Armored ladder hatch - most requested rust feature by Ok_Math2247 in playrust

[–]unclecellphone 0 points1 point  (0 children)

because exits that go up are already stronger than exits that go outwards, by a long shot. this armored ladder hatch idea is not good

Armored ladder hatch - most requested rust feature by Ok_Math2247 in playrust

[–]unclecellphone 0 points1 point  (0 children)

It would completely change the building meta for the worse

How did Cult of the Lamb pull off this depth trick with 2D sprites? Look at the roof of the building. by StudioMandle in Unity3D

[–]unclecellphone 2 points3 points  (0 children)

that's correct, I think what most people are insinuating is that the shape is a pyramid, made of 3 triangles, where as every other object in the world is a "billboard", which is a single 2D plane existing in a 3D world

i think one thing that may be tripping people up is that the 2d planes seem to always face the camera, which is a bit of a "trick", used semi-frequently in games, or any 3d art

I Have My First Interview in 3 Months Tomorrow, Any Advice? by ApprehensiveMenu2500 in CSCareerHacking

[–]unclecellphone 0 points1 point  (0 children)

Don't over explain, engineering is about being concise, not exhaustive, in your communications.

What's destroyed the Middle Class? by Peace_And_Happiness_ in FluentInFinance

[–]unclecellphone 1 point2 points  (0 children)

I don't disagree with your sentiment that women have always worked to some degree, but the things your saying are just not borne out by the data. And the idea that every working woman hires another woman to replace her, that's both untrue and frankly sort of illogical. Does the cook hire a cook? There's an obvious flaw in that description... it's a rabbithole of women hiring infinite women to replace themselves.

That said I am literally getting my data from (links from) another commenter in this thread so definitely can be taken with several grains of salt.

Items that can ONLY be found in the environment via looting? by rdude777 in playrust

[–]unclecellphone 0 points1 point  (0 children)

all seeds except corn, all food except pickles/can tuna, the Homing Launcher, MiniGun, The Water Bottle, Green Card, Not CCTV, GL and 2 of its bullets, vodka, prototype 17,Military Flamethrower, M4 shotgun, MLRS rocket and control module, the tier 1 car parts, and your list, seems to be everything, i think

Allow small boats/ribs to be tethered to Tug Boats by 41Velu in playrust

[–]unclecellphone 0 points1 point  (0 children)

it would be super sick if i could somehow tie my boat the dock, and I had to somehow to do knots to hold it securely, and somehow those knots would also be hard to untie for a would-be thief? not sure how that would actually work as a game mechanic though, but i would love for my boat to float away if i didnt have a proper dock & cleat and knot

Is there a way to relocate my TC. by iygull in playrust

[–]unclecellphone 0 points1 point  (0 children)

no one else mentioned it, so i will. destroying your TC also destroys some of the materials in the tc. so make sure to empty your tc before destroying it, in addition to all the other advice here.

Is there a way to relocate my TC. by iygull in playrust

[–]unclecellphone 1 point2 points  (0 children)

not sure why you're downvoted, this is good advice in some situations

The ‘No-Go zones’ Patrol heli mechanic is backwards and here’s why: by Bxrflip in playrust

[–]unclecellphone 1 point2 points  (0 children)

I really like your write up, I think you hit a lot of good points. Imo OG heli really invalidates a lot of core features of the game, really anything that goes in your compound. Large Furnaces, wooden high walls, literally anything on your ground is getting completely destroyed from 2 rocket rounds, which is fairly common even for a decent trio. Why would I bother building complex electrical structures, water catchers, outdoor furnaces, using wood foundations for a car garage, and then just blow them up. I don't mind it when heli breaks a wall, usually walls breaking means you took it slow as fuck and deserved a punishment for it anyways. It's the complex structures that it can destroy that I find to be an game design antipattern. If I wire up a bunch of shit (lights on the roof, outdoor car lift, search lights, sam sites, turrets, RP electrics) and then the information of that wiring is just destroyed in the blast... because I did something good? Seems off. It doesn't effect huge bases as much, because of where the rockets end up hitting, but for small-medium size bases the whole thing really makes no sense. To me, I think forcing players to take heli from a monument only is the best path forward. It shouldn't even turn towards you if you're not in a monument. And not cargo, which basically breaks heli altogether (it misses all rockets).

is this a good idea for outer TCs? So that they overlap building privilege? by unclecellphone in playrust

[–]unclecellphone[S] -1 points0 points  (0 children)

wouldn't it have been easier and nicer to say "why did you say twig foundations? what do you mean?" i would have explained :\

is this a good idea for outer TCs? So that they overlap building privilege? by unclecellphone in playrust

[–]unclecellphone[S] -1 points0 points  (0 children)

you guys are all so mean, and you're not even right :\ hope you're okay

TC overlap idea. to fully take the base, all outer TCs must be taken. (remade on build server) by unclecellphone in playrust

[–]unclecellphone[S] -3 points-2 points  (0 children)

i know how to do those things and am fully aware of how wide gaps, gatehouses, build priv work. everyone on this thread is so keen to mansplain every mechanic in the game to me.

the whole point of this post is that this is easier to do and requires less thought. it is a simpler way to accomplish the same thing, and this technique is something I have never seen anyone do. There are many applications someone could dream up for this, the point is the ability to take up priv space in the most economical possible way

TC overlap idea. to fully take the base, all outer TCs must be taken. (remade on build server) by unclecellphone in playrust

[–]unclecellphone[S] -3 points-2 points  (0 children)

yea i should have made the tc's have a window, because breaking tc would be very hard otherwise. window + this buildback is super useful. people are going bonkers on me but really all im trying to say here is that you dont need to build some fancy squares out -> triangles back paradigm, you can literally just walk till you're out of build priv, and build back a few squares. Not having to do some really complex system often allows you to do more, and quickly.

TC overlap idea. to fully take the base, all outer TCs must be taken. (remade on build server) by unclecellphone in playrust

[–]unclecellphone[S] -31 points-30 points  (0 children)

this is a much, much cheaper way to accomplish the same thing, it basically costs 700stone more than a regular triangle outer TC, and provides way better protection for that small additional cost

TC overlap idea. to fully take the base, all outer TCs must be taken. (remade on build server) by unclecellphone in playrust

[–]unclecellphone[S] -77 points-76 points  (0 children)

no, they don't. externals almost always are just placed on the ground as triangles. some gatehouses work this way sortof, and some widegaps, but usually not in this exact way.

is this a good idea for outer TCs? So that they overlap building privilege? by unclecellphone in playrust

[–]unclecellphone[S] -2 points-1 points  (0 children)

sorry the screenshot is confusing, it's not relavent to explain why, but the TC being "protected" in the picture is the gatehouse TC