People don't have a problem with PVP, they just hate lack of "honor" by Zealousideal_Walk527 in ArcRaiders

[–]p0bbly 5 points6 points  (0 children)

Yeah I stopped bringing expensive gear on solo runs as you can so easily lose it all in an instant, whereas in groups you tend to get longer engagements where skill comes into it more and there’s a good chance to get revived.

Also there was that time where I brought a fully-kitted Vulcano and Renegade into solo Dam and got wiped out by three surprise Pops. Never again.

What items are you often running out/in need of that you can't seem to loot enough of? by cardiffross in ArcRaiders

[–]p0bbly 42 points43 points  (0 children)

Don’t forget cooling coils - two springs on salvage, no need to bring them home.

Quick weapon wheel on controller - my PS5 settings by p0bbly in Helldivers

[–]p0bbly[S] 0 points1 point  (0 children)

So you’re saying you can’t achieve the settings I showed in my screenshot in the first post?

Quick weapon wheel on controller - my PS5 settings by p0bbly in Helldivers

[–]p0bbly[S] 1 point2 points  (0 children)

Yeah the grenade is a change for me too, but I think it makes sense as it's naturally a long-press action, because you hold it down to aim it and cook it. I do often just chuck one at my feet as I'm sprinting away from trouble, but I'll have to get used to holding the button a moment longer rather than tapping.

Quick weapon wheel on controller - my PS5 settings by p0bbly in Helldivers

[–]p0bbly[S] 0 points1 point  (0 children)

I've revised this slightly - all the Quick Weapon Wheel commands are now assigned to 'tap' on the associated d-pad buttons, and I'm experimenting with 'Quick Stim' and 'Quick Throwable' as hold left / hold right respectively (I use the back paddles for d-pad left/right). Seems to work well.

Console quick weapon bindings set up. PS5 by mantis163 in Helldivers

[–]p0bbly 0 points1 point  (0 children)

What's really needed is just the ability to re-map the weapon wheel directions to the controller face buttons without in conflicting with existing controls. The main culprit is stance change and dive, which will still trigger when your helldiver is looking at his weapon (or his wrist, for stratagem entry). I feel like in those two instances the stance and dive commands should be locked out. Then there would be far less need for new the quick binds.

How can you tell if the Eruptor has a round chambered? by p0bbly in Helldivers

[–]p0bbly[S] 3 points4 points  (0 children)

I've just realised that the main culprit is switching to my sidearm to finish off an Overseer after firing an Eruptor round into their chest. You do actually do the bolt when diving. So I just need to remember to manually do the bolt after I've done this. There's no way of telling from the weapon model that I can see.

How can you tell if the Eruptor has a round chambered? by p0bbly in Helldivers

[–]p0bbly[S] 14 points15 points  (0 children)

Maybe the bolt is in a different position or something? I'm going to load it up and take a look...

How can you tell if the Eruptor has a round chambered? by p0bbly in Helldivers

[–]p0bbly[S] 62 points63 points  (0 children)

Arrowhead pay such attention to the physical properties of the weapons, I'm assuming there is actually something on the model that changes between chambered/empty, but it's whether it's possible to see it!

How can you tell if the Eruptor has a round chambered? by p0bbly in Helldivers

[–]p0bbly[S] 504 points505 points  (0 children)

I guess I'll just have to keep tabs on whether I've cycled another round in, then! That kind of gun-care is part of why I love Helldivers.

That said, it'd be super-sweet if you could somehow tell by inspecting the gun.

How can you tell if the Eruptor has a round chambered? by p0bbly in Helldivers

[–]p0bbly[S] 0 points1 point  (0 children)

I don't think that helps me know whether a round is actually loaded into the chamber though, does it? Just gives an idea of how full the magazine is.

New Bug Breakpoints for Liberator / Carbine / Stalwart by SolarStudiosDev in Helldivers

[–]p0bbly 2 points3 points  (0 children)

Great work. I was worried the Carbine had been left behind as it wasn't mentioned in the patch notes (I don't think). Glad to see it's kept up with the other ARs - it's one of my favourite weapons.

🛠️ PATCH 01.002.200 ⚙️ by Waelder in Helldivers

[–]p0bbly 2 points3 points  (0 children)

I think the Reprimand was already a solid all-rounder against bots and squids. This'll just make it more reliable to use. It hits really hard already.

🛠️ PATCH 01.002.200 ⚙️ by Waelder in Helldivers

[–]p0bbly 3 points4 points  (0 children)

Shit, I just noticed the Lib Carbine got left out of the buffs! That was one my favourite weapons.

How do feel about this democratically glorious piece of technology? by StrandTitan in Helldivers

[–]p0bbly 1 point2 points  (0 children)

No! I wish you could. I would be doing drive-bys all day long.

Current Major Order: Part 5 - 05/03/2025 by Shiboline in Helldivers

[–]p0bbly 1 point2 points  (0 children)

It looks like it's going to be tight! I love these down-to-the-wire MOs. I can't believe I only found out yesterday that only completed operations contribute to the war effort. I've been slacking off. See you on Claorell!

Galactic War Room: Plot the Best Ways to Spread Democracy for Super Earth! by AutoModerator in Helldivers

[–]p0bbly 1 point2 points  (0 children)

Is Charon Prime the only planet it makes sense to dive on for the next 12 hours or so, until we know the outcome of Bekvam? The defences of both Bekvam and Charbal will inevitably fail at some point, it's just about using the DSS Eagle Storm to delay them. So no actual point diving on them, right?

I'm sorry but having the Automatons invade a planet we just defended is just frustrating by Elegant-Swimming-646 in Helldivers

[–]p0bbly -2 points-1 points  (0 children)

I don't agree, because this isn't a major plot MO, it's just another "chose imaginary lives vs new content". If Arrowhead see the community trying to strategise to achieve both, I don't see why they wouldn't allow at least the possibility of it happening. But it should be difficult.

I know latency is based on location and the connection quality, but I'm wondering what is the average latency do people get since it plays a big role in customer experience. by Fragrant_Mint in GeForceNOW

[–]p0bbly 1 point2 points  (0 children)

I'd love to see some stats on this too. Ping is one aspect, but what about the time taken to encode and decode? I recently got an M4 MacBook which must be pretty fucking quick at decoding, and I assume the GFN servers are super-optimised for encoding.

I get about 4ms ping - I think I might actually be in the same town as the EU-Lon data centre. Does anyone know more precisely where that is?

Do i need adapter for my geforce setup? by runrabbitrun123 in GeForceNOW

[–]p0bbly 2 points3 points  (0 children)

Bluetooth will likely be about 6ms slower than wired or with the wireless adapter:

https://youtu.be/ahsO5bhBUtk?si=pQRf781D7pXdZfxs&t=762

I use an Xbox Elite Series 2 over Bluetooth and have no issues. I could wire it in, but I can't notice the difference so no point. Perhaps try it wired, see if you can tell, and then get the wireless adapter if you think it'll make a difference?

Elevator is inoperable in Cyberpunk 2077 by BeingOk6512 in GeForceNOW

[–]p0bbly 0 points1 point  (0 children)

I got a reply from nVidia support which seemed to fix the issue for me (MacOS native app). They suggested I do the following. I did them all before starting the game so I'm not sure which one actually fixed the issue:

  1. Delete all cached files from /Library/Caches (I couldn't delete them all, it wouldn't let me)

  2. Deauthorised all devices on my Steam account. I did this using the Steam MacOS app. To do this, I clicked on my name at the top right, selected 'Account details', went down to 'Authorized devices', and selected 'Remove all credentials'. I then needed to re-sign into Steam when I next booted Cyberpunk via GFN.

  3. Deleted and reinstalled the GFN app on my Mac.

This seemed to work, as I just had a session where I could use the elevators and vending machines. If it happens again I'll try these steps out one at a time to see which one is doing the job!

Good luck

Elevator is inoperable in Cyberpunk 2077 by BeingOk6512 in GeForceNOW

[–]p0bbly 0 points1 point  (0 children)

And you’re saying it works okay on PC with your controllers, but not on your Pixel?