Best welgun warzone loadout
Warzone_Loadout_CoD
2021.07.17 22:59 LilSizz687 Warzone_Loadout_CoD
Find the best loadout for CoD Warzone
2023.06.03 19:27 PeanutSea5759 37m UK looking for (for a F chatter) someone to get on with
Check my bio too so you are aware about me lol.
Anyway I love gaming, anime, going for walks, i love playing warzone omg!
Also love animals and cute things.
Thanks for reading Also … I’m gonna be trying out fortnite hope to talk to a Female gamer too about this and maybe play. UK/EU would be best for latency.
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2023.06.03 19:20 LargeCrateOfCarling 79 wins. Approaching 100. What are you guys on?
2023.06.03 18:04 dkah41 Hybrid set advice?
Odd but specific help request: My main (warden tank) is in solid shape (TT + CO), but for overland work / speed running normal dungeons I like to swap a light set in for TT (belt/gloves/jewelry and keep Crimson Oath equipped). Back bar is still sword and board, front bar has unstable wall + pulsar + caltrops so I can drop majominor breach and the CO debuff in an aoe (~12k pen) quickly for trash clearing (and still have empowered crusher on ice staff for bosses). Works like a charm, to be clear - I like how effective it is. But...
I've been running Necropotence as my light set and 1- I think there's better options plus 2- I originally did it as I've been running the bear on both bars but I'd rather swap more impactful ultimates like Warhorn back in, so the 5 piece of Necropotence is no longer that appealing.
Given this scenario (one set is a tank set, mundus is still atro, most of CP is focused on survivability not damage) what would you recommend instead of Necropotence to increase the damage output? Preferably non-trial gear as I haven't tried that yet, and leaning more aoe focused. Mother's Sorrow, Order's Wrath ... is the crit still the best option even if my damage is significantly lower than a normal dps due to heavy armor / tank CP&Mundus ? Should I look at +damage like Julianos instead? Preferably light armor since I get 4pc of light (monster, gloves, belt) for penetration / magicka boosts (or is medium a worthwhile option if I'm dropping ~12k pen regularly?).
I'm aware I can build a full dps loadout, but that's not actually my goal - I can tank normal dungeons easily in this setup (obviously I go back to full tank for Vets) while providing tons of aoe armor shred and helping with damage, and I'd like to put warhorn back in. Struggling to decide what the best damage option would be to replace necropotence.
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2023.06.03 18:03 idcgames Call of Duty: Warzone The best plays and tricks #5
Call of Duty: Warzone Watch out for some of the best tricks to master in Call of Duty: Warzone 2.
#CallofDutyWarzone #WarzoneTips #WarzoneTricks #Warzone #FirstPersonShooter #MultiplayerTips #WarzoneStrategy #OnlineGaming #Cod
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2023.06.03 17:16 chiboul_ X17R2's CPU Throttles Hard while GPU is also in use
| MSI Afterburner graph showing sudden CPU power throttling Hello, My X17R2 throttles hard especially on its i9-12900HK despite my underclocking/undervolting efforts. I'm facing issues I really do not like while playing video games.For instance after a 12 minutes session of Warzone 2, my 3.8GHz-locked CPU (STEP 1) starts to hard throttle (STEP 2) and starts downclocking itself pretty hard (STEP 3: decreasing CPU power from approx 70W to 40W). It NEVER increases again until I manually change my AWCC fan profile. I've tried running my laptop on the latest BIOS but same thing keeps happening. Also, my GPU is constantly consuming 135W (max 140W). So it looks like that whenever my CPU+GPU consumption gets beyond 200W for a few minutes, the CPU starts throttling hard. The Fn+F1 mode is even worse because it allows my GPU to get to 150/160W sometimes and then would make the CPU throttle even earlier! The best temporary fix to avoid this phenomena is running my laptop in Silent or Balanced fan mode... In High Perfomance or Fn+F1 mode, the CPU starts throttling a lot faster (in 2 minutes).This mess translates in constant stuttering in game along with a -10~20% performance hit. I'm now using the 1.8.2 BIOS to keep undervolting my i9 as far as I can.I don't know if you guys have any recommandations to prevent this bad scenario from happening.I tried limiting my CPU max power consumption on XTU but then it would throttle its power down to 30W then... Just FYI, my Cinebench R23 scores are decent and consistently around 19K for multi-score, so it really demonstrates this issue happens when both CPU and GPU are in use. submitted by chiboul_ to Alienware [link] [comments] |
2023.06.03 15:35 OkAwareness4527 Cold War Exploited??
2023.06.03 14:32 RoboCleave Therapeutic Deep Dive (Hypeman>ToxicPoS) TLDR
| https://preview.redd.it/qatsh5o9qs3b1.png?width=1080&format=png&auto=webp&s=6801f26da451f985044e222441dcd005215c5e2b Im not by any means an avid fps player. Ive never played anything like Tarkov before. Hell to be painfully honest I can count on one hand how many games in general ive played, or even worse, bought since 2005. See before 05' I was a typical 90s console kid. I came up on NES then SuperNes into Sega and finally capping it off with the almighty PlayStation. During that time there wasn't a game I wouldn't play. My favorite of all time is hands down the double disc version of Metal Gear Solid. In 2004-05 I got handed a $2.99 10day trial disc for World of Warcraft. And after about 6 months in I sold all my consoles and the games and used the money to buy the next expansions and pay for the sub for a year. Since thin I've truly been a one game Andy. So with how Wow has been over the past few xpacs I decided to try something new and picked up warzone since it was free. Had some fun. Leveled some guns. Bought every skin I saw that came with the new best gun cuz i didn't have em leveled yet. So that's my back story so you guys can understand why pretty much any motivation to even log on is damn near gone. I've been a nonstop DMZ player since day 1 of season 1. It had everything I love in games. I'm not that great in pvp fights just do to lack of experience and getting outplayed but I keep at it and I've def seen an improvement since I started mid way thru warzone 1. So to have a game that lets pvp be a part of the match but not the soul goal of it was perfect for me. I'm used to grinding quests and chasing achievements in WoW so I've just come at it with the same mindset as when i play that. Farm rep, complete quest chains, kill bosses, etc. etc. Instead of spells, I use bullets. Awesome. So I've been slowly chopping away at the factions and unlocks. Its taken me from the start to now to unlock my second slot, and push the faction tiers to within reach of the third. All factions are at tier 4 missions except Redacted is at T2 and Crown is T3. I hardly ever squad fill because most groups I found were more of a hinderance than an asset. I like going solo because my pace is my pace and I've gotten a nice routine put together for how I spend my time in match. So multiple full bpass seasons and I'm still not completed. But Ive gotten all the cases, I've unlocked all the shiny's minus what the mission rewards will be with the ones I have left to complete. This has been a slow painful learning experience for me and Ive really enjoyed it. I play warcraft on autopilot at this point ive been doing it so long. So this is a great change up. AND NOW I FEEL LIKE THIS WAS ALL FOR NOTHING. I don't care if it took me 6 months or a year to complete the factions and get my 3rd weapon slot. Sometimes I don't actually see a mission complete screen for a week or more. But I keep at it as long as I see improvements. Next season just makes all of that completely irrelevant. There's some missions that took me so long to finally get thru, that gave me so much rage induced migrains that I put my keyboard thru the monitor. Why the fuck would I want to possibly (probally) put myself thru that again. I felt like an asshole after I realized I let a game get at me so much I broke my own shit but goddamn the sense of accomplishment after finally figuring it all out and getting it done was everything I love about gaming. I feel deflated. Where I could finally see the finish line (even if I'm not quite there) is now just a pure "fuck it" attitude. I haven't equipped a mission since I saw the update info. Where I used to focus on completion but able to switch it up and engage with other players when forced into it. I've been a soul sucking exfil camp sniping shotgun doofing in buildings betty body booby trapping piece of toxic trash and I'm not happy about it. Sad thing is that I spend more time regaining now then I did when I wasn't playing like a twat. I bought a blueprint that lets me get my sniper and a smg back every 15 mins. I don't even use the Roze skin cuz it sucks. BUSH WHOOKI GANG HERE!!!. I've spent all my saved up cod points plus a few swipes of the trusty AmEx to snag up all the ghillie skins i can. This might have actually ruined this game for me cuz its turning into what warcraft turned into for me. Empty. (and I'm not even really pissed about the random shadow bans or getting donkey punched by a 6squad. That shit happens. Its part of what makes pvp enabled games so dynamic. Well not the shadow shit but whatever. Sorry for the length. I already know its way TLDR. But I wanted to get this off my chest and to people that can either relate or at least understand the intent behind the words. My girl just gives me the stale face nod. So read or don't that really doesn't matter tbh. I needed to find how to translate what I'm feeling into words so I can actually get an understanding for myself. So thank you so much if you are still here with me and also thank you if you aren't. I've gotten a lot of good advice on my grind in dmz and pretty much all of it has come from this reddit group. I don't know how much I'm going to be back here because I cant 100% say that when the wipe happens I wont just uninstall if these updates end up being a load of shit and they wiped us for zero fucks given which def could be an outcome. submitted by RoboCleave to DMZ [link] [comments] |
2023.06.03 14:30 Ok_Hunter8941 Curiosity
I have recently started playing this game, thinking that I would enjoy it like STALKER but online. So far, so good. Played with some friends, had some very fun and memorable experiences, the story is not bad, some sidequests are absolutely hilarious (such as selling drugs to squads), others are interesting as hell (the swamp mad scientist one)... And the areas are pretty cool and somewhat reminiscent of the original game, with some lovely additions. I consider myself an experienced STALKER player (played all of them, knew them through and through, played STALKER Anomaly too, modded it heavily...), and Stalcraft catches the feel of STALKER quite well.
However, my qualms -which are starting to mess up with my enjoyment- are the following:
-Artifacts suck. They sell for very little so far (I have recently reached the Bathe Forest). There is this activity at the Bar where you can farm mutant spirit thingies for TONS of rubles. And these things sell roughly for the price of one artifact from the previous zones. The difference is that you can farm these things quite easily, whereas artifacts A) are a lot harder to find than in STALKER and B) are a lot cheaper and less useful. Thinking it may be like STALKER, I have investigated basically every anomaly cluster in the Swamp, the Cordon and the Dark Valley, and half of those in the Dump, only to find nothing (or only one, seldom). And I did this right after emissions, and I made sure to be able to access the danger zones with a scientific suit, and that nobody else came after me nor arrived there before me. I must say that I was extremely lucky at the beginning, when the very first mission of picking an artifact (the electric one for the loners), because I found outside the hideout three different artifacts all together. But this hasn't happened since. Instead of finding them where they most commonly should be, I find them lying around the zone, and picking them ups is not even that worth it. Also, I have only found about 5-6 different types, repeated over and over again. So the novelty dies quickly. Does this improve later on? I have seen artifact builds and they sound cool as hell, but given how weird their spawn rate is, I am thinking that maybe it is an early-area thing.
-Incentives to advance: I understand that it follows a typical MMO progression, but advancing just for the grind is quickly becoming tedious and boring. The story is interesting but not so much. For now, my desire is to get to Duty and join them, and get some sick Duty gear. Would joining Duty lock me out of Freedom or Loner traders, missions and areas? Anyway, yeah, grind is not good enough. Does anything interesting or exciting happen down the line?
-Ugly bar: up to the bar, the game looked great and more or less stalker-ish. Sometimes I could see the Minecraft textures, but most of the time it was subtle and nice. The Bar? Man, it is ugly as hell! Absolutely hideous, and the areas around it are just vaguely resembling the OG ones. I understand that the game tries to distance itself from STALKER so as to not be a simple 1-to-1 copy, and so that veteran players such as myself can find novelty, but... Are the next areas good looking? Or do they follow the Bar's aspect?
-Pvp: it kinda sucks. I have killed players and I have been killed by players. Most of the time it was fair and square, and if I lost it was due to my own fault, and if I won, it was thanks to tactics, luck, ambushes, etc. Typical STALKER. However, sometimes it's just that a high level mofoca appears with the best gear and just shoots 6-10 rounds in my head and melts me and my whole squad like its nothing. I understand that this is part of the survival aspect, but wtf. It is annoying as hell, and he doesn't even get anything out of it. But in order to get there, the grind is absolutely absurd. And to grind that, I must face increasingly worse enemies, while I very very slowly trek that difficult road to purple items. I don't have that time and dedication. I like the STALKER aspect, not the grinding one. For example, I was farming stuff on the Loner side of the Bar, with a NPC patrol, and suddenly a bandit appears, thanks every single hit, he hardly loses health (even though I headshot him with the M16A1 and the sawed off shottie), and kills everyone (I somehow managed to escape and run for my life). I get that the constant player threat is part of the PVPVE style (pretty much like Sea of Thieves), but there it is a matter of skill and awareness only. Here, it is a matter of absurd gear and camping. Two very different approaches. Does this get better?
-The weapon variety kinda sucks. I see no point in using submachine guns or sniper rifles or machine guns when shotguns can deal with muties and assault rifles with npcs and players. And apparently the SAIGA has been nerfed, so bye-bye shotties for me. The only serious decision seems to be whether to go AK or NATO line. Besides, the attachments seem to be kinda messed up. Tons of scopes and magazines but only a bunch of lasers, grips and silencers/muzzles? I have seen posts about cool Tarkov-like weapon loadouts, but from what I can see in the crafting/bartering panel, it seems awfully limited. I tried modding an AK74 and there are tons of empty slots that I can't seem to fill. I look through all of the categories and I can't find different stocks, for example (off the top of my head).
The game does have some pros:
-The auction system is amazing -The metal detector is hilarious (the very first day I used it, the very first item was an aluminum wire bundle. The second day, first item I get is that thing again. The third day I move to the dumps, and the first item I get is the copper bundle. I have also had luck selling/transforming roots and seeds) -Contrary to the weapon variety, the Armor variety is awesome. It is more important to develop them, and you also get some armors that do not have prerequisites, in case you don't wanna run all the way back to the starting areas. Plus, they look gorgeous. It would be cool to be able to combine suits with masks, though. Or to modify them like in Call of Pripyat. Can that be done? To that level? -Survival aspect is pretty good, actually. The vast majority of times that I died (bar getting stuck once, or being killed by said Pvp grinders) it was entirely my fault. The feeling of carrying tons of loot and barter items and having to run two whole maps back to base is thrilling. I even organised an escort mission with two friends, because we had to pick one of them from the bunker at the Dump, so me and the other one rushed to him and then escaped through the Dark Valley. Another time, I was overburdened under the westernmost bridge at the Cordon, with the TOZ, waiting for my squad mate to get to me from Cordon to relieve my burden, while I was covering him and paying attention to any movement. I have also had fun encounters and ephemeral alliances with random players. It's fun and it catches the spirit of STALKER (if it were multiplayer). Does this beautiful experience continue further on? Or does it become a pvp nightmare?
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2023.06.03 12:53 gruvccc [Warzone] MCPR loadout
Anyone have a nice MCPR loadout? Looking for one with a balance of velocity and mobility (ads).
Currently my set up is one shot and decent mobility but the velocity makes it really difficult to lead shots or even get a still headshot from distance.
Loadout is nilsound/omx/ole-v/forge tac/explosive.
I could lead shots for fun on WZ1 but can barely see my bullet now which makes it harder to get used to. I believe bv got a nerf recently making it even worse.
Would consider switching to the fjx if better.
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2023.06.03 09:36 RegentofArakko A Love Letter to the King of Slings (Or, How the Heimplanet Transit Sling Pocket 2L Stopped a Mugging)
| Heimplanet Transit Sling Pocket 2L I was inundated with 1s and 2s of requests clamoring for me to expound a bit more on this sling bag in response to my updated packing list. This isn't a review so much as a look at why it's a dope-ass bag for my specific use cases, as well as how I've decided to pack it out after 3 years of use. I sprung for a sling bag/fanny pack/bum bag in order to solve a few problems: - Avoid having to remove my main pack to get to specific items
- Maintain quick access to my most commonly-used items
- Keep things out of trouser pockets
After demoing ten sling bags in my home during the pandemic, I landed on the Heimplanet Transit Sling Pocket 2L based on its sleek appearance, reasonable capacity, and excellent quality and craftsmanship. (I also took a look at the XL version but passed on it because I had just downsized from the Farpoint 55 to the Osprey Nebula 34L to test drive for a couple of weeks in Colorado, and I didn't want to go bigger for fear of just filling the sling with my crap I didn't need.) So, on that note, here are my sling bag essentials: Loadout - Wallet
- Passport
- Wireless Bluetooth Earbuds
- Sunglasses
- Eyeglasses
- Noise filters
- Lip balm
- Toothpicks
- Hand cream
- Ibuprofen
- Mints
- Mobile device
Let's start with arguably my favorite feature of the bag: The front pocket. Front pocket Doesn't look that big, right? It looks like there would only enough room for a pair of glasses as designed. Front pocket w/ glasses Upon further inspection, however... Front pocket w/ glasses AND earbuds case ...it turns out you can fit a deceiving amount of things here, including giant-ass earbuds cases like the Beats Fit Pro. The reason this was a game-changer for me is because I used to keep my Jabra Elite 75t earbuds in one of the elastic pockets in the main compartment. However, in the back of a cab one day in Oaxaca, I happened to not zip up my sling all the way (which you'll find is a recurring theme in this post) and I'm sure it flung out at some point. (Luckily, as noted with some other items I lost or damaged on my travels in my packing list update, Amex Platimum's protection benefits helped me replace the Jabras with the Beats Fit Pro.) The fit with glasses is snug, but not too tight, and there is no threat of it falling out, even if you don't zip up the front pocket. Now, I just jam my earbuds here every time and I haven't had an incident since. The other slick thing about this setup is that my two most important pieces of tech--my smartphone and my earbuds--have their own dedicated locations in the bag. There's always going to be a small amount of risk of loss (or theft) every time I have to unzip the main compartment and get into it, so anything that limits my main compartment access attempts and directs my activity elsewhere in the bag is a good thing. (Of course, if you're not occasionally careless like me, this is a non-issue.) What the front looks with the glasses + earbuds case The bulge isn't nearly as pronounced when unassisted by my fingers Moving on, here's what the main compartment looks like when it's loaded out: The goodies Smushed together view for better view of the elastic side pockets Please note that, most of the time, my passport stays put in the Zero Grid holder in the quick access pocket of my Patagonia Cragsmith 32L when not in use. I only travel with my passport in my sling while I'm in transit to somewhere where passport verification is required. The zippered pocket in the main compartment does not fit the Zero Grid Passport Holder, but I am not in the least bothered by this because it's one less thing I have to fuss about with when I'm quickly whipping out my passport at the airport. Here's where my Google Pixel 7 Pro goes: https://preview.redd.it/7tri2zkmuq3b1.jpg?width=4048&format=pjpg&auto=webp&s=37db1577c33edad704262ac2a1fa5e4bf0fbfd91 https://preview.redd.it/vqbxqastuq3b1.jpg?width=4048&format=pjpg&auto=webp&s=1479444ba6017ed7af394cbfd375fe00a7d03254 Quick aside: As mentioned in the previous post, I had a Pixel 6 Pro that I broke in Uruguay. I was leaving my host's flat in Punta del Este waiting for the elevator. I had my back turned, and when it opened, I put my phone in my sling and turned around quickly to enter the elevator. The phone flung completely out of my bag and landed screen first on the tile floor. I had a Spigen case on it with screen protector, but I had a bad habit of dropping the phone almost daily anyway, so the resultant 95% black screen was really only a matter of time. Note to the lazy: Please don't be like me, zip up your bag. As a result of this carelessness, I picked up a lanyard for my new Pixel 7 Pro and Spigen case, and I happened to stumble upon another layer of security to guard against this in the future: Connecting the lanyard to a carabiner I affixed to the front loop of the bag. Phone lanyard + caribiner attached to front loop This has actually been quite a cool feature for me the last couple of months: - I can still zip up the bag
- I can visually verify that I have my phone without getting into the main compartment
- There's enough slack where I can quickly review walking or public transit instructions without disconnecting the lanyard from the carabiner
Here's the sling bag completely packed out: Loaded out - top view Loaded out - side view Finally, let's look at the nylon straps: Nylon strap - rear view HPT = high pressure torsion, aka tough af As you can see, there's a small gap in the hardware that connects the strap to the bag for ease of replacement and/or cleaning of the bag or strap. Now that I've covered the lanyard + carabiner combo and strap, let's get into my click-baity title: How I was mugged in the Dominican Republic. Before the inevitable victim-blaming comments pour in, I will admit that I put myself in a non-ideal situation. Of course, I know I didn't deserve it (no one does), but in hindsight there were a few mitigating steps I could have taken to minimize risk. The story: I'm sitting at a bus stop alone on a busy street with one else around with my sling bag, Cragsmith, and earbuds in, trying to get back to my friend's flat. The sun is setting so it wasn't quite nightfall, but dark enough. I notice two guys walk by and cross the street. They look right at me, and then one of them at my phone. I promptly put my phone away, which is attached to the carabiner on the sling. Multiple vehicles, including three police trucks, drive by in a 5-min span. I checked my surroundings before I took out my phone again to double check bus ETA. When I look up again, the same two guys suddenly reappear and are briskly walking across the straight right toward me. They aren't visibly armed with any weapons, but what is going to unfold is not left to question. I start shouting and cursing them out in Spanish to draw as much attention as possible as one guy lunges at me and grabs my phone and hoodie, while the other guy goes for my sling bag. I hold onto everything as they drag me off the bus stop bench. I hit the back of my head on the bench on the way down and I was on my back. The guy on my phone almost rips my hoodie clean off but he can't dislodge my phone from my hand. He lets go of the phone and just focuses on my hoodie instead for some reason. The other guy is violently and furiously yanking on my sling bag, but it just will not break. I reach for my Hydroflask bottle out of my Cragsmith and whip it against the knees of one guy twice, and I start Spartan-kicking the other guy in the balls while still on my back. After what seems like an eternity, both guys seem to give up and let go. I take this chance to get up and I started swinging my water bottle + paracord sling wildly. They finally run away when a taxi driver stops to help me out. So, yeah. That happened. I was rattled for several days afterward, and it really impacted my ability to enjoy Puerto Rico initially. Lots of lessons learned, and I hope I never find myself in that situation ever again. To bring the focus back to the sling bag, I reviewed its condition thoroughly when I finally got back to my friend's place. There was no indication that it had been in a struggle, and no sign of fraying, tearing, or damage to either the nylon strap, the loops that they connect to, or the aluminum hardware. As I said, the one guy was hellbent on ripping the bag off of me with several deliberate, measured pulls, as if he were taking deep breaths each time. He was pulling so hard, I ended up with strap burns and accompanying pain around my neck and under my left arm, neither of which I noticed until an hour after the assault. This bag is amazing, 10/10, would recommend, everyone go get one. And more importantly, I am super lucky it didn't end up worse. Thank god they weren't armed. To lighten the mood, here's my real favorite feature of the bag: Personalizing it with an elephant charm I bought from a homeless guy in the US before I took off on my trip. (I broke the elephant trunk moshing near the Obelisk in Buenos Aires while celebrating Argentina's World Cup quarterfinals win. Obviously worth it 🥳) At this point it's obvious that I love this sling bag with all of my heart. On a normal day--especially with my new security best practices--I'm in and out of this bag, zipping and unzipping, likely a legit 100 times. It is built to withstand a staggering amount of abuse while looking super fly, and its utility is endless. This is, without a doubt, the most crucial purchase I've made to my onegear kit. submitted by RegentofArakko to onebag [link] [comments] |
2023.06.03 09:24 A_Normal_Gamer690 Best Battle Mechanic Loadout?
I asked a bunch of random mech mains (all are up 50+ to 100+) on what to use on offensive mech But if you have a hard time, where's all the perks of each loadout, all in the comments.
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TypicalColors2 [link] [comments]
2023.06.03 09:05 NikuBaby Days of play suggestion
I want to buy a game in this sale , what is the best deal out there in this days of play sale. Resident evil village for 1700 or COD warzone 2 for 2700 , any other game which you think is at its cheapest price ?
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2023.06.03 07:56 Due-Guarantee-5692 Am i a bad friend?
Me and a friend have been spending time together for the better part of 3 years, playing games together, watching anime, reading novels, sometimes we do favors for eachother, like buying games, skins or even grinding BPs and stuff. I'd say we were best friends.
But not everything is sunshine and rainbows, i have a bit of anger issues and he's bipolar so not a great mix. I've been trying to improve over the years, despite being a little slow to understand situations sometimes and dealing with other people, i feel like i've been changing, little by little.I've made some mistakes here and there in our fights, not taking my share of blame and a tendency to overexplaining my perspective on things(i like to make myself as clear as possible whenever something goes awry) but i've been getting better at recognizing when i'm wrong, but he always pushes all the blame on me, regardless of how i feel or if he's wrong. Though he sometimes does own up to his mistake and apologizes.
We get into fights every now and then, and they blown out of proportion for the most ridiculous reasons. As an example, a while back we were playing Apex Legends together, and i play reasonably better than him with the downside that i usually have high latency on any games we play online (a reocurring issue that can't be helped since we are far apart) and i also struggle to communicate what i'm doing during the moment to moment gameplay since i tend to tunnel vision. He, on the other hand, often fails to hold his own weight and tends to blame everyone and everything else. But when i do it, it's a skill issue (even if i'm literally handicapped by high latency which he tends to ignore very frequently and blame my lack of aim, when i can LITERALLY see the bullets clipping through the enemy).
Since i know he struggles and gets stressed with such games, i usually offer myself to grind the games for him when there's a cool event or we have a BP ongoing, because then he can spend less time stressed and leave the heavylifting to me, though sometimes i get burnt out of doing too much of one thing. (He also tends to procrastinate on everything like that, even if i constantly warn him that we need to play the games and the like. And in the end, blame me for not pushing him enough, when he comes up with 20 different things for us to do.)
So, recently, an event started on IDV, for Angels of Death, and we both really enjoy that game. I had started grinding earlier on the season to try and get a better chance at maybe getting something out of it, but he, again procrastinated, regardless, i once more offered myself to grind for the both of us. his response was that "Even though i don't use that as an excuse anymore, you'll be able to pay me back for all the games that i bought you." I was, devastated by that, despite our back and forth, where i help him with so many things, he still says something like that. But, whatever, i took a deep breath and begun the grind without thinking too much, 28 hours of playing the game per week would be exhaustive but i didn't care much.
The real issue, was yesterday, he decided to play a match and started losing, noticed that the loadout was different, and immediately started blaming me because i changed his loadout in game to something that is more practical for myself, since, i was going back and forth between accounts to do events stuff and the like i didn't even think of just making a new one. I, flustered and frustrated decided to stay quiet for the duration of the match to understand why he was upset and to not interrupt him. and when the match ended he was all like "Thanks Anon." so i just said "I'm sorry". his immediate response was "No you're not." and he left the call. I went after him, apologized, and he just didn't care.Not able to hold myself back, i said everything i felt, my frustration and the fact i was working hard for the both of us, but none of that mattered "It has nothing to do with this", even if the whole situation was especifically caused by me playing on his account.
So, we both just did our things today, he came to my dms to tell me that he was going to continue the things we've been playing/watching together with other people. and i just said i didn't care. He's always been pushy about spending time with HIS friends, or playing the games he wants, even if i vocalized many times things that i don't like he still pushes and tries to coerce me into playing. i did my best to respect his space and time, not minding if he hung out with the others, nothing wrong with that.
I tried many times to talk to him, but he always refuses to acknowledge how i feel about things, and says that i'm that one not seeing things from his perspective. (though sometimes true, and he explains it to me, most of the time it's something so unreasonable and out there that makes little sense unless explained.)
Now, after his demand, i left the servers he's in, and he even went as far as to kick me from one where we co-host(more like i host it myself) a roleplay with some good friends, thankfully i was invited back by someone i could talk to.
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Due-Guarantee-5692 to
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2023.06.03 05:42 Dragon_Hype Infiltrations Impossible in Modded MW5?
Hello all, bit of a first time with this thing, but lately I've been running into a problem.
I've been enjoying the mod scene of MW5 quite a lot lately and finding it a far more enjoyable experience than my base-game/mostly vanilla run of MW5. However, I've run into a snag as per the title, and need a bit of help in figuring out what I am doing wrong or if it is something else.
Trying to do infiltration missions seems impossible to do correctly. Enemies seem to notice me from FAR away unlike how it was before with my original mostly vanilla run of the game. Where once I was able to use a light or medium mech to great effect in gathering resources and intel, now anything I ride will be seemingly hardcore on yellow and red constantly despite keeping out of LOS and far distance from targets. Eventually, it just goes up in a wad of gunfire everywhere because for some reason the enemy decided to start firing and following me, and the moment I retaliate, then the alarm countdown begins. Enemies either try to escape, run to alert others, or, as usual mostly, go at me directly.
I am not sure if one of my mods is the cause such as the mod TTRulez AI mod or something else entirely. The amount I mods I have going currently are 59 of them but it's hard to say if any beyond the AI one are the cause. Part of me imagines that perhaps just disabling the AI one temporarily will help and just keep doing guesswork from there or something else entirely.
I'm open to other people's experiences, especially toward how they best tackled this issue since Infiltration is quite fun to me (save for the seeming difficulty of getting all loot without alerting or going guns blazing for a bit), and want to find a solution soon.
Thank you all so much and have a wonderful day!
(Mods include but not all activated: A Clan Invasion, Advanced Zoom, Alt Portrait for Commander, Anti-Grav Comp, Battle FX Enhanced, Better Markets, Better Mission Choices, Better Salvage Shares, Change Company Name, Cockpit HD, Cockpit Glass, Coop Rewards, Coop Unlocked, Coyotes Missions, DHS Fix Updated, Expanded Logos Battletech, Extended Deadlines, YAML Equipment, Improved Airstrikes, Treefall Animation, Increase Warzone Rewards, Lancemates Status Bar, Leopard Colors, YAML Mech Variants, Max Tonnage, Mech Delivery, Mech Hanger No Fog, Mech Shader, Mechwarrior OST music pack, Mod Options, Planet HD, Purchaseable Salvage, Repair Bays, RepMod Negotiated, Restore Traits, Ryana Portrait Alt, SMMO, Special Variants, Stacked Crates, Standing Delta Options, TTRulez AI, TTRulez Lancemate Orders, TTRulez Rescale, Ultra Visual and Weather, Unlock Hidden Color Schemes, vonHUD, YAML Clan Mechs, YAML Mechlab, YAML Mechs, YAML Weapons, YAML Clan Weapons)
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Dragon_Hype to
Mechwarrior5 [link] [comments]
2023.06.03 05:14 AncientCollar1742 Changes that I would cut my own wang off to see in a Shadow Warrior 2 remake
I know I know, it will
never happen, but of the three rebooted games I think that the second one could benefit the most from a remake. The first one is already really good in my opinion, and while I love the third one despite it's flaws, I'm not quite sure if all said flaws could be addressed by the kind of effort that a remake warrants. Also, I just find it really fun to think about this kind of stuff so to hell with it, if even one person finds my wannabe game designer rambling neat, then I'll be happy.
- Let's start with an obvious one, the crafting. I know it's been said a hundred times before, but if you input three gems with the same stat, the gem you get should also have that stat. That one's a no brainer. However, I think it'd also be great if you could combine two gems of the same rarity, picking one stat from each to carry over. If it's a yellow or red gem, you would have to pick which downside carries over. Maybe it could be a 50/50 toss up of which downside carries over if choosing which one give the player too much control. I'll admit that this is literally the only looter shooter I've ever played, but as much as I love this Shadow Warrior 2 I'd be lying if I said that the amount of rng involved in getting the gems you want hasn't turned me off the game multiple times.
- Related to the above, I think that the masamune orb craft costs should be drastically reduced. Either that or drastically increase the amount of orbs that are dropped, both would achieve the same effect. I'm pretty sure that as it is now, only the most absolute die hard shadow warrior 2 fans really bother with the orb grind.
- Another often discussed sentiment that I share is that enemies shouldn't have physical resistance/immunity, and I say that as someone who enjoys having a weapon dedicated to each element. I think that it's a fun option to give the player, but heavily punishing you for not using it really doesn't add much I feel. I mean, if you come across physical immune enemy weak to fire, you just use your fire weapon. If you don't have a fire weapon, you're just SOL. That's really about as much depth as those shape puzzle toys for kids, isn't it? I think that there's still plenty of incentive to utilize it if you want to. Aside from dealing extra damage to enemies with weaknesses, you have the helpful secondary effects like damage over time and slowing/immobilizing enemies. Also, doesn't if feel kind of counter intuitive for a game with this much customization to restrict half of your weapon wheel to this one mechanic?
- Does anyone ever use the parry move? Because 95% of the time I forget that it even exists, and I get the feeling that's the case for most other players too. There's just too little reward for the risk when you're better off just hacking away, even with the skill that improves it. (And seriously, 10 skill points for the last level!?) I had an idea for a rework of the mechanic where instead of that weak looking shove, you could hold a guard stance for a second or so. If it blocks an enemy's melee attack, they'd get thrown off balance for about three seconds. Then, if you choose to attack them with your melee again while they're stunned, you would perform a special attack that consists of a short series of rapid slashes to do some meaningful damage! Maybe there could be a cooldown if it ends up being too easy to abuse, with a successful parry having a shorter cooldown than a failed one. Sorry to go all armchair game designer with this one, I just wasn't quite sure how else to convey what I had in mind.
- I'm sure there are tons of things you could tweak to balance the massive amount of weapons there are, but I think that most everyone can agree that just about all of the medium fire arms are in dire need of a buff. More damage, maybe a much deeper ammo pool, I don't know what exactly would be the best way to do it. I try to make them work because I like to assign each type of bullet firing weapon to a different element, but anything that uses medium bullets is always noticeably less effective than anything else in my loadout.
- Oh and speaking of the weapons, am I the only one who will love a certain weapon's stats but dislike the way it looks? Like, I love the EX-GF01 minigun's bonus damage when stationary, but I prefer the aesthetic of the Raven so much more. I think that it'd be kind of nice if you could apply the appearance of one weapon as a skin for any other weapon of the same type. Very minor thing I know, but it wouldn't hurt anything either.
I think that's all the points that someone might find actually interesting. There's plenty of other things that I'd change if I could, but I know that this isn't an especially active sub so I'll leave it at that. Thanks for reading if you made it this far!
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AncientCollar1742 to
shadowwarrior [link] [comments]
2023.06.03 05:03 Kydrix My absurd next Ghost Recon game wishlist.
My absurd next Ghost Recon game wishlist. Randomly ordered by idea flow lol.
Please keep the different game types. I personally enjoy gear score but having both caters to both groups of gamers.
More HUD/UI adjustments - Add an option to allow different types of POIs to be shown but not others. I may not want mission objectives, but i might want to have my drone spot generators for instance.
- A true HUD toggle. Sometimes during missions with no HUD you have no idea what the object you are searching for looks like. Instead of having to go into options to toggle it on. You should add another category for the HUD ootions that will only show objects you have selected when you show the HUD.
Civilians and Enemies - They should both have sleep cycles. All guards won't be awake 24/7.
- Civilians screaming should alert nearby guards if you spook them.
- Civilians should panic and flee like in a real situation instead of cowering in place. I mean some might but again make it random.
Enemy stats - Give all enemies a pool of random stats depending on their ramk. IE elite enemies have better stats than normal enemies. It would make each enemy unique.
- No enemy would ever have 100% Accuracy including Snipers.
- Add a new stat, Composure: this stat determines how an enemy will react when faced against an opposing force. So lets say the scale is 0-99%.
- Example: an enemy has 50% Composure rating and 80% Accuracy there is a 50% chance that they will lose their cool under threat. This lowers their base Accuracy value by half. So they would have a 40% Accuracy rating
- There is also a 50% chance that they remain calm and no penalty is applied.
Teammates - Allow your squad to be assigned to roles. IE 1 guy is assigned gunner, other is driver and the other is passenger. This way you don't have to drive all the time. It also adds extra utilitiy to markers set by the player. Set a marker 13km away and your AI teammate will take the shortest road path there. If in a helo they will fly and land there.
Fast travel - Have it a toggle option in the difficulty setting. Allow fast travel to only FOBs owned by you allies. See below for more on that.
FOBS (forward operating base) - Take a page out of The Division 2 and add these locations as fast travel points if they are secured by your allies. Same mechanics as The Division 2 and have them come under attack from enemy forces.
Bivouacs - No more fast travel camps. Instead do like RDR2 and allow you to setup your camp pretty much anywhere. And you would have to place it wisely to avoid detection.
Batteries - Add drone, flashlight, goggle and binocular batteries. Each obviously it's own item. This can be used to limit the number of each carried and require use of multiple different items especially in a long engagement.
The drone - It should require batteries and even more juice is used if you use NVG/Thermal vision with it.
- It should make more noise alerting enemies easier. This makes it so you have to choose between drone and binoculars.
- If it breaks you should have to rebuild it at a pretty high material cost or rebuy from a shop.
- The zoom should be less than the binoculars.
NVG and Thermal - They should also require batteries, also DRASTICALLY increase NVG brightness. With no silly Vignette, or to much less of a degree.
Binoculars - Binoculars should have a way higher zoom capability. Otherwise they are completely outclassed by a drone. They should also not require a quick wheel slot. It should be its own button. To use thermal or NVG would require their own batteries.
Weapon attachments - Flashlights (useful bright ones) should be a weapon attachment. That would alert guards if you use them stupidly. But for running through dark wooded areas etc could be very useful. As it would lend itself to meshing with battery consumption.
- Red dots for handguns.
- Better iron sights. A lot of iron sights have tritium or something similar to enable them to glow in the dark.
- All weapon attachments should be usable on any weapon given it has adequate attachment points and rail space.
- Weapon slings. I think it is long overdue to add slings to the game.
- Suppressors should only lower the volume of a gunshot and in real life require subsonic ammo to really lower the decibel level by removing the sonic boom by breaking the sound barrier. But for game sake unless subsonic ammo is added just add different suppressors that lower by a certain amount possibly each better one also lowering damage, or for the best pretend the gun is being loaded with subsonic so the bullet has less range.
Weapon operation / function - Add different round types that you assign to be carried. IE you go to a FOB and choose your ammo loadout. Say you can carry 6 magazines total. 3 magazines of hollow point and 3 magazines of armor piercing. Each being better vs soft target or armored.
- Add a jamming mechanic where rounds can misfire, fail to eject etc. Weapon condition would deteriorate over time especially if you fire it a lot, or go prone, or swim etc. This would lead to the necessity to clean your weapon with cleaning kit consumables. Clicking the consumable would take like 30 seconds to clean the weapon.
- A really out there idea … Modular plate carriers. Which gives you the ability to add different pouches visually on a grid each of which holds different things like 5.56 magazines, shotgun shells, this could directly correlate to your maximum carried magazines etc. You could carry more in your backpack of course but this would necessitate stopping to reload magazines with loose ammo. This actual layout would be shown on your character.
- Equipment weight. Determines agility, mobility, stamina depletion rate and fatigue rate. Heavy gear with lots of ammo would tire you way faster than a lightweight loadout.
Scope zoom - Enable picture in picture rendering. Sure when you are using a scope you move your face a tad bit closer to match eye relief which does lower peripheral acuity. But the whole scene shouldn't zoom.
Hard Cover / Concealment mechanics - Snipers should not be able to hit you while you are in a chopper flying away from them especially flying like 100 meters away rocking the helo or flying serpentine to avoid bullets. Basically no more Aimbot
- Enemies shouldn't be able to see through a treeline just because they spotted you before. They should fire in the general direction they last saw you. Not super snipe you as you are running through thick foliage.
- Foliage should grant a certain percentage of concealment depending on how much of the body it covers AND this is where the clothing color below could definitely be coded. You assign a color array value to the foliage. Which checks against the players clothing color.
- Clothing color and pattern changes concealment factor in general surroundings. Not sure how difficult this would be. But it would be a first implementation in the industry I think.
- Enemies should be able to spot your muzzle flash if you keep taking shots at them. And gunshots should be a higher alert status than simply "did you hear that I am going to check it out" after I just blew his friends head clear off his body. This would lead to players using items to conceal their flash and/or relocate after every shot.
- Certain calibers shoulds penetrate through hard cover.
Vehicles - Please for all that is holy don't allow anything besides a dirtbike or some crazy off road vehicle to drive up absurd inclines. Even dirt bikes should have a really hard time climbing 70° slopes.
- 50 call mounted guns on these should obliterate enemies and other vehicles. But they also shouldn't have unlimited ammo. Most real-life counterparts carry a minimum of 500 rounds. With extra cans carried inside the vehicle. I believe most ammo cans only hold 100 linked 50 cal rounds. So for video games sake and size of vehicle 2000 rounds on average. Just for reference that is 19 cans measuring approximately 12.x 7.5 x 6 inches.
- Player bought vehicles should be customizable with paint and weaponry, armor etc. Each thing effects handling and weight characteristics.
- Vehicles should require fuel.
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Kydrix to
GhostRecon [link] [comments]
2023.06.03 04:52 SaintOdysseus Few Questions (From Beginner)
Hey what’s up y’all. I recently started playing Warzone 2.0 and have had a blast with the Resurgence and Battle Royale game modes. I have a few questions though, seeing as how I’m a beginner, and I hope they don’t come off as dumb.
Is there a way to tell where enemies are shooting at you from? I’ve noticed that whenever I’m playing and I get shot at, I’m unable to see who’s shooting at me and from where, so I panic and try to run away or hide, but it usually ends with me getting downed and killed.
Am I able to play with bots? I was thinking of practicing my aim and shooting skills with NPCs, but if that’s not possible, then that’s fine.
Lastly, what’re your guys’ go to custom loadouts and settings? Do you guys use Assault Rifles or SMGs? If so, specifically which one? Do you guys use Precision or Focusing for Aim Assist settings?
Any comments and tips would be greatly appreciated!
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SaintOdysseus to
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2023.06.03 02:40 TheGrandImperator [In-depth] Optimal Ship Designs in 3.8.3
WHAT IS THIS?
This is a writeup on the best ship designs in Stellaris v 3.8.3, and yes I know it's quite long.
There is a Synopsis with the conclusions at the end of the post. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. It is going to be focused on PvE, but a lot of these designs will also be a very strong starting point for PvP designs. These designs are based on personal testing in-game, calculations via spreadsheets with numbers taken largely from the wiki, and videos such as Montu’s ‘Early Corvette Design’; as such, there’s plenty of ship configurations I have not tried and tested. Please add any you think I missed!
After watching Montu’s 3.8 weapons tierlist, I was theorycrafting ship designs with some friends again. I fondly remember some of the pre-3.6 ship and fleet design discussions, and there has been enough time since the combat rebalance that I think the meta is beginning to settle. I’m going to break up the analysis into 3 parts: Early game (Corvettes and Destroyers/Frigates, one or two weapon type upgrades researched), Mid game (All the above + Cruisers and more weapon types researched), and Late game (Above + Battleships and Titans, most if not all weapons have been researched to the highest tier, minimal repeatables).
EARLY GAME
This borrows most heavily on Montu’s Early Corvette Design video. In it, he describes the absolute best Corvette design as 3 missiles in S slots. There is a 4-design Rock Paper Scissors hierarchy that goes 3 Missile < 2 Missile PD < 2 Kinetic/Laser + PD < 3 Kinetic/Laser < 3 Missile. The 3 Missile will beat any design that does not have PD in it, which the AI is likely to use, hence being the ‘best’, and where you probably want to start. The early game after that initial design requires you to be adaptable and has probably the greatest emphasis on needing Intel on the enemy’s designs if you want to gain an edge in ship design. You will generally want to research higher tier Missiles for a few reasons as well, so this is a great time to start.
Once you roll Disruptor tech, the early game shifts and you must immediately outfit all your ships with these bypass weapons. It is actually hard to overstate how powerful Disruptors are in Corvette vs Corvette battles; I did the math on this one, and the time to kill with Disruptors will be up to half the time with kinetic/laser weapons. In my experience and based on my math, Disruptors are the final word in the early game.
For defensive slots, it is also dependent on what tech you roll, but Armor is the most useful defensive slot in the game. Discounting Archaeotech, there are extremely few weapons that bypass armor or deal bonus damage to it, and most of those are found in the mid-to-late game. For Aux slots, I recommend afterburners.
MID GAME
Once Cruisers start to come online, the best weapon to outfit them with is the Whirlwind Missile battery. Even before then, Cruisers with Disruptors still are not to be scoffed at, or G slots are also great for taking down starbases. Once SwarmeWhirlwind Missile tech is researched, I strongly believe that the best ship design in the midgame is the “Macross” Cruiser design. As many M slots as possible, with 2 S slots at the tail end for 3 Aux slots. Every M slot is filled with SwarmeWhirlwind Missiles, and the 2 S slots have either regular missiles or the Archaeo Nano-Missile Cloud Launcher. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. The 3 Afterburners make Cruisers surprisingly fast, all the missile weapons have 100% accuracy and solid damage, and these missiles are especially effective against targets with low Hull points, meaning Frigates with Torpedos are a very unreliable counter despite doing lots of damage with their G slots. This design is not perfect against strong Starbases with their loads of Armor and solid Hulls; if you find yourself struggling with those, consider adding Cruisers with G slot weapons of your own. I recommend Torpedos and more missiles.
If your opponent is using a design like this, the best counter is to get on top of them. This design relies on dealing constant damage that cannot be avoided while kiting the enemy. Cruisers with equal speed that get the jump on them with Torpedos and Disruptors will tear them apart, but rely on starting the battle in close range already, such as attacking the Macross Cruisers while they are entering/leaving a system or are otherwise already near the edge. If you notice your opponent has pure Armor defenses, you can also get cheeky with Neutron Launcher Frigates, which have the same range as Swarmer Missiles, but no travel time and deal huge damage in an alpha strike.
My recommended Torpedo Cruiser loadout is very straightforward: use the same defenses and Aux slots as the Macross Cruiser, but use Torpedos in all 3 potential G slots, and Disruptors in the other slots, set to the Torpedo combat computer.
LATE GAME
Transitioning from the Mid Game to the Late Game is essentially about what ship designs can contend with the Macross Cruiser and which designs can complement or surpass it. The Macross Cruiser dominates the midgame, but there are things it struggles with; in particular, targets with high Armor and high Hull. Starbases were mentioned previously, and as more Starbases get upgraded and Defense Platforms are built, the Macross Cruiser will struggle more. Additionally, Battleships and Titans seem to fair reasonably well against them, as both will have high Armor and solid Hull. Therefore, Battleships and Titans still serve a role in Late Game fleets. Additionally, Battleships are capable of 2 or 3 designs that I think can be quite strong.
The first Battleship design is based around long-range Bypass weapons. In general, bypassing shields and armor is a strong mechanic, and abusing it at long range can mitigate the trouble Battleships can have against ships with large amounts of Armor. It utilizes the Arc Emitter X slot weapon and Cloud Lightning L slot weapons. Cloud Lightning is fairly weak, however, dealing only slightly more damage than a T3 M slot Disruptor while taking up an L slot. In exchange, you get 50% more range (40 vs 60). The trouble here is that Battleships simply cannot field many M slots, so I believe Cloud Lightning is still the best choice for this build. Overall, I think this is the weakest of the Battleship designs that I will be covering, but if your fleets are built for full bypass, then this Battleship may still provide a niche as the longest-ranging ship capable of full bypass.
The next two designs come as a pair: a Carrier and an Artillery design made to complement each other in a self-sufficient manner. The Carrier Battleship fields Ancient Driller Drones, which have a -50% penalty against shields, but ignore armor and have a 25% bonus against Hull. 3 can be fit at maximum onto each Carrier Battleship, along with 4 PD, 1 L slot, 1 M slot, and 2 S slots. I recommend utilizing primarily Guardian PD, both to attempt to stem the tide of missiles, and because, if necessary, their high armor damage will complement the Driller Drones in battle. For the L slot, I went with Kinetic Artillery for bonus damage against shields and overall high damage at very long range. For the M slot, I recommend Whirlwind Missiles for their high range. For S slots, Ancient Nano-Missile Cloud Launchers are the perfect synergy, ignoring shields and armor and dealing 25% extra damage against Hull, similar to the Driller Drones. A Carrier combat computer will do its best to keep this ship as far away as possible from danger, allowing the strike craft to fight for as long as possible, as that is the main source of damage for this design at 34.78 avg damage per tick each. For defensive slots, I recommend a 5:1 mix of armor and shield to prevent being hard countered by Neutron Launchers (I’ve done the math on that, and Battleships of just about any design will actually lose to Frigate/Cruisers with Neutron Launchers in equal numbers, if they have only armor). For Auxiliary slots, there are a number of potential options: Afterburners to allow for a small amount of kiting and speed your fleets up somewhat, Shield or Armor hardening against enemies running full Bypass weapons, and Regenerative Hull Tissue for a small boost in sustainability during battle, as the .5% daily Armor regen will restore about 44 armor per Armor slot each tick in combat for each RHT (for where this math comes from,
see this thread).
Finally, we can discuss the 3rd Battleship design, the Artillery Battleship. This one is much more simple by comparison, with a Tachyon Lance X slot and 4 Kinetic Artillery L slots. The purpose of this ship design is to ensure that any targets with large amounts of Shields will not counter the Carrier type Battleship. The Tachyon Lance itself is extremely good against high-armor targets as well, particularly targets with only armor, as none of its damage is wasted against Shields, which it has a -50% penalty against. Once targets have had their Armor stripped away, the Kinetic Artillery does full damage against Hull, meaning that this design also relies on the other ships, such as Torpedo Cruisers, to help remove the Armor of its targets, as the low firing speed of the Tachyon Lance is not enough to be self-reliant. This ship design should have the Artillery ship combat computer, the same 5:1 Armor to Shields ratio as before, and two Auxiliary Fire Control Aux slots.
As alluded to before, Titans can also keep a niche in the modern meta. These behemoths are not excellent in direct combat, and are mostly used for 3 tasks: providing useful auras, beginning engagement at maximum ranges, and instantly destroying Starbases. As the Auras have not changed, the most beneficial are the same as in previous patches, with the exception of -20% Shields being less impactful than before, given the prevalence of Shield Bypassing weapons. However, if your target has a high amount of shields and you are using the Carrier+Artillery Battleship combo, this one can still be very useful. The 3 other Auras I run in order of importance (I feel) are Quantum Destabilizer (-10% enemy fire rate), Subspace Snare (-20% Combat Disengagement Chance), and Inspiring Presence (+5% friendly fire rate). For weapons, I have gone with Kinetic Artillery and the traditional Perdition Beam rather than the Ancient Ruination Glare, though I have not done a lot of experimentation with this design in combat. It retains the 5:1 Armor to Shields defenses, a Carrier combat computer, and 3 Auxiliary Fire Controls.
BRIEF FLEET DISCUSSION
I have very little grasp on the balance of economics and firepower for balancing fleet compositions, but I can suggest which ship designs should be used in a fairly basic fleet pattern in the late game.
A Titan, whose purpose is to instantly annihilate the Starbase you might be attacking into, or destroying enemy Titans while staying at long distance.
Artillery Battleships, who will then fire and strip the enemy of most, if not all, of their Shields.
Carrier Battleships to then start whittling away at the Hull of ships that no longer have Shields
Disruptor Corvettes, which serve as low-cost chaff for absorbing high-damage weapons, and which contribute to Hull damage done by Carrier Battleships. In combination, these two ship designs should quickly eliminate low-Hull targets, leaving larger targets like Cruisers, Battleships, Titans, and Starbases behind.
And Torpedo Cruisers, which will help by eliminating the Armor of the remaining ships, which will probably be taking huge bonus damage thanks to their size.
The optimal number of each ship type that should be contained within a fleet is unknown to me; there are too many variables for me to test via spreadsheet, it will require testing in-game, which I haven’t tried yet.
SYNOPSIS
The perfect ship changes through the course of the game. Early designs are built around what tech you have rolled and the designs of your enemy, and must remain flexible, though there are some generally good designs to try and roll the tech for. Disruptors dominate the game once they are unlocked, until the Midgame, where Cruisers stuffed full of missiles and the occasional torpedo kite most other designs to death flawlessly. By the lategame, all the tech and designs begin to converge, but the previous designs are not totally obsolete. Instead, new tools are unlocked that help reign in the previous designs. Battleships with a mix of Driller Drones and Kinetic Artillery can quickly destroy threats like the Macross Cruiser, and Titans will annihilate Starbases in the path of your conquest. I fully recommend building
balanced fleets in the Late Game, with a mix of several of these designs. As always, keep in mind that the best ship design is the one that counters your enemy’s, and that these designs are not as cut-and-paste as in the previous meta. Even in the lategame, there are builds that might surprise you and counter your fleet, and being a generalist means taking at least some losses in every fight.
I want to end this by thanking the Stellaris devs for their hard work and the knife’s edge they have managed to balance combat in the game on. I am so much more interested and intrigued by ship design post-3.6 than any other time, and it’s a breath of fresh air! It’s not perfectly balanced still, but nothing is more “Stellaris” to me than spending 5 hours with both the Ship Designer and a spreadsheet open to find how to break that balance. To them and anyone who managed to read this whole post: sincerely, thank you.
EDIT I don't want to make this post longer than it already is, but there is a lot of very useful discussion in the comments about when to change these designs to take advantage of what your opponent is doing! If you want an even better understanding of how to make the best designs possible, please read below.
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TheGrandImperator to
Stellaris [link] [comments]
2023.06.03 01:17 FSoupCan best vsb loadouts for each class(again , my opinion)
flanker : soda popper , mad milk/shuriken , sandman/wrap assasian
trooper : liberty rocket launcher , gunboats , market gardener
arsonist : stock , detonator(for mobility) , mending mallet
annihilator : iron force/loose cannon , tide tunder , caber
brute : M249 , dalokohs bar , eviction notice
mechanic : rescue ranger , heavy metal , eureka effect
doctor : dairy douser , stock , ubersaw
marksman : sour shots , cozy camper , camper's climber
agent : just use the common tf2 mvm loadout(the diamondback doesnt exist in tc2 so you can use any revolver , except for the block-17)
alr watch tc2 players yells racial slurs at me for misspelling a single word just like last time
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2023.06.03 00:58 Sohakmet Weekly Salt Discussion: N'Zap 85
Ayo, new patch dropped. Are you all enjoying missile rain down your gullets through all the diaper decos flailing around in your matches? I sure hope you are, because people will keep trying to pull it off for a good while. Me? Nah. I'm over here just making these posts and then going back to my dormant state until some new bullshit pops up again. Perhaps with the new patch you all decide that the next weapon should be Annaki Nova and all the
TIMMIES THAT KEEP USING IT THINKING THAT IT'S SOOO GREAT BECAUSE INKJET. Woah, was that a slip? Let's talk about the N'Zap before I lose my cool.
GUN WEAPON STATS
Range: 50/100
Damage: 28/100
Fire Rate: 75/100
Points for special: 180p
Sub weapon: Suction Bomb
Special: Tacticooler
Special Notes: Gun
SHELDON'S DESCRIPTION
The N-ZAP '85 is a shooter with excellent ink efficiency and rapid-fire capability! And, um... its power is certainly... adequate. Sorry - I hate to say anything negative, but this weapon doesn't pack the biggest punch. But that's OK! It's fast enough to send your enemies scrambling... and that's when you hit 'em with the Suction Bombs. Fire up the Tacticooler to energize your squad for a big push, and you've got a nimble loadout that's built for teamwork. It's what makes the dream work!
SALTY DESCRIPTION
The closest we'll ever get to this legend THIS WEAPON IS FUCKING BORING! OK? IT'S BORING. Sheldon tried his best to keep himself from saying something negative about this weapon, but I'm here to do exactly this. IT FUCKING BORES ME TO DEATH.
My ceph, it's a gun that does absolutely
nothing special. It throws a
normal ass bomb, it paints
relatively well, with a
relative decent spread and range and takes
4 shots to kill. It's like if you wanted to play a
Jr. but didn't want to go full support, but also kiiind of play aggresive like with a
splattershot? It's boring. That's what it is.
Like, seriously. How can you mains even manage to endure this? I suppose that the only thing that this thing really has going for it is deploying the Tacticooler, which, btw, you all seem to like calling it juice, while I'm over here calling it [insert energy drink of preference here(tm)] for obvious reasons. You send that shit and then you're flying all over the map. Cooler gives you that sweet caffeine and sugar rush needed to woomy someone to death by screaming in their ears or whatever with the added benefits of ignoring the passage to the next life and also keeping all your special bar, because why not?? So out of the, I don't know, 5 possible minutes in a match where you're trying to maintain yourself awake you have a small portion that is actually quite fun to play as. I much rather prefer playing the '89, but the reason for that will be reserved for when that happens... eventually.
No major saltyness towards the weapon in general other than trying to keep myself awake when playing it, but uhhh, the bomb spam is really annoying... specially on tower. I suppose that this one will be one I leave to you to comment on personal grievances as I only remember someone is playing this weapon on my team when the game is almost over, for better or for worse.
What should be done next? Leave your suggestions in the comments and also leave your own experiences with/against this weapon.
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2023.06.03 00:13 dm6497 My 1st PC Build - i5 13600k RTX 3080
Hi guys, I'm new to PC build and this will be my first budget build. Will be using it for mainly for gaming 1440p medium fps (COD Warzone) and some video editing.
Please feel free to drop some suggestions or your thoughts about it. Considering to order the pending parts from Amazon asap.
Here are the updated Price:- i5 13600k - $171 (EPP price) - Purchased, Vetroo V240 - $79.99 (Amazon), Gigabyte Z690 UD AX DDR4 - $169 (Amazon), Teamgroup T-Force 2x8gb DDR4 3600Mhz CL18 - $46.99 (Amazon), Samsung 980 1tb - $34.99 (Best Buy Geek Squad Certified) - Purchased, MSI RTX 3080 10gb - $300 (Got it from Office friend) - Purchased, NZXT H5 Elite - $105 (Best Buy Open Box Excellent GSC) - Purchased, MSI 1000W (660W x 1.5 = 990W) 80+ Gold PSU - $189 (Amazon with code PICKUP10OFF)
Total - $1096 + $51(taxes) - (Amazon 5% cashback $26) = $1121
Is it value for money? What do u think about price to performance?
Thanks
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2023.06.02 23:13 Chance_Practice597 Best Warzone clips
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