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Is it viable to play this with a group of two? Does it scale enemies correctly for fewer players? I picked up copies for my wife and I, expecting we'd play with our co-op friend group. But they're all addicted to Gunfire Reborn for the foreseeable future, so it might just be us for a while, if the game is balanced for it.
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# ¿ Aug 22, 2020 23:07 |
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# ¿ Apr 27, 2024 14:24 |
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SolidSnakesBandana posted:2p is just fine. Gunfire Reborn is good but it doesn't have a ton of content right now, especially if you're bad at the game its kinda just you running the first level over and over and over again. You should be able to get them on this soon enough. DRG seems like a good change of pace. Unsinkabear posted:From solo up to 4 player, it scales really well. You guys are golden! The community is also generally very nice, if you want to test out the full team experience. For whatever reason, I don't like playing most games with people I don't know in real life. My wife doesn't play a lot of action games, and I'm not as good at them as I used to be, so we don't really want to drag down the experience of strangers. I've had fun playing certain games with goons, bust mostly more casual or MMO-style games (Warframe, FFXIV, Diablo 3, etc.).
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# ¿ Aug 22, 2020 23:47 |
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Do spawns get more frequent as all missions go longer, or is it just that one type? I never know how risky it is to take my time, especially when there's a tricky secondary objective (stupid fleas).
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# ¿ Sep 12, 2020 14:49 |
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Is there any way to know where the extraction pod will arrive? It's usually within 175 meters or so, but occasionally it'll be some ridiculous distance away, often across giant chasms. I know Molly leaves a trail, but she also sometimes likes to climb up or down sheer walls, and then... welp, hope you have a driller or a lot of platform gun ammo. Is there any strategy to extraction other than "try to call for the pod at a higher point in the level"?
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# ¿ Sep 14, 2020 05:17 |
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My wife and I faced our first Dreadnought last night, with her Scout and my Engineer. That was tense! Even on Hazard 1, which is normally a cakewalk for us (we usually play on Hazard 2 since we're still quite low level), there were some very close moments. She tried to grapple up high and fire from a tiny ledge, and was totally not expecting the fucker to walk right up the wall to get her. I spent most of the fight running, either away from the monster or trying to get around to shoot it in the butt. I know most of the people in this thread kill dozens of these things every day on high Hazard levels, but the first time for us was incredibly fun and memorable. (Then we had to fight a second one, and basically clowned on him once we knew what to expect.) I'm really liking this game!
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# ¿ Sep 15, 2020 12:26 |
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Fishstick posted:Longer teaser today, featuring more pipe action
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# ¿ Sep 22, 2020 15:48 |
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bbcisdabomb posted:For anything else it's funny but ebonuts tend to spawn like two more than are required in the level, I hate them so much. Maybe the new update will give us more, but I don't have a lot of hope. When playing with friends, we try to avoid ebonut levels, but when we can't, we almost never bother looking for them. They're just too hard to see, and whatever time we'd have to spend scouring the map for them isn't worth the secondary objective bonus, when we could get halfway into the next mission instead.
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# ¿ Sep 28, 2020 18:49 |
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Mailer posted:Should we worry about dragging in pubbies to make a full team? Is there any benefit to the spawns/bonuses besides just the raw spawn numbers and survival bonus? My group size is pretty evenly split between 2-4 players, depending on which of my friends are available to play. I've never felt inspired to draw in pubs, and I don't think we're missing out.
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# ¿ Sep 29, 2020 04:19 |
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I will never not take Heightened Senses, and anyone who gives me grief about not taking a "better" active perk in that slot can go suck on a cave leech.
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# ¿ Sep 29, 2020 13:52 |
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I just got my first infused matrix core, which came for a class/gun I don't use right now. Is there any reason to hang onto it rather than forging, aside from the credit and crafting mineral costs?
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# ¿ Sep 29, 2020 16:59 |
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Well, great. I JUST got my first Engineer overclock, and it's Hyperpropellant. I used it for the first time and wrecked a couple of Haz3 praetorians -- good fun, didn't feel overpowered. Guess I'll enjoy it for a couple more weeks, then back to the Breach Cutter.
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# ¿ Oct 5, 2020 01:13 |
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Fishstick posted:The hottest of potatoes The description doesn't say anything about it, but several times I've thrown it at a group of grunts and saw it change directions a couple of times to hit more targets.
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# ¿ Oct 10, 2020 21:10 |
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XkyRauh posted:What's the most annoying enemy for you? For me it's the web spitters. I hunt them down with extreme prejudice because I hate getting my vision webbed! Unless I'm doing an uplink/fuel cells objective, then it's Bulk Detonators.
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# ¿ Oct 11, 2020 23:32 |
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Eason the Fifth posted:The last batch of games I've played, I've had the drop pod land in terribly unreachable places (like mid-air), where nobody but the scout could get to, necessitating the rest of the team into Jonestowning themselves to complete the mission. Is this a newer bug, or am I just having some garbage luck? I played a few missions this morning and didn't see anything unusual with drop pod location. Pod location oddities have always happened occasionally, but there are usually ways around it. If the drop pod is in/against a wall, a Driller can get you there. If the bottom of the ramp is high in the air, a zipline can attach directly inside the pod, assuming you can get a Gunner high enough (often possible with cooperation from a Driller or Engineer). An Engineer can sometimes build a staircase or bridge to reach an annoying pod as well. You can't attach platforms to the pod or its ramp, but you can often build a bridge out from a wall to get close enough to jump. WhiteHowler fucked around with this message at 20:13 on Oct 22, 2020 |
# ¿ Oct 22, 2020 20:11 |
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Three Haz3 Drilldozer missions tonight, seven bulk detonators. I don't know if the spawn rate is higher for this mission type, or if my group is having awful luck. We did manage to beat it on the third try (despite three bulks), but just barely.
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# ¿ Oct 23, 2020 03:31 |
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If you're going to play between now and Halloween, just go ahead and take the Thorns perk. Trust me.
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# ¿ Oct 27, 2020 04:43 |
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I finally beat Deep Rock Galactic.
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# ¿ Oct 28, 2020 18:23 |
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I just unlocked the EPC last night, but I think I'm missing something. How do you use it to mine?
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# ¿ Nov 4, 2020 19:50 |
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coke posted:do 21122 with heatpipe oc
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# ¿ Nov 4, 2020 21:43 |
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Iron Will + Vampire is a great combo in any situation. Personally, I run Heightened Senses unless it's a deep dive, in which case I swap in Field Medic. I rarely notice the effects of the other passives. Thorns for parasite missions (or buggy Halloween pumpkins), Veteran Depositor and Deep Pockets are quality-of-life for mining missions.
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# ¿ Nov 8, 2020 01:53 |
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nexus6 posted:I don't know if I'm a super low level or just unlucky but as much fun as I'm having, this game is still really hard. I've completed maybe 1 in every 4 missions I've tried. Never gone above hazard level 3 but always run out of ammo, get cornered/turned around and just get swamped with enemies. They seem to do so. much. damage. The game is a lot more forgiving with 3-4 players than with 1-2. The number of enemies increases, but you collectively have a lot more tools to work with. And sometimes even lower Hazard levels will RNG your rear end. Last night I did a Hazard 2 On-Site Refining mission that spawned four bulk detonators and two oppressors, along with sticking all the nitra on the roof of high caverns. It happens. Not three out of four times, but occasionally.
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# ¿ Nov 12, 2020 00:56 |
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Stanley Goodspeed posted:Driller is the best class because you just get to ignore terrain. Giant dropoff needs a gunner zipline? Nope, stairs. Engineer or scout not paying attention? Don't worry, you'll just drill a ramp up. Bulk detonator caught you in a compromising situation? Drill a tunnel the other way and get out of there. But yeah, I have done some absolutely ridiculous poo poo with the drill mobility. My groups have survived situations they had absolutely no business surviving because I could Get Us The gently caress Out Of There. Just last night, we were fighting a Tyrant Weed in a tricky area when we spotted a Bulk Detonator almost right on top of us. Two of the group died instantly, and the other only lasted a few seconds before he got cornered and succumbed to plant spores. But me? I tunneled the gently caress out, led the detonator on a merry chase while whittling him down with my weak little weapons, a couple of C4 charges, and a few axes. I eventually tunneled back up under the bodies of my teammates, revived them from relative safety despite a pissed off tyrant weed literally on top of us, and we were able to clear the rest of the mission. Driller good.
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# ¿ Nov 20, 2020 03:56 |
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Yeah, just play. Goons are super chill, especially if you mention that you're new or haven't played in a long time. Missions are short enough that even if we get bulk detonator'ed or whatever, we'll laugh and jump right back into the next mission.
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# ¿ Dec 18, 2020 05:16 |
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Psion posted:scout flares depend entirely on cave generation (there are definitely some "eat all your flares" rooms) but by and large if you're running out you're firing too many into the same room. - Small room: One flare on the center ceiling - Big room: Two flares on the ceiling toward either end of the room - Huge-rear end cavern: One flare on the wall or an overhang close to where people are working... maybe... sometimes. I see too many Scouts trying to fully light, for example, a gigantic, sprawling cave in Dense Biozone, and it's just not viable and a waste of the good flares.
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# ¿ Dec 20, 2020 02:49 |
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Psion posted:I know U33 will have a new biome (and not the one they originally announced, they swapped it out for one I think looks cooler) but are they doing the first batch of new weapons yet or is that U34 or later? The developers posted this about an hour ago: quote:Greetings, Miners!
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# ¿ Jan 14, 2021 20:16 |
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Gay Rat Wedding posted:Awhile back I read the EDD goes hazard 4/4/5 but it really feels like 4.5/4.5/5.5 to me
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# ¿ Jan 15, 2021 23:16 |
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quote:- Lowered amount of nitra in Deep Dives by 15%
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# ¿ Jan 25, 2021 17:44 |
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neogeo0823 posted:Personally, I don't like the armor sets. The rest of it is nice, but I already have trouble telling the various dwarfs apart, and now throwing bug plates on them will just make me accidentally shoot them more often.
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# ¿ Feb 2, 2021 19:36 |
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Fishstick posted:aaaaaaaAAAAAAAAAAAAAA You're a Driller. You can fix that right up with two clicks.
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# ¿ Feb 3, 2021 20:11 |
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skaianDestiny posted:Guess no one has one for these. 13212 Experimental Rounds all day every day.
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# ¿ Mar 12, 2021 00:24 |
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The number of enemies (and health on some of them, I think -- at least Dreadnoughts?) does scale to the number of players. It's generally accepted that the easiest player counts are 2 and 4, while 3 is a bit tougher due to the way the AI handles spawning. Tackle Hazard 4 whenever you feel like it. There's no rush, and no real benefit other than a bit more experience. Play at the level you find challenging and fun. Having overclocks will definitely help. I've been playing regularly (2-3 times per week) for about nine months now, and my group still plays on Hazard 3 most of the time, because it's what we find fun.
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# ¿ Mar 19, 2021 02:15 |
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IronicDongz posted:I strongly disagree with this, I think 2 player is easily the hardest playercount. You don't have the free 100% guaranteed several-times-a-mission revives and hugely powerful utility that bosco gives you, and compared to 3 or 4 players things go south a lot faster once either player goes down, because that's half of your firepower gone at once. I dunno, I've seen this sentiment online a lot, that three is the hardest count, and it has held up in my experience. I play with a regular group of three about 75% of the time, and on the occasions when we have one more or less, the missions generally seem a lot easier. Two can be a bit rough if you didn't both bring the right classes for the mission, but the enemy spawns themselves seem much easier than with three.
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# ¿ Mar 19, 2021 02:24 |
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They add tons of new voice lines with every major update, so I don't think re-recording stuff would make or break them. It's probably more about the models and textures. The devs haven't committed to adding female-presenting dwarves, but when they've talked about it, their stance has been "we won't do it until/unless we can do it right". Which I assume means not just slapping a female head on the existing body model and adding a new voice.
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# ¿ Jun 25, 2021 15:11 |
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Floppychop posted:Is there any way to "aim" at a specific overclock? I picked up the game on the current steam sale and really want the one for the ERP that lets it hit terrain.
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# ¿ Jun 29, 2021 19:01 |
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Dogen posted:Update 35 delayed to Q4
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# ¿ Sep 10, 2021 15:20 |
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Dogen posted:haha hey man I think we used to play Chromehounds back in the day, you should join the goon coop discord Oh poo poo, I really miss playing Chromehounds with you guys. What a great (and obviously doomed long-term) game that was.
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# ¿ Nov 3, 2021 18:48 |
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My group was doing a Drilldozer mission when we ran into one of the new hacking consoles. We set up the nodes and activated it. Then a bulk detonator showed up. We killed it, but it died between the probe and the machine, which completely broke the line of site between the nodes. We tried to rebuild the node path, but once you start the probe there's a nonstop swarm. We ran out of ammo and nitra trying to get the network path rebuilt. We finally decided to activate Molly and run for the pod. I was the only one to make it back, jumping in with about 15% health left. It was fun and exciting, but I didn't love how the nodes can get displaced with no way to get more once the event starts.
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# ¿ Nov 5, 2021 20:38 |
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Rotten Red Rod posted:Huh...? I've never had the enemies mess up the network path once it's built. I figured it was set in stone once you connect the hacker to the data deposit, like the refinery pipes. And I've never had a horde come until I activated the hacker. We activated the probe, then the swarm came. While we were defending it, a bulk detonator showed up near the hacking console, and we killed it about halfway between the console and the probe. The explosion deformed a lot of terrain. I don't know exactly how the line of sight got broken, but it caused the probe to go offline (but with the swarm still active). The reboot button was no longer available, presumably because there wasn't a signal path to the console anymore.
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# ¿ Nov 5, 2021 21:59 |
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thespaceinvader posted:We had a bulk hit our connection chain once, fotunately we had enough connectors to join it back up again, i'm not sure if it'll spawn new ones if the chain breaks badly enough to be nonfunctional with the current number of dongles. I haven't played since they patched the connectors to have greater range though.
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# ¿ Nov 10, 2021 18:18 |
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# ¿ Apr 27, 2024 14:24 |
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Did Hazard 3 get easier with the update? My regular group came back after nearly a year away and started back on Hazard 2 because we have a new member who hasn't played before and doesn't do a lot of FPS games. But we were stomping that, so we went up to Haz3, and it seems easier than I remember, especially since we're all rusty. I haven't unlocked all of the new guns yet, but I love the LOKI a ton. It's great at medium range against mid-sized enemies: macteras, acid spitters, and even menaces get absolutely wrecked by the thing. I agree it runs out of ammo too quickly - maybe it has comparable killing power to other weapons per resupply, but I'm still always the first to run out when using it. And that's using the smart ammo that reduces extra lock-ons.
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# ¿ Nov 13, 2021 19:17 |