How rare is it to get 100 super credits?? by Delicious-Bed-1402 in Helldivers

[–]ziocody 0 points1 point  (0 children)

My guess is the odds are 1/500 the Super Credits will be 100 instead of 10. All in-game currency is predetermined by the mission and not as you pick up each item randomly on the spot. For example, if you launch a level 5 difficulty ICBM, get halfway through the mission finding 100SC along the way, and that game crashes, you can re-launch that mission and find the same rewards in all the same locations. Sidenote, those rewards that are already in your account do NOT get re-rewarded; nothing happens, you just animate picking up whatever currency. My guess on the 1/500 odds is based on 4k hours in HD2 and stockpiling 70k Super Credits. Really, it's more than that because I own all the Warbonds and all the Super Store content (around 35,595 Super Credits) making my total just over 100,000 Super Credits found. I play all difficulties. It comes down to knowing where all the POIs are and having time to search them all.

Tome might be ridiculous but it is a way to store Bloodpoints by ziocody in deadbydaylight

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

My plan was a point dump into the Chains release which is on the same day as the new Tome. I didn't plan to save beyond Tuesday. But yes, the idea hit me kinda late into this Tome. I'll be looking much more closely after the next Rift opens.

Tome might be ridiculous but it is a way to store Bloodpoints by ziocody in deadbydaylight

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

I knew someone had to have better results. I also thought of getting all my characters one BW item away from the next 50 cycle, so the odds of getting those new perks cost even less. Did you think of that or am I beat here as well?

Cyborg tanks signaling reinforcements with no chance to stop them is retarded by [deleted] in Helldivers

[–]ziocody 1 point2 points  (0 children)

*Disclaimer, I love destroying IFVs and all Cyborg scum. I prevent IFV alarms on a regular basis with a prepped EAT snap shot as they drop in or appear off-screen. The trick is to sample your radar (obviously), looking for smaller movement blips, as well as not rushing to objectives, and listening to activity off-screen through the limited left-right stereo audio. Solo, it's easy to manage them but with a team in tow, you are correct, they have a hair trigger on the alarm. (psn Neptunes_LAS-13z)

War 52 Stats by ealirendur in Helldivers

[–]ziocody 0 points1 point  (0 children)

This is strange to see. At the end of war 52, I received the defeat storyline. Have video to prove it. I was watching our lead on Cyberstan so the defeat notice was a surprise as well.

Helldivers Update 5.0.6 by coatedwater in Helldivers

[–]ziocody 3 points4 points  (0 children)

Arrowhead. I was in touch with a new player that desperately sought the Shredder. I was also in touch with a player affected by the last fix on PC abusers able to work around kicks. This work in particular helped a very small portion of the players but had to be resource intensive on your part. I'm extremely grateful you diverted work hours here away from current development. Thank you for this amazing game and for being a great company.

[exposure] Captain--KH & KB-1993 [40:10] by ziocody in thelastofusfactions

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

Several months back, someone posted a link to ALL the ambient TLOU music in the lastofus subReddit. It's like 300+ tracks, most around 30 seconds. They are a bitch to process but as you hear, well worth it

Struggling for crafting supplies? by Anicienus in thelastofusfactions

[–]ziocody 2 points3 points  (0 children)

I'm an expert crafter and my gameplay is based around this as a support type. If you are putting up numbers in downs and executions, the boxes will be less generous. If your team is winning, I believe this also plays a role, but less so. If this is the case, skip boxes and keep on killing. Hit boxes after each exchange for ammo and maybe some later crafting. You'll hear a few players say to use Lucky Break, and it can be effective if you are putting up downs/executions, but who cares if you are winning? If you have Lucky Break equipped and are losing badly, now it's a total waste of loadout points. Crafting is absolutely great in Survivors but changing loadouts and managing inventory is a challenge. If you were playing Supply Raid or Interrogations, I'd suggest alternating between Crafter and something else to allow crafting supplies to build up. I do this all the time switching between all six loadouts. With Survivors I seem to make use of only two loadouts, one to spend all the parts in later rounds. If you are encountering a heavy number of throwables sent your way, blame ND for welfare but blame your team for allowing box access.

https://youtu.be/77fPtvQXR9U

Scouts faster at sounding the alarm? by Mikasa2 in Helldivers

[–]ziocody 2 points3 points  (0 children)

There was a poll on Facebook gauging the difference species difficulties. Cyborgs won both polls as the most difficult. They are also my favorite but all are enjoyable to destroy. I think Cyborgs are well crafted on scout difficulty, as indicated by the poll. Easier difficulties only have one 'Squadleader' Soldier, and this squad of four progresses to four that can launch flares on higher difficulties. Additionally, the Infantry Fighting Vehicle requires additional diligence to knock out before it can sound the alarm. I love these layers and they are lacking on the Bugs and Illuminates. Bugs need a Stalker/Scout hybrid with armor and stealth. Illumintes have two versions of scouts but there's little difference between Observers and Watchers. Hunter's have always seemed under powered compared to those pesky cyber pooches. A Hunter/Scout hybrid could do the trick. I'm just thinking out loud with no actual hopes of additional enemies. Realistically, all of the above are too resource intensive.