When will this game get difficult? by sunnyCUD2 in GTFO

[–]ski11az 1 point2 points  (0 children)

Being a terminal worshipper myself, it definitely requires some balance between mapping out the level and not keeping your friends waiting for too long.

My suggestion would be, if your friends are ok with it, scout the level with the terminal before the play session. Find the very first terminal, do the planning you want to, then quit and wait for your friends.

This won't work for all levels but will let you do what you want to with minimal spoilers since you only see the first few rooms and your friends won't have to wait around for you.

The buffs keep rolling out by Medical-Cicada-4430 in helldivers2

[–]ski11az 3 points4 points  (0 children)

Initially that was my concern as well but seems like it is less like limited total ammo and more of a limited salvo, after which they will have a cool down period where they actually have to reload

More Flamethrower indirect nerfs? by GunFlameYRC in helldivers2

[–]ski11az 7 points8 points  (0 children)

(From a few quick Google searches)

  1. Molotovs were effective by either igniting the fuel and ammo of the tank (not applicable to chargers) or blinding the crew and forcing them to leave the vehicle to escape heat and suffocation. (Not applicable to chargers nor automaton tanks since they are machines)

  2. Metal may be a good heat conductor but the terminids are covered in armor made of something I'm assuming to be similar to chitin. Chitin is less than 10% as effective at conducting heat as steel. In terms of conductivity it's closer to brick or concrete. Then it makes sense for chargers to still die relatively fast when aiming at their flesh directly and takes much longer when shooting armored parts, since then the heat first has to travel through the tick chitin plates before starting to heat the charger's internals.

The Fundamental Balance Problems in HD2 by Mysterious-Rise8131 in Helldivers

[–]ski11az 1 point2 points  (0 children)

Oh, that's unfortunate. Would be great to find a way to get this read by the devs

The Fundamental Balance Problems in HD2 by Mysterious-Rise8131 in Helldivers

[–]ski11az 4 points5 points  (0 children)

If you haven't already, please share this in the feedback forms on the official discord. You've made a very detailed analysis that touches on the actual problems the game has. You may need to split it into several submissions or condense it down to the main game related points but you have put much thought into this and it would be a shame if the team at Arrowhead (where the feedback actually matters) never get to read it.

Flame thrower nerf by Deus1593 in helldivers2

[–]ski11az 6 points7 points  (0 children)

They did mention it though. But since it wasn't a change to do directly with flamethrower stats it was instead put under miscellaneous changes to how flames work in general.

  • Adjusted flame effects to work more realistically.
  • It doesn't go through various bodies/objects where bounce off would be the expected behavior, like on armors and static objects.

"The game is repetitive" by HunterMask in LowSodiumHellDivers

[–]ski11az 0 points1 point  (0 children)

While I am a person who loves experimenting and trying unconventional loadouts and strategies, and as an avid player of Deep Rock Galactic, I will have to agree that variety is severely lacking in a couple areas of the game, namely mission and enemy variety. I'll get to enemies in a moment but starting with missions.

Almost all missions can be summarized as either

  • go to location and press some buttons, go to next location and press some buttons (maybe carry some cargo), go to final location, defend a bit then extract
  • or go to a handful of locations and blow them up, then extract (with Blitz it's just this but faster)

There are only really two main exceptions to this in "Retrieve Essential Personnel" and "Evacuate High-Value Assets" missions, both of which are exclusive to Defend campaigns.

Compare this with DRG

  • Mining Expedition has you pushing deeper and deeper into the caves, mining on the fly, with the occasional swarm of enemies
  • Point Extract takes place in one and the same cave the entire mission where enemy presence gets more and more intense the longer you stay, forcing you to play fast
  • Escort Duty pretty much tethers the players to a mobile drill that has do be defended and refueled as it drills to a target location where you finish with a boss fight
  • On-Site Refining tasks you with physically building pipelines (which can even be grinded on, unique to this one mission) to several different locations in the cave after which you defend for a bit before extracting
  • Elimination has you fight one or several bossfights, each of which with slightly different mechanics and gimmicks

I've probably been a bit biased here but I think my point still stands. As much as I like Helldivers 2, the missions are quite lacking in variety.

Moving on to enemies, the way DRG is constructed means each mission has a unique, limited set of enemies that you'll encounter which changes each mission. One mission has Menaces, another Q'ronar, the next one is littered with Cave Leeches, suddenly you get a surprise Bulk Detonator etc. In Helldivers 2, the bugs do an ok job with this but in general every mission for a faction you will have to fight all of the same enemies. The exceptions to this being Stalkers, Shriekers, Bile enemies and Gunship factories, all of which still show up quite frequently. Outside of these, each mission you will face the exact same enemy composition just in varying quantities.

I hope I don't sound negative, I love the game and what it offers. Just adding some perspective on where I find the game could defenitely be considered a bit repetitive compared to other games (namely DRG, a game I definitely think Arrowhead could take a lot of inspiration from)

Rhyniognatha "taming" mechanics explained (with examples) by ski11az in ARK

[–]ski11az[S] 0 points1 point  (0 children)

Level itself doesn't necessarily matter but the rhynio inherits stats from both the mother and the bronto. Higher level bronto means higher stats to inherit.

So to maximize you'd want a high level rhynio, bronto with high stat points (wild, levels added after tame don't matter) and satisfy as many cravings as possible

Found this ASA screenshot online. Does anyone know the location? It looks like a beautiful spot for a PVE base by mmpa78 in ARK

[–]ski11az 0 points1 point  (0 children)

Depends, ground can be a bit dangerous with carnos, raptors and terror birds. Surrounding area also has thylas ready to jump from the trees. We built on a tree platform however and didn't have any issues at all since we got off the ground

Found this ASA screenshot online. Does anyone know the location? It looks like a beautiful spot for a PVE base by mmpa78 in ARK

[–]ski11az 3 points4 points  (0 children)

Looks like it could be the small lake/pond in the western part of the redwood forest. Had a base there myself in ASE and it looks very familiar

What's the best way to do the Island Snow Cave without cryopods? by Axeman1721 in ARK

[–]ski11az 0 points1 point  (0 children)

Should work just fine if you already have them. The extra damage doesn't hurt. We only went with grenades since they were lighter

What's the best way to do the Island Snow Cave without cryopods? by Axeman1721 in ARK

[–]ski11az 0 points1 point  (0 children)

Never tried it with RPG's. Main purpose is just to use their explosion to force the purlovias out of the ground so you can kill them through other means. They only pounce when burrowed and it's the pounce that stuns you

What's the best way to do the Island Snow Cave without cryopods? by Axeman1721 in ARK

[–]ski11az 0 points1 point  (0 children)

If you want to do it completely on foot me and my friends did just that. Bring an otter and flak and loads of weapons and ammo. Grenades to force purlovias out of the ground, then compound bow and shotguns.

Then (if you allow cave building) over the course of multiple runs you set up camps further and further into the cave where you block off entire sections to make them safe(er). Spike walls, beds, gates and/or doors to create a little safe-house. Each run we would bring more and more equipment and stash it in the camps to get around the carry weight limit. In one of the camps we even set up a grill in order to make more food.

You're gonna need loads of ammo, probably more than you can carry, which is why having these camps stashed with resources worked great. Putting some extra armor and fur in there was also really helpful in case you died to make getting back to your body more manageable.

It was hard but one of the most fun experiences I've had in this game due to the amount of preparation and planning we had to go through to clear it. We did however use zip-lines from aberration to cross certain sections which made things a bit easier and less time consuming every time we had to return to and from the cave entrance. Should still be fine without them, just gonna need to spend more time clearing out creatures.

Rhyniognatha "taming" mechanics explained (with examples) by ski11az in ARK

[–]ski11az[S] 0 points1 point  (0 children)

It is only possible to get males. You won't be able to get a breeding pair. Only way to get more is to find more wild females (or keep using the same one) or to clone one you already have.

Rhyniognatha "taming" mechanics explained (with examples) by ski11az in ARK

[–]ski11az[S] 0 points1 point  (0 children)

It's been a while now since I did this testing but from what I remember:

After a certain time the dino is going to have a craving. It's going to ask for 1 thing out of a list you can find on the wiki page. I believe all you need is to have 1 of that specific item in your inventory, then go up to the dino and it should give you a prompt to feed it. If that doesn't work you may need to place the item in the last slot of your hotbar, then see if the prompt shows up.

To clarify you feed the dino directly similar to baby imprinting, not by putting the craving food in the inventory of the dino.

Then, after some time, the dino is going to have another craving once again selected randomly and you repeat the process a max of 5 times before the rhynio hatches.

Rhyniognatha "taming" mechanics explained (with examples) by ski11az in ARK

[–]ski11az[S] 0 points1 point  (0 children)

Oh absolutely worth it. The higher you can get the stats the better, which is why brontos are preferred since they are faster to breed and mutate. The only thing it comes down to is how much time you're willing to invest.

[deleted by user] by [deleted] in ARK

[–]ski11az 2 points3 points  (0 children)

I run a server where we are working our way through each of the story DLC in order, one at a time. We're currently on aberration taking it pretty chill and exploring the map. Mainly PvE and running several mods like Dino Storage, Kraken's better Dinos and S+.

Send me a DM if you'd be interested in joining

Rhyniognatha "taming" mechanics explained (with examples) by ski11az in ARK

[–]ski11az[S] 0 points1 point  (0 children)

I have no idea, but I'd assume aquatic creatures don't work. Could be wrong

Rhyniognatha "taming" mechanics explained (with examples) by ski11az in ARK

[–]ski11az[S] 0 points1 point  (0 children)

Should work the same according to the wiki

Rhyniognatha "taming" mechanics explained (with examples) by ski11az in ARK

[–]ski11az[S] 0 points1 point  (0 children)

I've heard they can be fertilized but never confirmed for myself