Deep Rock Galactic
Nokzen Apr 19, 2018 @ 9:41am
Molly has become retarded lately
God the Mule is annoying, it feel so lazy and never comes when called (or very slowly)
it was fine an update ago. But now its just SLOW!
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Showing 1-15 of 18 comments
Chibbity Apr 19, 2018 @ 9:44am 
I noticed this as well, not sure what could be causing it.

She's always way far behind, and it seems to take her forever to respond.
Liobuster Apr 19, 2018 @ 9:55am 
to me it seems like a pathfinding problem cause she now also crawls around walls less seeking the erratious ways of the dwarves to follow
Dwarf80 Apr 19, 2018 @ 10:05am 
yeah lol, try following it back to the ship at the end of the mission, climbing up walls and disappearing and makes it hard to keep up with it, not like i have a jet pack on and can keep up with it, noticed some of the markers are hard to see sometimes hiding in a cliff off a path, totally keeps me confused trying to find my way back, these mazes i get confused too easily
causing half my a** to be chewed off getting there.
Dwarfurious Apr 19, 2018 @ 10:15am 
They're working on her pathfinding so she wont go through terrain anymore but it makes it a lot more difficult for her to navigate
KrysisMode Apr 19, 2018 @ 10:26am 
There's also the fact she stops COMPLETELY when called so the old spam method doesn't work to keep her with the crew now. Seriously watch her while you call. Stops completely, takes 3-4 seconds to pathfind and THEN gets moving.

Now imagine what happens when everyone spams the call button like usual while mining out a cavern.
Dwarf80 Apr 19, 2018 @ 10:32am 
yes i believe the pathfinding would be difficult in this kind of multiple terrain, too many different x,y,z movements, would be a programmers nightmare the farther it is away from the ship. Would have to be a straight zig-zag approach ignoring regular mechanics, as the crow flies approach.
Dwarf80 Apr 19, 2018 @ 12:06pm 
Guarantee, if i had more ammo with that engi i would absolutely have a blast with that nade launcher, used to be my specialty in firefall, as it stands im trying to use all weapons sparingly and its a pain redoing mission over and over until i fig how to make all ammo last, solo, engi, easy mode....at least, regardless how many times i start mission over i always get a bit of xp out of it.
KrysisMode Apr 19, 2018 @ 12:21pm 
You're problem there is the engineer is notorious for his critically low ammo. Which is intentional because he can put out more damage than most of the crew combined between his turrets and grenade launcher. It's a MP game at it's core and the classes all synergize with each other one way or another. Engineer needs the others to compensate for his ammo problems and stretch his own out long as possible.
Dwarf80 Apr 19, 2018 @ 1:00pm 
oook....engi not so good for solo, well i do know for me gunner, driller class so far did ok, was able to finish those missions, scout seems to be working to a point, i can use the grapler and mine alot better and get from one cliff to the other running from bugs, is good for collecting and mining. But i may group later but i do need alot of practice at this and learn more about what is expected from each class and how they operate and get as much info as i can about ea.
KrysisMode Apr 19, 2018 @ 1:19pm 
Yeah despite what folks seem to like to think scouts are an excellent support class. High mobility to save on utility items (infinite grapplehook into nooks and crannies the others can't reach easy), powerful light source option, and extreme single target stopping power. Plus he can kite like a boss, that hook lets him fly from one end to the other distracting enemies so the others can blow'em skyhigh and save his ammo for big targets like praetorians and spitters. Add in his slow grenades and you got a great helper class.

If you want to solo it's best to stick with driller or gunner. Gunner for his raw attack power and hefty ammo supply and good options for both hordes and beefy enemies. Driller for his great flamethrower and powerful drills. Seriously people underestimate the drills. Gets you into anything long as you dig properly AND bypass praetorian armor plates. Both classes also get enough ammo to beat a swarm and have roughly half left if they use all the options.
Chibbity Apr 19, 2018 @ 1:21pm 
The responsibility of each class is pretty easy to outline if that helps you: (Or atleast, my personal view on what I expect from each class when I play.)

Scout:
-Checking the ceiling of any large cavern with flares for Cave Leeches.
-Scouting ahead to determine which route is worth expending more limited resources like zip lines/drillfuel/platforms on if there are multiple.
-Rezzing others who have fallen a great distance.
-Using slow grenade to control packs of bugs during swarms.
-Mining anything high up. (See Engineer.)

Gunner:
-Zip lines. (Specifically setting them up so they will work just as well on your way out, as they did on the way in.)
-Shooting stuff.
-Det packing groups of Praetorians.
-General mining.

Driller:
-Mining up anything that is "hidden" in walls like Eggs and Enor Pearls.
-Digging tunnels as needed.
-Det packing groups of Praetorians.
-Drilling to drop pod during escape once we are within 80-100 meters.

Engineer:
-Platform placement for Scouts specifically to mine from.
-Turret placement during swarms.
-Proper turret ammo conservation.
-General mining.

As you can see, some classes have more expectations than others, Scout in particular is rather demanding and has quite a bit of things to do in a full team. However, I wouldn't worry about jumping right into MP, it isn't hard and no one expects you to be perfect. I find the DRG community is usually really polite and helpful for the most part.
Last edited by Chibbity; Apr 19, 2018 @ 1:21pm
hotmatrixx Apr 19, 2018 @ 8:51pm 
Originally posted by Chibbity:
The responsibility of each class is pretty easy to outline if that helps you: (Or atleast, my personal view on what I expect from each class when I play.)

Scout:
-Checking the ceiling of any large cavern with flares for Cave Leeches.
-Scouting ahead to determine which route is worth expending more limited resources like zip lines/drillfuel/platforms on if there are multiple.
-Rezzing others who have fallen a great distance.
-Using slow grenade to control packs of bugs during swarms.
-Mining anything high up. (See Engineer.)

Gunner:
-Zip lines. (Specifically setting them up so they will work just as well on your way out, as they did on the way in.)
-Shooting stuff.
-Det packing groups of Praetorians.
-General mining.

Driller:
-Mining up anything that is "hidden" in walls like Eggs and Enor Pearls.
-Digging tunnels as needed.
-Det packing groups of Praetorians.
-Drilling to drop pod during escape once we are within 80-100 meters.

Engineer:
-Platform placement for Scouts specifically to mine from.
-Turret placement during swarms.
-Proper turret ammo conservation.
-General mining.

As you can see, some classes have more expectations than others, Scout in particular is rather demanding and has quite a bit of things to do in a full team. However, I wouldn't worry about jumping right into MP, it isn't hard and no one expects you to be perfect. I find the DRG community is usually really polite and helpful for the most part.

This is exactly how I feel about hte game, except the drill->drop pod thing... I feel that getting stuck in a one-way, narrow hole with no escape and a never ending horde behind you is needlessly risky if you've planned you're gunners ziplines properly, and save the drop until you get back to the top of hte mid cavern first....

Happy to have you on my team any day. (you been reading my posts? I'm always trying to encourage these plays in ohters who say "XYZ is bad")
hotmatrixx Apr 19, 2018 @ 8:55pm 
It has to do with them improving her pathfinding;

I prefer the curent molly over the one that would park on ceilings expecting you to be able to drop minerals off; and consistently prioritizing VerticalSupply Drop tunnels as the most efficient way back to the drop pod. THAT was broken.
Liobuster Apr 19, 2018 @ 11:54pm 
also dont get why people would spam to keep her with the group
especially if it leads to mollyhogging as soon as a scout ventures out to mine some faraway egg/gem/pearl and is then forced to either wait a few aeons or walk all the way with said thing in his hands blocking his view and rendering his squishyness utterly defenseless
Chibbity Apr 20, 2018 @ 5:27am 
Originally posted by hotmatrixx:
This is exactly how I feel about hte game, except the drill->drop pod thing... I feel that getting stuck in a one-way, narrow hole with no escape and a never ending horde behind you is needlessly risky if you've planned you're gunners ziplines properly, and save the drop until you get back to the top of hte mid cavern first....

Happy to have you on my team any day. (you been reading my posts? I'm always trying to encourage these plays in ohters who say "XYZ is bad")

Yeah, I hear you on the Driller thing; it depends on the team, the situation, etc... not always the best idea. Another way to put it is that it's a high risk/high reward maneuver. It can get you to the drop pod quickly and simply, but it may backfire on you lol. Especially if your Driller is sub-par and keeps overheating his drills, the last thing you want to do is stall your progress mid tunnel; that's when the bugs catch up and kill you.

I have seen you post a bit here (and on V2 forums as well lol), and I agree every class has it's uses; I find them them all to be invaluable in their own way. Appreciate the team offer, I added you as a friend.
Last edited by Chibbity; Apr 20, 2018 @ 5:39am
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Date Posted: Apr 19, 2018 @ 9:41am
Posts: 18