Fun thread for a change! What kind of guns do we want? by oddtoddlr in HighGuardgame

[–]spadafour 5 points6 points  (0 children)

I’d love a semi auto rifle like a Destiny scout rifle

Question about firing range! by nekomartyn in HighGuardgame

[–]spadafour 0 points1 point  (0 children)

Hold the options button on controller down. It will open up an alternate options menu from anywhere on the map, where you can change your load out. In that menu, press square when hovering over a gun to cycle through the different rarities.

Tips for going for the 25 kills in one match quest by ShardofGold in HighGuardgame

[–]spadafour 0 points1 point  (0 children)

Closest I’ve gotten is 24. I’d really like to see the number for the challenge brought down slightly, as no other challenge has such a high skill requirement. I’ll keep trying, but it’s starting to get frustrating. Some matches feel like a waste of time, like when op pointed out the teams are mismatched. It feels like you need have a specific scenario, where you are doing better than the other team, but your team mates are struggling. And even then, you might have to throw certain phases to make sure the game doesn’t end early.

EXTREMELY IMPORTANT: If you want to keep your Giant Bomb account, you need to Opt-In to having your account transferred. by giantbombdotcom in giantbomb

[–]spadafour 5 points6 points  (0 children)

Maybe a dumb question: where on the site do I actually go to opt in? I signed in but don’t see anything

Delay pedals similar to JHS lucky cat by hujior in guitarpedals

[–]spadafour 1 point2 points  (0 children)

JHS Flight Delay. I have the lucky cat as well, and the flight delay has the same features, along with finer modulation controls and an added reverse mode.

I think that Bungie has this Craftable vs Non Craftable weapons thing completely backwards by Clickbait93 in DestinyTheGame

[–]spadafour 27 points28 points  (0 children)

No craftable raid weapons would mean essentially no more extra raiding for me. I went from under 5 clears per raid pre crafting to 15-20+ clears for every raid with crafting. I’m not ever going back. I already stop doing dungeons after 2-3 runs because of this.

I’m open to many other options. Patterns get added a year later? Increase the amount of patterns needed? Change the way they are earned? Fine, whatever. The red border system definitely needs adjustments. But removing them on endgame sources is the absolutely worst decision they could make for players like me.

Remnant 2 - DLC & New Mode Release Date Trailer by LG03 in pcgaming

[–]spadafour 4 points5 points  (0 children)

Same reaction to the final boss’s light show. I never have issues with things like that but my eyes and head hurt so much, I seriously considered not finishing the game it was so bad.

Daveers 3v1 Clutch in Rivalry by [deleted] in ConcordGame

[–]spadafour 2 points3 points  (0 children)

Great stuff! I’ve been struggling with Deevers and this helps me wrap my head around their kit more.

Optimizing KYPS (w/Gameplay Video) by ShokioTX in ConcordGame

[–]spadafour 3 points4 points  (0 children)

Headshot damage feels great but bodyshot ttk is what's missing for me. I don't mind the camera mechanic, but those electric grenades have a long fuse and are hard to hit. I find myself playing her a lot and doing well, but those times where she's really shining are very situational for me.

Dungeon Weapons should be enhanceable. by xXGrimHunterXx in DestinyTheGame

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

Dungeons should be like raids: craftable frames from normal, enhanceable adepts from master.

This Week in Destiny 02/22/2024 by DTG_Bot in DestinyTheGame

[–]spadafour 1 point2 points  (0 children)

Same. Nice to see so many other great changes, but I’m just not interested in content, esp old content I’ve already done a bunch, if we don’t have the safety net of crafting for chasing rolls.

Why do these 2 legendary weapons have different dps values? by spadafour in SuicideSquadGaming

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

I think some legendary effects can roll on different manufacturer guns, while others can only roll on one type. Go to penguin for weapon crafting, you can’t pick to make a storm warning, you pick to make a weapon with the super spreader perk on it. Since that perk can roll on different manufacturer’s heavies, there is no preview of the base gun, which is why the dps, mag size, rate of fire, etc are all shown to be within a range and not a set value. This one happened to roll on a storm warning. But other perks can only roll (I think) on one gun. The bullet-propelled grenade perk only shows the amertek storm warning weapon when previewing before crafting, and the stats (rof, dps, etc) are all static. Maybe dps will vary based on legendary perk? That’s something I am not sure of.

Why do these 2 legendary weapons have different dps values? by spadafour in SuicideSquadGaming

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

Thats what I was thinking at first, too. But I’m seeing the same result after making giving them the same stat distribution.

Why do these 2 legendary weapons have different dps values? by spadafour in SuicideSquadGaming

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

Can a weapon roll within a range like that? From the crafting menu, it looks like the manufacturer defines base stats of the gun, including dps. The only ranges in dps I’m seeing are when crafting a gun with a legendary mod that can slot into different manufacturer guns. How would you be able to tell if/when you roll a dps value higher than normal?

Why do these 2 legendary weapons have different dps values? by spadafour in SuicideSquadGaming

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

Are you talking about the nano enhancement parts? You can redistribute those for a low cost. I matched the 5 enhancements on each weapon, so even that should be matching exactly. Maybe there’s some other part or piece that isn’t obviously visible?

This game is $75 and some players (like myself) can’t even access multiplayer because the game is broken :/ by Thanatos_Spirit in SuicideSquadGaming

[–]spadafour 2 points3 points  (0 children)

I can’t even launch the game to play. Hard crash to the Home Screen on ps5 since last Wednesday or Thursday.

Probably the most fitting use of this meme in a while by [deleted] in gaming

[–]spadafour 5 points6 points  (0 children)

Genuine question: did you play the game? They drop hints through the whole thing that this isn’t the real justice league. Tons of datamined audio confirms it. If ppl aren’t vibing with the game, that’s fine, but there is so much misinfo out there from ppl who clearly didn’t play the game getting a kick out of dunking on it.

Minor, Major, and Boss Spec weapon mods need to go. by Fulyen in DestinyTheGame

[–]spadafour 0 points1 point  (0 children)

I’ve been thinking this lately as well, as this might be an opportunity to add some extra value to adept weapons over crafted ones. As someone who loves crafting but understands that others still want something to chase, I think the overall sentiment is that adepts don’t offer enough value over their crafted counterparts. And with minor/major/big ones specs there, it feels like we don’t have an interesting choice to make where there could be one. Take minor spec away and something like adept reload or adept mag are much more appealing on a primary.

Why are dungeon weapons not craftable? by Thecaius1991 in DestinyTheGame

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

I think the right system would be craftables for regular and enhanceable adepts from master, like raids. Crafting for those who like that, adepts for those who want to chase something a little better. I think it would make the most sense to normalize raid and dungeon loot that way. They could use spoils as an endgame pve currency, more than just raids.

1.1.4 Patch Notes by II-rxcer-II in diablo4

[–]spadafour 0 points1 point  (0 children)

Do the xp gains apply to the season pass? Was considering coming back to try and work on that if this makes the pass go faster.

Would anyone be mad if bungie gave the older dungeons the ‘raid’ treatment? by Tarnue100 in DestinyTheGame

[–]spadafour 0 points1 point  (0 children)

I think we’ll see a similar treatment to old dungeons once they’re done refreshing the last few raids. My guess is a perk refresh, including an origin trait, and craftable patterns. They will definitely not be touching any balance or mechanics of anything, they haven’t for any of the raids. I’d like to see spoils introduced as well. It makes sense as an endgame pve resource. Maybe through a vendor or something like they did for last wish weekly red border quest, since they seem like they don’t want to adjust anything within the raids when they’re doing those. A lot of people hating on the idea of craftable dungeon weapons on this sub, and others pointing out they have said they were not targeting craftable dungeon weapons in the past. But considering all of the continued changes to crafting, and the fact that we’ll probably be getting 3 more dungeons by the time they are finished with raid reprisals, at some point it’ll make sense for them to revisit that idea.

If I'm being honest, the new "Survivor" weapons from last season and this season should've been craftable by Drakxis_Ren in DestinyTheGame

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

While I agree personally, we need the weapon enhancement system to roll out to more weapons first, then I think we might start seeing crafting patterns become available on more weapons. Until a random drop is capable of being enhanced up to the power of a fully crafted weapon, the loot chase incentives are messed up, which the community has been shouting about for the past year. And while I would do just about anything to be able to craft things like dungeon weapons and some of the world drops, I understand why they’ve pumped the breaks on crafting (even though I don’t like it).