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Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Anyone else got a favorite mission type? Mine is Refining.

I love building pipelines. The more convoluted and stupid the cave the more relaxing it is to solve the problem. Not a driller? Not an issue. Building spiraling messes across gaps is great too, or trying to dig and platform the least amount of surface needed to pull it off. The splitting of duty across a nice wide open cave map is calming too. Steadily advancing the objectives whether you're exploring for wells, setting pipe, mindlessly building segments, grabbing minerals, winning fights or getting secondaries is great too.

When I'm out of assignments they're my go-to. :shobon:

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Hwurmp
May 20, 2005

Refining or Eliminations, probably

Discendo Vox
Mar 21, 2013
Probation
Can't post for 10 hours!
I'm glad Haz 5+ exists for those so inclined, but I hope there's nothing tied to it.

Cambria Bold
Jan 1, 2024

Refining is fun. One time I had a morkite well spawn directly above the refinery and I, playing engineer at the time, snaked the pipeline up the shaft the refinery made when it first dropped down to reach it. That was cool.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
My favorite is the basic mining mission.

It really lets the core mechanics shine; you got to keep moving forwards due to nitra pressure, you need all those teamwork elements such as flares to rapidly scour a room properly, and if you're lucky and it's a high-complexity cave everyone gets to use their mobility tools (even ziplines!). Things are never too comfortable as you can't really set up shop in a single cave and have to keep moving into unfamiliar terrain. The tendency of Rockpox infestations to mess with the cave layout can sometimes bring some truely fabulous stuff, too. Wish they'd roll some of that into the base cave gen.

My least favorite is Sabotage, raid bosses are like the antithesis of DRG. Hive Guards and the Omeran (on repeated playthroughs) channel similar disappointment, but not nearly to the same degree. I really hate sabotage, and rue it every time they pop up in an assignment or Deep Dive.

Serephina fucked around with this message at 21:28 on Apr 30, 2024

Horace Kinch
Aug 15, 2007

Serephina posted:

My favorite is the basic mining mission.

It really lets the core mechanics shine; you got to keep moving forwards due to nitra pressure, you need all those teamwork elements such as flares to rapidly scour a room properly, and if you're lucky and it's a high-complexity cave everyone gets to use their mobility tools (even ziplines!). Things are never too comfortable as you can't really set up shop in a single cave and have to keep moving into unfamiliar terrain. The tendency of Rockpox infestations to mess with the cave layout can sometimes bring some truely fabulous stuff, too. Wish they'd roll some of that into the base cave gen.

My least favorite is Sabotage, raid bosses are like the antithesis of DRG. Hive Guards and the Omeran (on repeated playthroughs) channel similar disappointment, but not nearly to the same degree. I really hate sabotage, and rue it every time they pop up in an assignment or Deep Dive.

If I get sabotage or dreads I always set difficulty to 1. Not because I find them difficult, but because it's a chore. I'd rather be done with them sooner than later so I put the kiddie gloves on and get it over with quickly so I can set the game back to 5 and start funhaving again.

LazyMaybe
Aug 18, 2013

oouagh
elimination is more fun with the mod that enables bug waves during dread fights

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride
I’d say really I like most of them a lot, it’s easier to say sabotage and elimination are uh, less fun. If I absolutely had to pick a favorite I’d probably say escort with the caveat that I get to be gunner. Or refining and being driller I guess. Or just PE generally.

Jade Rider
May 11, 2007

All the pages have been censored except for "heck," and she misread that one.


Escort duty is my least favorite as a primarily solo player. Favorite is refining, just zooming around on the pipelines.

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride
I feel so sad for solo players

Fabricated
Apr 9, 2007

Living the Dream
I dislike escort because long ones are annoying and feel like they take forever. Sabotage feels a bit antithetical to the core design of the game but honestly they're much quicker to complete than escorts if you're moving at all so you can get them out of the way.

I think eliminations are fun because they can put a lot of pressure on you regarding ammo and your builds. You can bring the same old general-purpose bug clearing build and generally be okay but if you build for elimination it becomes a lot quicker and feels different from the usual.

Tommy the Newt
Mar 25, 2017

The king of the sand castle
Escort has always been my least favourite. It's not that any individual stage of it is really bad but it takes so long and there aren't many meaningful ways to speed it up. Sabotage is probably my second least favourite for similar reasons, there's a lot of waiting for bars to fill up or animations to finish playing out. Both missions provide some good spectacle the first few times you run them but when you're playing hundreds of hours it quickly gets boring in a way missions with more player agency don't.

Also as a frequent solo player Escort is the one mission type that can still occasionally throw up situations that feel bullshit even if it's rare. Like a bulk spawning practically on top of Doretta, or pitiful nitra spawns that are all miles from the critical path so you have to sacrifice a healthbar to get a resupply. Optimal tactics often include boring stuff like exploiting the repair-invulnerability windows. When your success depends on an NPC entity rather than your own character it leads to more potential frustration.

My favourite mission is probably the first half of refinery, as pipe-fu is very cool, although the second half is meh. I also enjoy point extraction, egg hunts and elimination where I get to choose the pace.


Dogen posted:

I feel so sad for solo players

Don't. It's fun to have all the responsibility on your own shoulders sometimes. I would generally rather play solo than with pubbies, and sometimes even prefer it to playing with friends because I generally want to go faster than they do. It's a different experience but Ghost Ship have done a good job of making it feel like a distinct, interesting way to play in a way it never was in something like L4D.

Relyssa
Jul 29, 2012



Sabotage is by far the worst, followed by elimination. Refinery is the best, I like escort but I'm a weirdo. I also very much like the standard mining mission, and salvage has grown on me.

Tommy the Newt
Mar 25, 2017

The king of the sand castle
Pop all the elimination eggs at the same time, makes for a much funnerer time.

Kith
Sep 17, 2009

You never learn anything
by doing it right.


Doomykins posted:

Anyone else got a favorite mission type? Mine is Refining.

Mining Expeditions. I feel like they showcase the terrain generation the best, and that's what I love the most about this game.

The Deleter
May 22, 2010
Refining is the best one, whether you're an efficiency geek or a roller coaster builder.

Point extraction is my least favourite because it boldly asks the question, "What if refining sucked?"

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Point Extract feels like it has the fewest number of cave patterns, there's like three or four and it's very easy to recognize them after stepping out of the drop pod. Side room entrances in the exact same places every time too.

Tommy the Newt
Mar 25, 2017

The king of the sand castle
I specifically love the fact that Point Extraction is the only mission type that meaningfully applies time and resource pressure. I used to dislike it for the same reason, but now it's my jam. I do agree that the cave variety for them is a bit lacking. They did add a few more recently, but I would love to see even more - more cave systems in general would always be welcome.

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride

Tommy the Newt posted:

I specifically love the fact that Point Extraction is the only mission type that meaningfully applies time and resource pressure. I used to dislike it for the same reason, but now it's my jam. I do agree that the cave variety for them is a bit lacking. They did add a few more recently, but I would love to see even more - more cave systems in general would always be welcome.

Yeah a couple seasons ago one of those terrain generation updates probably did the most favors for PE. I like it for the same reasons, everyone needs to be fast and do their job. Also as someone who likes to be gunner, my ziplines have probably the most purpose (very little) here.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I like the clock on PE on higher haz levels, but slightly dislike how it actively discourages teamwork. The fastest way to beat it is for everyone to split up and do their own thing, only coming together for events etc.

Tommy the Newt
Mar 25, 2017

The king of the sand castle

Serephina posted:

I like the clock on PE on higher haz levels, but slightly dislike how it actively discourages teamwork. The fastest way to beat it is for everyone to split up and do their own thing, only coming together for events etc.

I mean, to be honest this is kind of true in most mission types, vanilla difficulties tend to benefit most (by which I mean simply getting things done efficiently, not having the most fun, obviously) from having a full squad of solo-capable well-rounded builds just running around getting their own stuff done. I think it's just more noticeable on aquarq missions.

I do think this is the unfortunate flipside of lone-wolf play having more rope in DRG than it did in grandaddy L4D, a lot of the class synergies that people focus on are more like fun suggestions or options rather than being required to succeed or optimal and this becomes more apparent the more you play. For example, a good scout simply doesn't need an engineer platform to get resources or a gunner to hold a position etc. I don't know if this has been worsened by powercreep, I came to the game relatively late but from playing that early build they did recently it seemed like the game was maybe a bit more rigid in older incarnations.

Kith
Sep 17, 2009

You never learn anything
by doing it right.


The Deleter posted:

Refining is the best one, whether you're an efficiency geek or a roller coaster builder.

Point extraction is my least favourite because it boldly asks the question, "What if refining sucked?"

To its credit, Point Extraction is fairly equal in how useful the various traversal tools are. As much as I love Refining, it becomes an enormous pain in the rear end if you don't have a Driller or Engineer to beat the terrain into submission.

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride

Kith posted:

To its credit, Point Extraction is fairly equal in how useful the various traversal tools are. As much as I love Refining, it becomes an enormous pain in the rear end if you don't have a Driller or Engineer to beat the terrain into submission.

Zipline’s one almost guaranteed use! (PE)

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Doing my traditional haz 4 refinery for fun. Driller comes in, afks, gets downed randomly, dead silent so true afk, w/e, makes a nice bug distraction and we pick him up when we can. Comes back, gets downed constantly, w/e, haz 4 so no dwarf left behind.

Realize I'm carrying as Engi with overwhelming offense and greybeard game sense. Carry the lads to the pod nearly to the full timer, driller goes down another two times, tries to freeze me to troll me once I get him up for the last time

Pop dash, leave without issue, tell him he's exhibiting Karlless behavior. 0 downs 16 revives, fella was so new I don't think he knew C4 could friendly fire. If you're gonna do anything, even trolling, at least put your full rear end into it.

Horace Kinch
Aug 15, 2007

Doomykins posted:

Doing my traditional haz 4 refinery for fun. Driller comes in, afks, gets downed randomly, dead silent so true afk, w/e, makes a nice bug distraction and we pick him up when we can. Comes back, gets downed constantly, w/e, haz 4 so no dwarf left behind.

Realize I'm carrying as Engi with overwhelming offense and greybeard game sense. Carry the lads to the pod nearly to the full timer, driller goes down another two times, tries to freeze me to troll me once I get him up for the last time

Pop dash, leave without issue, tell him he's exhibiting Karlless behavior. 0 downs 16 revives, fella was so new I don't think he knew C4 could friendly fire. If you're gonna do anything, even trolling, at least put your full rear end into it.

Why didn't you kick the driller? DRG is a chill game but very rarely a jackass will reveal themselves and I never hesitate to show them the door.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
I virtually never kick since it didn't come up and I didn't think of it until he tried to friendly fire me. The other two fellas were doing alright if a bit rusty and the driller seemed comically helpless until turncoating. Hell, the story wasn't worth telling until he sucked so bad he couldn't even chuck a bomb at me at the end. :haw:

Hwurmp
May 20, 2005

why wouldn't you kick an afk

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
The first few times I figured life happens and then he did come back and was merely bad at the game.

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

A lovely Driller. Hell, if it's been even a semi-decent mission, I'll usually make it a point to save a C4 for the pod, plant it under the ramp, and do a walking-away-from-the-explosion thing as I get into the pod.

Genthil
Sep 24, 2007


Came back to this game after taking a break from it for several months to finish getting all the season 4 stuff. I noticed you can gain weapon experience now to unlock new colours, which is a neat way to encourage using weapons I don't often use. So far I've found a fun build for most of them but I'm not really enjoying Scout's Boltshark at the moment, it just feels clunky to use compared to the other secondaries. Taser Bolts in particular need a bit of setup time for minor damage and by then most of the wave is already cleared by the other players. Any good builds for this thing?

Hwurmp
May 20, 2005

Genthil posted:

Came back to this game after taking a break from it for several months to finish getting all the season 4 stuff. I noticed you can gain weapon experience now to unlock new colours, which is a neat way to encourage using weapons I don't often use. So far I've found a fun build for most of them but I'm not really enjoying Scout's Boltshark at the moment, it just feels clunky to use compared to the other secondaries. Taser Bolts in particular need a bit of setup time for minor damage and by then most of the wave is already cleared by the other players. Any good builds for this thing?

Hwurmp posted:

Fire Bolt 12121 for grunts & swarmers. Don't shoot them directly, put a bolt or two in their path instead; or shoot a pheromone bolt & two fire bolts into a bigger bug nearby.
Trifork Volley 31112 for large enemies. Taser bolt effects stack, so you can shoot a dreadnought two or three times and almost root it in place.

Tasers can do okay vs. grunts in a narrow space but they're best for the DoT+slowdown+Magnetic Shafts on heavies.

Hwurmp fucked around with this message at 00:11 on May 5, 2024

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Yea tazers are anti-big things, as the second bolt creates that arc lighning effect which means you're triple dipping for damage. Third+ bolts only stack the default DoT, not the arc, but honestly 2 bolts are enough to pin anything to the ground and deal some respectable damage.

I personally find boltshark's biggest weakness is how 'fiddly' it is, and any build that that avoids fumbling with getting the right arrow type loaded is very welcome. So for example I have a cryo anti-dread build, where the boltshark's OC is cold bolts, tazers in the alternate fire, and cryo nades. The benefit of this is no matter which bolt is loaded, it's the 'right' bolt to shoot two of into a fat guy's face. Cold bolts also have good synergy with keeping the freeze meter from dropping, to either assist your cryo driller during his downtime or push the amount of cryo nades needed down to a single one in order to one-shot (eg vs breeders, or two-three bolts then a nade vs a dread).

Alternatively, Bodkin bolts (with +dmg) are serviceable anti-grunt, trading optimal AoE tricks for just removing three grunts right here and now. Which, as per above, you could theoretically run explosive or pheremove bolts with to avoid having to fiddle with it - I don't run this myself fwiw, 5 loadout slots is simply not enough to fit all the alternative stuff!

My biggest trouble with the boltshark is finding a place for the vanilla bolt, as they really do compete with Scout's primaries. I tried using drakk's OPA with it, can't recall what my verdict was.

Serephina fucked around with this message at 00:45 on May 5, 2024

Hwurmp
May 20, 2005

One other important thing with the Boltshark, which I don't know if you know already: you can hit Reload immediately after firing to swap ammo types faster.

Genthil
Sep 24, 2007


Thanks for the tips, I knew about the reload swap but didn't realize that the taser effect stacks. I'll give the Fire/Cryo Bolt OCs a try, oughta pair well with Deepcore's Bullets of Mercy.

snergle
Aug 3, 2013

A kind little mouse!
i like them all but 4 egg hunt is my favorite. or a 6 egg hunt in a smaller map. 8 egg hunts maps are to big with the one giant cavern and a few tunnels. ide prefer it if it was on more of a mining map and i swear 8 egg maps have the most cursed landings. want your drop pod to spawn you on a pixel of dirt 1000 feet in the air with 5 plants shooting at you and besty some how hidden out of sight that you accidently hit shooting at the plant? roll a few magma core 8 egg maps and i bet it happens in <20 tries

Krowley
Feb 15, 2008

snergle posted:

i like them all but 4 egg hunt is my favorite. or a 6 egg hunt in a smaller map. 8 egg hunts maps are to big with the one giant cavern and a few tunnels. ide prefer it if it was on more of a mining map and i swear 8 egg maps have the most cursed landings. want your drop pod to spawn you on a pixel of dirt 1000 feet in the air with 5 plants shooting at you and besty some how hidden out of sight that you accidently hit shooting at the plant? roll a few magma core 8 egg maps and i bet it happens in <20 tries

yes. love those bullshit palm sweat spawns. haz 5 elites and lethals with the worst korlok imaginable, let's rock and stone!

Control Volume
Dec 31, 2008

There is nothing more satisfying than salvaging the worst korlok placement imaginable with driller tunnels

Sywert of Thieves
Nov 7, 2005

The pirate code is really more of a guideline, than actual rules.

We tried our first deep dive last night, and while the first cave went fine, the second one was "collect 8 aquags" in a low-oxygen environment. We didn't last 10 minutes. :(

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
For o2 missions you need to have everyone onboard with calling resupplies out to strategic points ONLY. But yea PE missions with them can get real tense.

Speaking of warnings, I'm still of the opinion that Elite Enemies needs to be backported the vanilla missions, kinda like how you get surprise dreads every now and then. Elite are just so fun, they spice things up so very much without being overwhelming.

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Sywert of Thieves
Nov 7, 2005

The pirate code is really more of a guideline, than actual rules.

Yeah it clicked that we needed to use the resupplies strategically because they have oxygen tanks on them, almost exactly when our last team member went down. Lessons learned I guess. At least we all got our first matrix cores!

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