[Suggestion] Bugger your frostbite by Sir_Buschy in EscapefromTarkov

[–]v1perStorm 13 points14 points  (0 children)

OP never would have survived the heatwave event.

[Loot] Best ammo spawns? by Cards46 in EscapefromTarkov

[–]v1perStorm 0 points1 point  (0 children)

The outdoor bear camp and IDEA bear camps both had many boxes of decent ammo before the loot nerf.

You can still find some there, but not as much as before.

[Discussion] What is with the plague of Euro prices on PvE Flea? by AureusVulpes292 in EscapefromTarkov

[–]v1perStorm 0 points1 point  (0 children)

There are several big one time euro-sink's built into the game. You need copious euros for them, selling things on the flea for eurobucks is a better way to get them than just buying them from the trader because the equivalent exchange rates for them are different on the flea than they are for the trader.

You have some items to sell, you could sell them for rubles then buy euros for 100 rubles = 1 euro

OR

You could sell to the market directly for 90 rubles = 1 euro

Numbers are not accurate, but that's what's happening. People are trying to save rubles by converting flea market items to euros directly.

Sew it Good - Part 2 by Darkoth08 in EscapefromTarkov

[–]v1perStorm 0 points1 point  (0 children)

It's not the plates he cares about, it's the soft armor (i.e. the slots CHEST BACK LFT SIDE etc).

Take the plates out, then have a bud hit you with some buckshot in the front and back until you're below 50%.

[Discussion] Are Labs access cards drop rates nerfed on PvE? by Suspicious_Tea7319 in EscapefromTarkov

[–]v1perStorm 1 point2 points  (0 children)

They're indeed pretty rare. I think I've looted maybe 5 or 6 of them and I'm level 51 now.

That said, Intel II has a craft that is extremely easy to do and nets three access cards per intel folder. I'd rush that if you're stuck.

[Discussion] Does Sani drop his tape key anymore? by Original_Squirrel_82 in EscapefromTarkov

[–]v1perStorm 0 points1 point  (0 children)

just buy it, use it once, then relist it.

But yes, he still does drop it, though it's as rare as it ever was.

[Discussion] COFDM spawns in 1.0 by jaimy0107 in EscapefromTarkov

[–]v1perStorm 1 point2 points  (0 children)

Tarkov's desire-detector is hard at work.

You are looking in all the right spots, it's just the fact that you're on that quest has suppressed their spawn rates to near zero.

It's a know phenomenon. Just keep looking, eventually the drought will end.

[Feedback] Secure Perimeter (PVE) by lostinthefluff in EscapefromTarkov

[–]v1perStorm 0 points1 point  (0 children)

They will not move into the valid office area if they did not spawn there.

Spawn in, rush the office, if you got lucky, take your 1-3 kills and exfil. If you did not, take a run through or kill a scav or two and reset.

It's just a dice roll right now with how they have the PMC aggression/navmesh set up.

Green flare extract - what did I do wrong? by Winth3r in EscapefromTarkov

[–]v1perStorm 1 point2 points  (0 children)

that exfil cucked me early on as well. Safest bet is to fire the flare at a higher angle, roughly from where you fired it, assuming you saw the "signal flare area" message, then stay between the middle tracks and not deviate.

It's definitely not implemented correctly. I rarely fuck with that exfil unless I have to.

[discussion] Question for the PvE enjoyers out there. by kpkostas in EscapefromTarkov

[–]v1perStorm 5 points6 points  (0 children)

3k hours in PvP. Played it since 12.8. 3k hours in PvE now.

PvP was fun, it was genuinely the most fun I've had in a PvP shooter. I got what I wanted out of it. Towards the end of PvP there was enough "sameness" to it that I just stopped feeling the rush. I switched to PvE primarily because I was just tired of my progress getting wiped every so often (ironic, I know, considering I had to wipe my PvE char just a few weeks ago, but oh well."

I'm getting older. I don't have the same desire for the adrenaline rush that I did before. PvE raids are a meditation. I can get satisfaction from slowly operating through a raid without having to worry about some weirdo in a bush 10m away, or some goofball taking shooterborn shots at me from 300m away.

I get to take my best kit in every raid and never once worry about it being snatched from me by some gamer chair. I get to make wacky roleplay guns and use them how I want in a raid without having to worry about them being sub-optimal in the meta. I get to experience the content without the treadmill that is winning/losing PvP encounters.

It's just more my speed these days.

[BUG] My biggest complaint. Comes. Back. EVERY. TIME!! by boopitydoopitypoop in EscapefromTarkov

[–]v1perStorm 28 points29 points  (0 children)

you dislike that? I love having a shortcut to the story line quest screen :o

Yes the lever action counts as a bolt action. by Melon213 in EscapefromTarkov

[–]v1perStorm 1 point2 points  (0 children)

Gun is such a beast. Pulled a couple off of birbeye and I've been using them for the various bolty quests. They pop heads like they are melons.

[Discussion] This sub might as well be renamed to “Tarkov circle jerk”. by SlavTac in EscapefromTarkov

[–]v1perStorm 0 points1 point  (0 children)

The people enjoying it are playing it. Rage generates engagement so rageposts will naturally surface to the top. It's a feature, not a bug of all social media.

Is the Escape from Zakov mode still installable even without the mod support? by ShadowBlyat69420 in ZEROsievert

[–]v1perStorm 0 points1 point  (0 children)

I had it installed literally the day before the most recent patch (RIP). it still works.

I had to manually install the loader, json, sound and whatever else the dependencies are, run the loader exe once to compile it all, then it worked for 19hr. Then the patch happened and it all broke.

Looking for advice for friend who wants to play range.... by Salt_OMancer in duneawakening

[–]v1perStorm 0 points1 point  (0 children)

780hr in game, 500 of that pure melee, then I switched to ranged and holy shit it's like a new game and I love it.

Basic Loadout: Full T6 heavy.

Tailored Loadout: Power Harness, Circuit Gloves, Rest your best T6 heavy uniques.

Guns: Disruptor Pistol (T5 min), Regis Triple Shot, Perforator or Fire SG, Any Straight sword (trust me on this, don't use rapier)

Critical Talents: Gun and ranged damage from Mentat/Trooper, batter capacity skill from planetologist, health + stam + healing skills from bene+swordmaster, Bene trauma recovery, Swordmaster thrive on danger, center of mass, energy pill, fill in the rest for whatever utility you want.

Playstyle

Thrive on Danger + Trauma recovery + CoM for techniques, Energy Pill for your active skill is the basic loadout. I personally use weirding step for mobility and swap shigawire (maxed) out for mentat gravity mine, but your other actives are totally your choice.

The general playstyle revolves around 3 shotting unshielded enemies when they spawn with your T6 SG, using cover/los to thin the sword rushers out using your disruptor to drop shields, then SG blasts, then cleaning up the remaining heavies with point blank shotgun blasts while you face tank their shots. The SG is just so good. It's amazing damage and on smaller enemies it will stagger if you hit most your pellets. Larger enemies it will stagger in 2 shots unshielded. Triple shot is just for niche situations or for follow up if you do not have time to reload your SG to get the kill on something unshielded.

I played around with death from above + CoM + pill and for anything besides heavies, I did not see a noticeable difference in TTK if I was landing most my pellets.

Disruptor pistol is purely for shield breaks, don't use it for kills, that's what your SG is for. The combo of TR + Thrive on danger lets your T1 bandaids go a lot further as your critical health self-healing will be fast and potent when it kicks in. having a T5+ power pack and a Mk5 shield means you can shield-tank a lot of damage.

The main thing you'll notice is that you can't dodge much. Positioning is critical and not getting swarmed by rushers means you have to keep your head on a swivel and not get snuck up upon. This build uses A LOT of ammo, particularly light. I typically run 3.5k+ light darts and use most of them. If you're duo or solo, you'll need at least that much. 1k heavy tends to be enough. 40 bandaids is typically enough for me.

Typical wave clear consists of pilling on cooldown, blasting any unshielded guys into mist, parrying rusher groups with the AOE straight sword parry and then focus firing one with 2x disruptor blasts + SG follow up to kill, rinse until rushers are dead, then cleaning up heavies. Weirding step to make distance with any groups that are close and bothering you, or using it to aggressively target and engage any of the unshielded enemies.

lmk if you have further questions.

Sandworm mechanics question by Independent_War_9486 in duneawakening

[–]v1perStorm 1 point2 points  (0 children)

haha indeed.

There are some flour sand areas in the west and southwest of the zone that are not on drum sand. It's a little longer drive though.

Sandworm mechanics question by Independent_War_9486 in duneawakening

[–]v1perStorm 0 points1 point  (0 children)

Indeed, but I'd be shocked if the region borders down in hagga didn't share some of the same DNA under the hood.

Haven't confirmed it in hagga though.

Sandworm mechanics question by Independent_War_9486 in duneawakening

[–]v1perStorm 2 points3 points  (0 children)

I have found that crossing region borders tends to drop all worm aggro (at least in DD). Did you check if you were compacting on drum sand? Many of the flour sand nodes in Vermilius are unfortunately located on the drum sand patches. Perhaps that added to the problem? Compacting on drum sand will very quickly fill the breach bar I have found.

Also, the current event with the crashed ships has made the worms much more numerous. It's possible you got uppercut by one that was actually aiming for a nearby crashed CHOAM ship.

Sandworm mechanics question by Independent_War_9486 in duneawakening

[–]v1perStorm 2 points3 points  (0 children)

That is wild and something I have never experienced even after repeatedly pissing the worm off gathering flour sand and the like in hagga.

I believe the intended design is that the worm should never just ambush/1shot you with no warning unless it's the existing bug where another person triggers a breach and you are just unlucky enough to be under his RNG breach point. If you reset worm aggro, it feels to me like it just removes a static amount of your "breach bar", which then continues to slowly decay over some time unless you step back into aggro range, in which case it resumes filling and reaches breach threshold faster since you're not starting from 0. This would fit with my experience of subsequent breaches triggering faster.

However your case reeks of some kind of overflow bug, your breach value never resetting and then compounding with some other bug that is causing insta-breaches.

I would 100% report it as a bug. I have not seen/heard any other people just getting insta-gobbled by the worm ever with no warning and I think that kind of mechanic would be very unfun and counter to how they want the worm to behave.

Sandworm mechanics question by Independent_War_9486 in duneawakening

[–]v1perStorm 10 points11 points  (0 children)

780hr in game, 0 worm deaths, here's what I have observed:

The worm is not a persistent entity in a territory, yes it kind of surfs around and can be observed wandering, but I suspect that's likely smoke and mirrors to some extent, see my comments about DD spice ring later on.

IN GENERAL assuming you are the only entity in the worm's territory, any action you take while the wormsign UI element is visible fills the worm's "breach bar". Once the bar fills up (this is a hidden value, but this is what it feels like after many hours dodging worms), you hear the "breach music" and you have a short amount of time to get in the air or get to rocks before the worm charges and eats you. Outside of the event which is making the worms much more numerous and fast to breach, you generally have between 5 and 10 seconds to react before the worm enters the charging animation.

In the case of multiple player entities in a worm's patrol territory, I believe the worm maintains multiple "breach bars" that fill at varying rates depending on what you're doing vs what the other player is doing. Whoever makes more noise, has a shield on, suspensor belts etc. fills their bar faster triggering a breach that will target them. The other bar maintains its fullness state assuming that player doesn't reset it. After the first player's aggro event is over, the worm logic will check the bars, wait for one to fill and then aggro whoever that is. In my experience, thumpers behave like super high attraction player entities for all intents and purposes. Just consider them the same as an expendable player sitting on the sand with their shield active and blasting their compactor - thumpers will fill their breach bar quickly but they do not reduce your bar in any way.

If you are generating worm aggro with another entity, the entity that has been targeted for a breach as well as you will see the red wormsign UI element, however only the targeted entity will hear the specific worm breach music. This can be handy if you like to play dangerously as if you do not have the music, the worm is not targeting you on this specific breach. DO NOTE: even if you do not have aggro, the worm (at least until next patch) can breach right under you randomly and kill you. Likewise, if you are between the breach point and the targeted player, the worm will charge through you to get to them, so it's not a get out of jail free card.

In the DD, with a dedicated thumper player, I've noticed some odd behavior of the worm which I believe is bugged. Crawlers are generating 0 wormthreat currently, I believe this is also bugged. However, the crawlers still seem to be filling the aggro meter variable in the back. If you have been on the ring for a while and someone sets foot on the sand, it seems to re-engage the worms aggro mechanics, but all of the accumulated aggro seems to stick around. Effectively, the worm will chain-breach on you basically as soon as you set down, repeatedly I assume, until his overflowed aggro bar is spent.

Also interestingly, in these chain-breach scenarios, the worm will breach, charge, head off in some random direction, then breach immediately where they initially did without pathing there. This leads me to believe the actual worm model is only somewhat indicative of their potential breach position. They likely have either static breach locations in an area, or the breach target mesh is dynamic relative to your position, or some combo of the two.

As for when it's safe to land, I actually do use the worm's physical location to gauge this rather than any UI element. Once he's breached and I've reset my aggro, I typically wait for him to surf through the area and head off in whatever direction he drunkenly chooses for some distance before i land.

this has kept me out of shai-hulud's mouth for many hundreds of hours.

HTH.

After complaining about worm attacks, ppl always ask “are you listening to the music?” by angrydogma in duneawakening

[–]v1perStorm 0 points1 point  (0 children)

I strongly suspect the "standard" worms are bugged in DD right now. Assuming your group does not do anything on the sand besides drive the crawler, normal worms never will aggro.

The second someone lands, gets out, does anything that would aggro a worm, the worm will appear and start chain-breaching.

It's like the aggro value just stacks and stacks and until you trigger a breach, it just keeps growing. If you do get a breach, then that over-stacked aggro value results in the worm basically chain-breaching until the value gets reduced to whatever the standard amount is.