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WhiteHowler
Apr 3, 2001

I'M HUGE!
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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WhiteHowler
Apr 3, 2001

I'M HUGE!

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.
Thanks. I'm enjoying Gunfire Reborn too (even made a thread for it), but I agree that it needs more variety or a way to mix up the level order.

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.
Awesome, thank you!

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.).

WhiteHowler
Apr 3, 2001

I'M HUGE!
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).

WhiteHowler
Apr 3, 2001

I'M HUGE!
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"?

WhiteHowler
Apr 3, 2001

I'M HUGE!
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!

WhiteHowler
Apr 3, 2001

I'M HUGE!
Crossover with Planet Coaster confirmed!

WhiteHowler
Apr 3, 2001

I'M HUGE!

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.
I hate them so much.

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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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?
The game is good about scaling the difficulty to your group size, but I'd say two players is generally harder than three or four. With two, you just don't have as many class abilities to play with, and it's tougher to revive an ally if you're the only one left.

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.

WhiteHowler
Apr 3, 2001

I'M HUGE!
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.

WhiteHowler
Apr 3, 2001

I'M HUGE!
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?

WhiteHowler
Apr 3, 2001

I'M HUGE!
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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

Fishstick posted:

The hottest of potatoes
Does the Plasma Burster have a slight bit of tracking built into subsequent "bounces"?

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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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!
Menaces, because they always like to show up when I'm already in a big fight, and as soon as I'm ready to shoot them, they hide.

Unless I'm doing an uplink/fuel cells objective, then it's Bulk Detonators.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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

WhiteHowler
Apr 3, 2001

I'M HUGE!
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.

WhiteHowler
Apr 3, 2001

I'M HUGE!
If you're going to play between now and Halloween, just go ahead and take the Thorns perk.

Trust me.

WhiteHowler
Apr 3, 2001

I'M HUGE!

I finally beat Deep Rock Galactic.

WhiteHowler
Apr 3, 2001

I'M HUGE!
I just unlocked the EPC last night, but I think I'm missing something. How do you use it to mine?

WhiteHowler
Apr 3, 2001

I'M HUGE!

coke posted:

do 21122 with heatpipe oc
I only have the Overcharger OC, and usually when I fully overcharge a shot, the gun overheats and won't fire the second shot, even if I release as soon as the gauge gets to the top.

WhiteHowler
Apr 3, 2001

I'M HUGE!
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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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.

Edit: actually, I might just stop playing as a gunner, seems pretty garbage
Are you still playing solo?

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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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.
I agree that the Driller weapons can be underwhelming -- the primary is wonderful for taking out a swarm of grunts or jellyfish, but they all feel kind of anemic against anything Praetorian-sized or bigger.

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.

WhiteHowler
Apr 3, 2001

I'M HUGE!
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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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.
My rule of thumb for Scout flares:

- 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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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!

You’ve all been twiddling your beards in anticipation of this, so here it is. Update 33 will release onto Steam on February 4th. Titled NEW FRONTIERS, Update 33 will grant access to two brand new biomes - the mysterious wonders of the AZURE WEALD, and the thorn-infested hell of HOLLOW BOUGH. Update 33 also includes all-new Mactera variations and several new strains of horrible Glyphid Dreadnought mutations.

Should the new biomes, the Dreadnought Hiveguard, and the monster twins: Dreadnought Arbalest and Lacerator, not satisfy your thirst, we also have the Mactera Trijaw and the Mactera Brundle standing by to harass your endeavors, together with tweaks and changes to current mission types, such as being able to retrieve Doretta's control unit in Escort missions plus downloading the location M.U.L.E legs, and building fuel lines in Salvage missions.

We will also be adding the horned helmet we promised during the Steam Award nominations, and rumor has it that a new paid cosmetic DLC will allow you to dress your dwarf in an exotic dreadnought carapace.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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
It seems like the Deep Dive and EDD missions are more likely to have hazard modifiers than normal missions, so they usually seem harder to me.

WhiteHowler
Apr 3, 2001

I'M HUGE!

quote:

- Lowered amount of nitra in Deep Dives by 15%
Oh, gently caress you.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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.
"Accidentally".

WhiteHowler
Apr 3, 2001

I'M HUGE!

Fishstick posted:

aaaaaaaAAAAAAAAAAAAAA




You're a Driller. You can fix that right up with two clicks.

WhiteHowler
Apr 3, 2001

I'M HUGE!

skaianDestiny posted:

Guess no one has one for these.

13212 Experimental Rounds all day every day.

WhiteHowler
Apr 3, 2001

I'M HUGE!
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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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.

WhiteHowler
Apr 3, 2001

I'M HUGE!
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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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.
Nope. Doing the machine events in missions at least lets you pick between two classes (for weapon overclocks, the other one is always cosmetic).

WhiteHowler
Apr 3, 2001

I'M HUGE!

Dogen posted:

Update 35 delayed to Q4
Boo. My regular gaming group was getting ready to wrap up Sea of Thieves for a while and head back to DRG for the new content update.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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.

WhiteHowler
Apr 3, 2001

I'M HUGE!
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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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.

WhiteHowler
Apr 3, 2001

I'M HUGE!

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 can confirm that it does not. If you're unlucky with bulks, or something weird happens and the probe gets dropped way out of line-of-sight, those events can turn into nearly unwinnable situations.

I haven't played since they patched the connectors to have greater range though.

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WhiteHowler
Apr 3, 2001

I'M HUGE!
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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