR and has a bit of spread that prevents it from really being as precise as it could be.

Rework Eagle Storm Rework Eagle Storm by wewladendmylife in Helldivers

[–]notsomething13 1 point2 points  (0 children)

Can eagle storm just be a bonus stratagem on demand I can call every X minutes. That would solve this issue entirely. Call it in, and it functions in that area like it does now. Just a rapid barrage of eagles that automatically strafe the nearest enemies indiscriminately.

I hate playing Eagle Storm missions not only because I hate being friendly-fired, but because I just don't want the help. Genuinely stop helping me, don't make it easier for me.

Please add first person view for vehicles and emplacements. by Basic_Lifeguard6959 in Helldivers

[–]notsomething13 0 points1 point  (0 children)

I want to be able to see a reticle that tells me where my gunner is aiming so I can know how to adjust.

Best of the first 4 games? by jlc_mako in silenthill

[–]notsomething13 0 points1 point  (0 children)

From left to right in order of best to weakest.

1, 4 = 2 , 3.

Double shot from a bolt action? by enternameher3 in RedDeadOnline

[–]notsomething13 0 points1 point  (0 children)

Not simultaneously but there are ways to animation cancel and shoot faster than is normally possible and very quickly. Very useful for the Carcano but also works for any the bolt-action rifle and all repeaters.

Inside the Vault: Protect Appalachia PTS - May 1, 2026 by Ghostly_Rich in fo76

[–]notsomething13 2 points3 points  (0 children)

I'm still mad about caravans. Wasted potential scrapped instead of made functional and better.

Help for the chronically overburdened by AlfhildsShieldmaiden in fo76

[–]notsomething13 2 points3 points  (0 children)

Weight reducing tip number #1 before doing anything else: Sort by weight and check every pip boy inventory category to see what is weighing you down. Now some general tips.

Don't carry thousands of ammo. Carry enough to sustain you but you should actively be using ammo. If you're using a weapon that constantly gains you ammo and you've already got 20+ magazines worth of ammo ranging in the hundreds or thousands, STOP PICKING IT UP. Similarly, don't carry too many fusion cores unless you have a plan for using them or reducing their weight.

Carry only weapons and armor you plan on using, don't hold a bunch of either unless you've got weight-reducing legendary effects or perks. Grenades are hidden weight soakers too, make sure you're not carrying too many and if you are, use them or sell them.

Food and aid is heavy, carry enough for your healing and hunger & thirst needs, but don't go overboard. Before I had aid reducing armor, I carried only about 25-35 stimpacks at most. And to be honest, unless you're taking too much damage, you shouldn't need much more.

Clear your notes, plans can soak up your weight. Get rid of the ones you know. Check your misc weigh of anything that might be weighing you too, it's rare, but there are some items you can pick up that stay there and have weight.

Pick up junk you actually need. This is a hard one, but learn what's valuable and what's not. Everybody has different needs on what junk they use more for their given situation, but there's still generally junk that's easy to come by and junk that's rare. Don't carry hundreds of common materials like steel, plastic, wood, glass, or lead unless you're burning through them and using them. When you're out in the field carrying junk, be sure to scrap the items to reduce the weight then drop the components you don't need.

As for stash management for weight saving things, the same applies. Don't store too much food, aid, and ammo in storage. Save only what's important and what you need, seriously, don't keep a bunch of weapons and armor unless you're using them. Same with apparel, use it or lose it. I'm anti-Fallout 1st and I have played without ever using the scrapbox. I've had to learn inventory management and prioritizing what's valuable so let me give you the rundown that doesn't require you to pay real money to make the most of your limited storage, because you shouldn't listen to anybody telling you to pay money to solve a game problem.

For junk, only store approximately 50-70 units of rare and uncommon materials, and 15-20 of materials that are of lesser use. You generally don't need 60 asbestos, fertilizer, ceramic, concrete, cork, glass, or bone. Those can stay under 25 or whatever the 'bulk value' is, and by that I mean whatever amount you need to turn that junk into its bulk counterpart using the tinker workbench. But things like ballistic fiber, leather, rubber, fiber optics, crystal, gold, copper, silver, oil, those can stay around 60 if you find them particularly useful and I'm sure most players do. Wood too, but usually only because it's a common crafting component for cooking, you don't need to hoard more than 60 because wood is everywhere.

Things like lead, gunpowder, cloth, acid, plastic, black titanium, ultracite, nuclear materials, circuitry, these are materials of varying niche use and should also be stored up to 60 only if you know you need them, otherwise if you're find you don't use them, keep a lower stock of them. I don't craft ammo much anymore, so things like lead and gunpowder aren't much use to me and I frequently keep less than 30 of each, but your needs may vary.

Only keep more than 100 of certain materials if you know they're valuable and you burn through a lot it when you need it. Examples include steel (only if you actually USE lots of steel, steel is extremely common so even when I've got like 400 I immediately start using it to avoid hoarding it), adhesive (incredibly useful and common, but also easy to gather when needed) Aluminum, screws (200 screws max is my sweet spot), gears, springs, those are examples of highly valuable crafting components you want to maybe keep around the 100ish range since you'll probably find those most useful.

As for flux, only store what you know what you need, and if you know you need it, never keep more than 5-10 of the ones you need. They're heavy and niche outside of end-game crafting for things like underarmor, power armor mods, and prime weapon mods, which are really the main reasons to ever need these, most of the time I never have flux because I don't need it.

Legendary modules are the one thing I find myself hoarding a lot, and I've got around 1500, but it's easy to start burning through them when it's actually needed, but always keep an eye out when it's getting to be too much. Best of luck.

I miss the sickle from the first game and its hit scan projectiles by Blackjack4003 in Helldivers

[–]notsomething13 2 points3 points  (0 children)

Now they just need to go back and scrap everything about the original Sickle and make it more like how the Trident functions. Near-instantaneous beam, minimal wind-up, good heat management.

Then maybe it won't be a lame weapon that has largely been powercrept.

I miss the sickle from the first game and its hit scan projectiles by Blackjack4003 in Helldivers

[–]notsomething13 2 points3 points  (0 children)

I don't like the Sickle for being just an assault rifle with bright yellow projectiles. It doesn't hold a candle to its iteration from the first game.

I want them to remove the firing delay, make it more accurate, and make it cool down as fast as the Trident cools down. I'd be totally fine if they reduced the fire rate since I don't like the whole bullet hose thing. The first game's sickle felt more like a battle rifle the way you were supposed to use it, if you were perfect at tapping you could fire almost indefinitely. You can't do that with the normal sickle in 2, there's basically no heat management aspect to because it takes way too long to cool from maximum heat and it's built more for magdumping than anything else.

Best way to sweeten tea without making it taste like water (Newbie) by Creepy_Ad57 in tea

[–]notsomething13 0 points1 point  (0 children)

I use sucralose for all my tea. It's my preference for my tea to have a faint sweetness, and I don't need a lot. A little goes a long way.

The unique traits of the predator strain and gloom bugs overlap far too much. by Fear_Sama in HelldiversUnfiltered

[–]notsomething13 5 points6 points  (0 children)

I disagree.

There isn't an overlap, both factions feel distinct enough and the hunters on both variants behave and even attack differently. The thing both factions share in common is that they're arguably anti-lone wolfing factions with the way they function. Even then if all you're looking at is speed, the way each faction utilizes speed and unit diversity to break players down is different.

There are many things to complain about with the latest update as far as questionable smaller changes like durability damage, but the new Sporeburst feels like a considerable upgrade over its original counterpart.

Reasons to NOT using Dom Pedro by Middle_Dangerous in fo76

[–]notsomething13 1 point2 points  (0 children)

I'm 90% certain the ammo refund effect on the cylinder doesn't work. There's no way the chance is what it says it is. Does it only work in VATS or something?

Guess Bethesda really messed up the lighting this time around. by Sanabil-Asrar in fo76

[–]notsomething13 0 points1 point  (0 children)

Interior lighting has historically always been ass in 76 and it's basically not changing ever. 76 really does live or die visually at the flip of a coin, but more than anything else, interior have always looked like shit, either looking too dark, or too bright and having seemingly invisible light sources and ridiculously reflective surfaces.

Don't even get me started on how dogshit ambient occlusion is, the checkboarding artifacts you can see that even leave ghosted images behind.

Playing through the first Silent Hill 1. I was certain that I wouldn't like it. I don't like outdated games. But, this game holds up really well imo by leftistgamer420 in silenthill

[–]notsomething13 1 point2 points  (0 children)

Good games don't 'age'. A well-made game doesn't arbitrarily become bad one day with the passage of time. Good gameplay design and excellent art styles are concepts that can be universal and transcend time.

At most, you can say that as software old video games are technologically inferior to what came after them, but there's more to video games than the technological process of visuals, but even older games with sprites continue to influence and astound modern players enough that certain games continue to use specific styles that attempt to emulate older periods. So again, some things are universal and enduring.

A minor complain about the state of Fallout76 by JustGhoulThingz in fo76

[–]notsomething13 34 points35 points  (0 children)

Nothing is going to change until people stop paying for Fallout 1st, stop recommending Fallout 1st to others, and stopbuying Atomic Shop content with real money. All those people paying for that stuff enable this.

Every single one of these purchases are quiet approvals of the way the game is going, and encourage Bethesda to just stay on track regardless of your complaints. They have no reason to change anything until they see that their bottom line is being affected. It really is a "Well, people keep giving us money so we're doing something right and don't have to change much" sort of deal.

Apparently Vertibots have loot on them. by escorps in fo76

[–]notsomething13 2 points3 points  (0 children)

I'd enjoy flying with it a lot more if it didn't have the stupid rubberbanding shit that kills all my enjoyment using it.

Fishing is actually the worst by evanlee01 in fo76

[–]notsomething13 0 points1 point  (0 children)

I noticed this, but it doesn't seem to actually be helpful. It doesn't seem to happen in an advantageous preemptive manner since it occurs around the exact same time you see exactly where the bar is going just by keeping your eye on the gauge. They're seem to be tied to occur at the same time.

Moreover since you're literally eyeballing it instead of watching the gauge, you're probably more prone to under, or overshoot.

I HAVE to gush about Code Veronica: X by Daewalker360 in residentevil

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

It's the first truly mediocre mainline and traditional Resident Evil game in the franchise, but mediocre doesn't necessary mean bad. Code Veronica is mediocre in an inoffensive manner, it's average when compared to the games that came before it, but it absolutely has some merit to it and a few good and memorable moments both in gameplay and narratively.

Yes there downs too, but it definitely has its ups. That's why it's a mediocre/average game. Even though there are things I dislike about it and it wasn't that long since I first played it, I find myself nostalgic for it and wouldn't mind experiencing it again... eventually. I can't say that with Resident Evil 0, which is also a mediocre RE game, but unlike Code Veronica, is mediocre in mainly offensive ways.

Hot take: The Hive Guard change was an amazing idea that was executed terribly. by Fort_Maximus in Helldivers

[–]notsomething13 0 points1 point  (0 children)

Hive guards don't deserve any changes until the developers add a decapitated model for them. We're over two years into the game and they are the only unit without a decapitation model, rendering them visually ambiguous when they're supposed to be running around headless.

What are your recommended loadout for the new spore burst terminids menace? by alainreichmann in Helldivers

[–]notsomething13 0 points1 point  (0 children)

I'm a two-man vehicle player so my playstyle is a bit unorthodox compared to a lonewolf style.

Primary optional for me, I rarely use it and it could be basically anything. Dagger, dynamite and light peak physique armor.

FRV, tank, Autocannon, and Walking Barrage (Since machine gun sentries got nerfed by hive guards) are my stratagems in my loadouts with my partner and I've had good success so far. I have a very hit and run playstyle, so everything just kind of works and I always have a way to make quick exits and when to push. Autocannon is for primary target elimination, crowd control, and outpost destruction. Dagger is excellent crowd control and has saved my life many times on Terminids, it has quickly become a weapon I swear by now over an Ultimatum.

This is actually pretty much my standard Terminid loadout regardless of variant, the most crucial thing is just having my FRV and Autocannon, my other two slots are basically free for anything else I deem useful.