Oh for sure, those are a communal resource.
Oh for sure, those are a communal resource.
Because the toxins your body is reacting to are already in your bloodstream. It’ll take time for those to get metabolized by your liver, and how much or little you vomit won’t change how much work your liver has to do.
have they fixed that yet?
They likely never will, because as far as Google is concerned that’s a feature instead of a bug. You’re at their mercy as long as you’re using their launcher. Personally, I switched to Niagara Launcher for this exact reason.
It’s always been very difficult. It is possible to complete (I did one on Helldive with randoms a couple days ago), but you need to approach the mission in a very specific way. Have you noticed that the map is really large for a 15 minute mission? I think the extra space is there for a reason. If most of the team engages bots away from the main objective then the drops will be mostly off the main objective. One player can play ninja (Scout armor, smoke grenades/eagle/orbital) and run around pushing the buttons while the rest of the team draws heat from the main objective and kites around the reinforcements.
The other technique, which works when solo and may be better for duos, is to kite reinforcements away from the pad until aggro drops. Once it does you run back to the pad and push buttons as much as you can until you start to get overrun again. Then repeat. Edit: to be clear, even with a 4-man team it’s likely that the button-pusher will start receiving drops at some point, in which case they’ll need to kite off the pad too.
I still think the mission design is not good, mostly because it’s not communicated to players that you have to approach the mission completely differently than any other mission type in the game. I have to imagine it’s intentional though, why else make the map so large?
Armor is medium with crouch bonus.
If you’re willing to spend SC on armor, try to get the FS-38 Eradicator armor from the rotating shop. To my knowledge it’s the only light armor with the Fortified mod (“Further reduces recoil when crouching or prone by 30%. Provides 50% resistance to explosive damage.”). I think that’s the armor mod you’re already running, just in light armor. I don’t find 50 armor makes much difference, but the extra mobility really does. The recoil bonus is whatever, with that armor mod vs. bots the explosive resist is the real juice.
For clarity, the Fortified bonus to explosive resist doesn’t require you to crouch or go prone to get its effect, you only need to crouch to get the recoil bonus. With Fortified you can sprint around and get hit by a rocket, or run over a bot mine, and not die if you’ve got full health. There’s a separate bonus vs. explosive damage from crouching or going prone, but that’s universal and not tied to any armor mod.
everyone is getting there faster and killing things faster because they got there earlier
Could be because they were wearing light armor. Armor seems to provide a really poor rate of return in this game, but light armor’s bonuses to speed and stamina regen pay sizable dividends.
Adjudicator
My go-to primary vs. bots used to be the pre-nerf Slugger (RIP sweet prince), now it’s the JAR-5 Dominator. In both cases it was because the weapon could handle Devastators. If I run out of AC ammo while facing down Heavy and/or Rocket Devastators, being able to switch to a primary that can stagger and kill one can save me. JAR-5 does take some getting used to though. It’s 3rd-person handling is poor, but it’s tolerable in 1st-person so that’s generally what I use with that gun. The JAR-5 also has relatively slow bullet travel time that you have to account for. Now that I’m used to it though, I don’t find any other primary as effective vs. bots.
mortar sentry
I’ve never found the mortar sentry all that effective vs. bots, they don’t seem to clump up as much as bugs do. EMS Mortar can be a pretty good option for crowd control though. Personally I run laser (for major objectives or Eye of Sauron towers), Eagle Strike (for small bases and patrols) and Eagle 500 (mostly for tanks, walking factories; AC can take out tanks but oftem it’s just quicker to 500 it).
Total purchased counter on the right side of the Robotics Workshop section no longer displays 7 / 8 despite all stratagems being purchased
Finally. Game is playable again.
This story originally appeared on Ars Technica
Looks like you can read the article, without a paywall, here: https://arstechnica.com/cars/2024/05/am-radio-is-a-lifeline-lawmakers-say-tech-and-auto-industries-disagree/
That was actually the rest of the comic:
“Victory is reserved for those who are willing to climb a Supply Pod.”
Hey, leave Laura Palmer out of this, she’s been through enough already.
“Pungent bouquet, with an earthy flavour.”
Good for cheese, depending on your tastes. Almost certainly bad in other contexts.
Looks like it now takes two AC rounds to kill a strider from the front, up from one pre-patch, or four shots from the Scorcher, up from two. This was with shots to the hip/groin area of the walker. Tolerable change IMO, Striders were made really trivial due to the numbers of ACs and Scorchers players were often bringing vs. bots. The AC in particular staggers the Strider badly, so while the first shot no longer kills the strider it will prevent it from shooting back before the kill shot lands.
I don’t believe the ricochet mechanic has changed. Bullets have the same chance of bouncing off armor and they’ll glance off in some variable direction, just as they did before the patch. What has changed is that it’s now possible for ricochets to damage you. Previously you couldn’t kill yourself with an unlucky ricochet that comes back and hits, now the friendly fire is enabled on your own projectiles. The patch note for this change was incredibly poorly worded, making it sound like ricochets would always come straight back at you. I played half a dozen games tonight, saw plenty of ricochets and didn’t have the misfortune of having one come back towards me. It could depend on individual weapons though, I saw one clip of a recoilless rocket round bouncing straight back from a Heavy Devastator shield and killing the Helldiver who fired it. Seemed… very not right, but I think you have to be pretty unlucky to experience a bad bounce that comes straight back and hits you.
Ahh, it’s not so bad, you can still drop a ship once every 18 seconds.
Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.
Yesssss, I can finally stop climbing on resupply pods! The setting is called “Toggle Auto-Climb”, under Gameplay settings.
Ohhhh, OK, that makes a ton more sense. I’ll test and update my original comment.
Yep, that’s a huge nerf. I think that’s 8 seconds to charge now, which is an eternity in combat.
Update, I misinterpreted the notes. Tested in-game and confirmed that the charge-UP time is unchanged, that’s still 3 seconds to spin up and fire. The change is to the cool-DOWN, which I believe is now 15 seconds instead of the original 10 seconds. I tested on a normal temperate planet, so I don’t know how much hot and cold planets affect this if any.
I’d call this a slight nerf, but a pretty fair one considering the Quasar effectively has infinite ammo.
The plow. It allowed early river valley peoples to generate semi-reliable food surpluses, and those food surpluses triggered everything that came after. I can’t take credit for this argument, I first encountered it in this episode from the first season of Connections.
I’m not sure it fits 100% with what you’re looking for, but I’ll take chance and recommend Slice & Dice (Google Play, Apple App Store). Free demo, no ads, single in-app purchase to unlock the full version. This game is easily the best value-for-dollar mobile game I’ve ever purchased.