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TheBlandName posted:Not quite. Enemy patrol members can only start their alert animations when they are onscreen Anyway, here's parts 2 and 3 of that hell dive. Part 2: https://www.youtube.com/watch?v=rOyKURuoplA Part 3: https://www.youtube.com/watch?v=zAYMsODG94g They are still processing but I'm gonna be busier today so I can't baby sit them until they're completely done. Give 'em an hour or two from this post time.
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# ? Jan 7, 2016 16:59 |
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# ? Apr 26, 2024 05:45 |
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Coolguye posted:This is a little misleading since it implies that dudes aren't going to alert until they're visible on the playing screen, which isn't accurate and everyone has experienced the jackass tossing off an alert from far away. You're correct that patrols can't alert from their 'psuedo-exist' stage though. The terminology gets a little weird simply because it's not immediately clear what 'on screen' even means sometimes. For clarity, I'm using it to mean that something is spawned in and clearly visible on the player's screen. Off screen would mean spawned in but not clearly visible (e.g., the default state for Illuminate snipers, the fucks). On 4-player maps you will very frequently get guys alerting on a player that is hanging out on the side of the map for whatever reason, even though the patrol that goes nuts isn't really on screen. That's all stuff that happens, but it's why I put emphasis on how enemies can only start the animation onscreen. And I really do mean the current view is drawing at least one polygon of the enemy's model. From watching streams I've noticed that a four-player view screen jiggles around a fair bit just from minor adjustments in everyone's aim and movement direction that I don't notice while playing. If that jiggle catches an active patrol's arm or antenna for even a moment you're about to meet some friends. Oh, and yeah I wasn't thinking about how the non-alerting patrols work. My bad on that one. Snipers, dogs, and the invisible bugs do not give a single poo poo about where your screen is. You can pull some pretty goofy screen deloading shenanigans with the geological survey objective (if you leave when the objective is working it blows up, if you leave while it's waiting for input it just waits), but if there's even a single dog you have to get 3-4 screens away for them to work.
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# ? Jan 7, 2016 17:13 |
Alehkhs posted:Spoilers, for being the plot of the entire movie. I had forgotten that existed. Thank you.
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# ? Jan 7, 2016 17:15 |
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destroying an IFV and having a new one land on top of it 0.1 seconds later is Not Okay
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# ? Jan 7, 2016 17:18 |
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Coolguye posted:Anyway, here's parts 2 and 3 of that hell dive. Thank you for doing these, by the way. These are way more valuable teaching aids for anyone interested than the biggest, most technically correct post possible. Which mine are not.
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# ? Jan 7, 2016 17:25 |
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Eh, I will probably redo them when I'm feeling less lovely and we get back onto Cyberstan. Watching them after they got up, I'm really not happy with my own commentary - it's fine if I shut up for a bit, that's not the issue, I just sound like I'm not having fun and really, really need a hug.
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# ? Jan 7, 2016 18:24 |
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I dislike the fact that the view is controlled by everyone's crosshairs 'combined'. No one realizes you need to keep your crosshairs just in front of your character or else you're going to put too much focus on one side. You can regularly are this happen on defense objectives where the four players are close together, but the screen isn't centered on them; because someone's trying to drag the screen away with their cursor.
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# ? Jan 7, 2016 19:42 |
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Dance Commander best Commander. And also Achievement.
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# ? Jan 7, 2016 21:02 |
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Thor-Stryker posted:I dislike the fact that the view is controlled by everyone's crosshairs 'combined'. No one realizes you need to keep your crosshairs just in front of your character or else you're going to put too much focus on one side. They really should change that, also change it so that an enemy can't shoot off an alarm unless they are completely onscreen(and/or maybe have it take a little bit longer for them to set it off)
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# ? Jan 7, 2016 21:11 |
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drrockso20 posted:They really should change that, also change it so that an enemy can't shoot off an alarm unless they are completely onscreen(and/or maybe have it take a little bit longer for them to set it off) It's probably harder to fix than it seems, since this is meant to work on a PS Vita.
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# ? Jan 7, 2016 21:15 |
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It's also kind of important that it works the way it does with regard to the noise mechanics. You could have 3 guys basically causing a ton of havoc and pretending they're in a kill arena map while someone else zips around on a bike, back capping all the objectives otherwise For a Helldivers 2 though yeah I would hope they'd make it more robust
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# ? Jan 7, 2016 21:25 |
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Skandranon posted:It's probably harder to fix than it seems, since this is meant to work on a PS Vita. I'll admit I'm thinking more for a potential Helldivers 2 than anything(where hopefully they either drop Vita entirely, or at least drop cross play and have the two be separate so that the PS4 version isn't hampered by the Vita's limitations)
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# ? Jan 7, 2016 21:35 |
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drrockso20 posted:I'll admit I'm thinking more for a potential Helldivers 2 than anything(where hopefully they either drop Vita entirely, or at least drop cross play and have the two be separate so that the PS4 version isn't hampered by the Vita's limitations) We'll see. Magicka 2 had problems in spades, but at least stable netcode. Just realized Magicka 2 was a different studio (same with WW). Explains much.
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# ? Jan 7, 2016 22:21 |
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drat, the bosses have too much loving HP. Bug dude especially, its a drat WoW raid with 4 people.
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# ? Jan 8, 2016 07:14 |
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Lots of dumbass pubs refuse to accept it, but HAVs wreck all bosses I've fought so far. I literally bring 4 maxed-out HAVs for ammo, and just drive in circles while one doubting thomas unloads into the boss from the AT cannon. Literally has not failed me so far, only been made difficult by people insisting on poo poo like, "DEMO PACKS AND JUMP PACKS ARE REQUIRED" and making it harder for me to dodge in the car. If you had two decent drivers and two decent gunners, every boss fight would be cake since they're all in a giant arena.
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# ? Jan 8, 2016 15:08 |
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We had some trouble with the HAV against the bug boss, but his penchant for popping up put mobility at a premium and made it impossible to get out and heal the truck without putting the team in serious jeopardy.
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# ? Jan 8, 2016 20:30 |
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Laying mines through the entire arena is a pretty easy way to kill the cyborg and protoss bosses. Also makes dumb pubbies mad when you end up with 20 accidentals because they can't resist running into the red lights littering the ground.
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# ? Jan 8, 2016 21:41 |
HELLO I AM FROM SPACE AND I AM HERE TO HELP *pod slams into group, killing everyone*
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# ? Jan 9, 2016 07:14 |
Completed my first Helldive solo against the Bugs thanks to the Coolguye Method™. Only hosed up one escort objective. It felt maybe easier than Cyborgs looked? I didn't run into any tanks, and it seemed that the scouts were more interested in trying to pounce me than sounding the alarm. I admittedly had pretty easy objectives.
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# ? Jan 9, 2016 07:51 |
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Bugs have 3 separate patrol types, but only 2 show up on Hell Dive difficulty. The jumping roaches (Vanguards) tend to jump at you before alarming if they're far enough away, so they tend to be fairly easy to take out. The invisible Lictor knockoffs (Stalkers) cannot sound the alarm. Neither of them are vehicle plated, that's a thing only the Cyborgs pull. I actually found distractors to be somewhat less effective against bugs because Vanguards seem to have the increased senses of that Hounds do. Minigun turrets, however, are brutally effective and basically make solo hell dives against bugs the best thing ever for padding your kill counts. Combine this with the fact that their home planet is desert instead of snow, and I'd agree that bugs are overall easier than Cyborgs to dive solo against. It's on my agenda to record some anti-bug action next time we hit Kepler Prime. I imagine the Illuminate homeworld is open right now, so I'll probably see about diving against them tomorrow.
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# ? Jan 9, 2016 08:11 |
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Kepler Prime opened earlier today and has ~45 hours left on the window.
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# ? Jan 9, 2016 08:14 |
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How's the community progress looking? We almost took Kepler last time.
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# ? Jan 9, 2016 08:16 |
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It's looking pretty good so far, we're progressing faster than the timer so it'll probably fall this time around.
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# ? Jan 9, 2016 08:19 |
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Kind of shaping up to be a pretty short war, then. We're only what, like 12 days in? After people can't stomp on bugs any more, the other two fronts tend to dissolve pretty quickly.
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# ? Jan 9, 2016 08:21 |
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Coolguye posted:Kind of shaping up to be a pretty short war, then. We're only what, like 12 days in? After people can't stomp on bugs any more, the other two fronts tend to dissolve pretty quickly. I was kinda hoping for more dynamic warfronts, but the farthest I saw last war was the Cyborgs clearing five zones. I want stealth assaults against super earth. Or alliances that pit two races against us in the same mission. Or planets that are under conflict by multiple races. It reminds me of Warframe where the three races were separate but eventually they made all kinds of crazy stories that allied enemies or put them in conflict.
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# ? Jan 9, 2016 08:56 |
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My guess is we'll take Kepler Prime this time because we attacked it right as the weekend started and there will be more people playing.
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# ? Jan 9, 2016 08:59 |
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Imagining a HELLDIVER taking a written test and has to call in his pencil, scansheet, eraser, sharpener, and notebook in separate drop pods.
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# ? Jan 9, 2016 09:00 |
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The PC release has put A LOT of extra people in the mix that weren't there a while ago. There aren't any nice records of previous wars, but skipping back through a subreddit dedicated to helldivers, the community was on a pretty serious losing streak for a while after winning the first couple wars after release. Of course, those topics are talking about having 1000 people on at prime time, total, whereas the last time I was on there were 1500 on JUST the bug front.
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# ? Jan 9, 2016 09:01 |
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The only good bug is a dead bug.
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# ? Jan 9, 2016 09:02 |
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Green Dam posted:The only good bug is a dead bug. this except eldar
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# ? Jan 9, 2016 09:03 |
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Yes the fact that all versions contribute to the same war probably was what finished the last war so quickly, after the PC release. There are regularly over 2000 online at once. Although it seems killing the bugs is going to be a prerequisite for either of the other homeworlds ever falling.
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# ? Jan 9, 2016 09:08 |
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I don't want to assault the Cybran homeworld because snow. gently caress snow.
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# ? Jan 9, 2016 09:13 |
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Sokani posted:I don't want to assault the Cybran homeworld because snow. Take a cool APC, and then realize that every objective is a black box on the other side of the map from the drop off point
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# ? Jan 9, 2016 09:13 |
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Coolguye posted:this except eldar Space Ded Moroz is going to be unhappy about that. Gestalt Intellect posted:Yes the fact that all versions contribute to the same war probably was what finished the last war so quickly, after the PC release. There are regularly over 2000 online at once. Although it seems killing the bugs is going to be a prerequisite for either of the other homeworlds ever falling. It's just really easy to kill the bugs because they're made of oil and oil is the blood of indu--freedom. Also, bug scouts are just incredibly simple to dispatch compared to the other two species.
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# ? Jan 9, 2016 09:13 |
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Green Dam posted:It's just really easy to kill the bugs because they're made of oil and oil is the blood of indu--freedom. Yeah but EW BUGS
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# ? Jan 9, 2016 09:18 |
Coolguye posted:The jumping roaches (Vanguards) tend to jump at you before alarming if they're far enough away, so they tend to be fairly easy to take out... I actually found distractors to be somewhat less effective against bugs because Vanguards seem to have the increased senses of that Hounds do. Minigun turrets, however, are brutally effective and basically make solo hell dives against bugs the best thing ever for padding your kill counts. Hahaha, you weren't kidding. I dropped a turret while waiting for the escape on a second try, and then I basically just watched. Do the bugs alert and call in some stuff that would've caused a real problem? Nope, they just suicidally throw themselves at the turret.
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# ? Jan 9, 2016 09:24 |
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FrancoFish posted:Yeah but EW BUGS That oil won't liberate itself.
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# ? Jan 9, 2016 09:34 |
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That oil must be democratically requisitioned for the good of freedom.
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# ? Jan 9, 2016 09:42 |
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badass space ships and poo poo running on low grade from Space Wawa
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# ? Jan 9, 2016 09:43 |
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# ? Apr 26, 2024 05:45 |
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LuciferMorningstar posted:Hahaha, you weren't kidding. I dropped a turret while waiting for the escape on a second try, and then I basically just watched. Do the bugs alert and call in some stuff that would've caused a real problem? Nope, they just suicidally throw themselves at the turret. Quirk in the noise and alert AI. The turret makes a fair bit of noise, shooting off like there is no tomorrow, so they home in on that. But they won't actually alert on it, they only alert on players and certain objectives (such as an actively launching missile). Turrets aren't on the list, so you can basically have a whiskey and cigar while the bug bodies pile up.
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# ? Jan 9, 2016 18:57 |