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That's useful too! Thank you!
Wow this game community is not too bad eh! =D
(except it's not.
Thorns perk assumes that you expect to be hit by little buggers often. You shouldn't. ESPECIALLY as a Driller - your class is the definition of small bugs death delivered en masse. If you can't deal with swarmers as Driller without Thorns - maybe you're not ready to play Driller.
Vampirism assumes that you go meleeing bugs. You shouldn't.
Resupplier assumes extra dependancy on supply pod calldowns. It's not bad on its own - but it's not a thing to have as example either.
Iron Will assumes that you end up in situations where everyone's dead often. Maybe if things went so bad so everyone's dead, then it's easier to restart the mission or even find more competent teammates, no?
Lowering Difficulty helps too.
Dash is unusable in situations where player needs speed the most, notably:
- keeping up with teammates which went too far forward
- carrying heavy stuff somewhere
The only thing I agree with Нагризолич is that Beastmaster is relatively ♥♥♥♥♥♥)
Also, resupplier is good during boss fights, especially during sabotage where you'll likely need to reload at least once while under fire.
Iron will can be used to keep momentum up during a fight instead of having one death snowball into four, there's no need to wait until the entire team goes down just so you can be the cool clutch guy. It's also pretty nice if you go down in a terrible spot and need to reposition.
Dash...exists. I know people say it's powerful, and I would agree, but I despise using it so whatever.
Beastmaster is nice to have, helps hold a bit of aggro. It's kind of cracked with regenerative bugs since steeve also regenerates health, so take it how you like.
Sabotage have 2 (two) forced pauses between phases, each is long enough to resupply TWICE without perks. Is it not enough for you?
Speaking of the devil, how the f people manage to need a resupply mid-phase on Pyramid boss?
If you were too in a hurry to fix your pants and ammo before fight - then maybe instead of duct-taping your problem with situational perk which is actually not fixing it it's well worth solving the cause (whatever it is)?
Sabotage bossfight is not something that drops on you all of a sudden.
As of other bosses/boss-like entities, sticking resupply pod somewhere in a convenient secure place, then going for refills one after one while others do kiting/killing is free. And is also applicable for Sabotage to a degree.
> Iron will can be used to keep momentum up during a fight instead of having one death snowball into four
Iron Will "for momentum". Without Combat Medic. Mmmmkay...
You're teaching new players other blend of bad things, you know.
Also why would taking field medic benefit you when using iron will at all? Only time when it would be of actual use is if all of your teammates are already downed, which was something that I was explicitly saying you shouldn't do normally. It's better to use it and save your teammates from going down instead of waiting for them to die just to get back up and revive them again. Good reminder that iron will does give you a damage boost specifically for that very reason.
Cleanest community of any FPS game I've ever seen, period
However you also seems to be on the wrong mindset about perks.
You always assume the scenario where you dont need x perk
However thinking like that lead nowwhere and can just be concluded with "dont use perks, you dont need them"
For exemple resupplier
A perk that reduce one of the longest interaction in the game (and an important one with that, you are not always in a situation where using a resup is 100% safe)
75% healing instead of 50%
And the niche ability of reloading your weapons when you are done interacting.
You could assume those are all "noob benefit"
But then you realize that all of those also let you be much more agressive in your playstyle.
Every perk has its use, you just need to learn when they arn't good, when they help you with one of your flaw, and when they let you enhance a part of your playstyle.
This^
It doesn't matter how good a perk is on paper, if it doesn't gel with your playstyle, and you rarely use it or benefit from it; it's a bad perk.
The only good perks, are the ones that work for you; and your unique way of playing the game.
> Also why would taking field medic benefit you when using iron will at all?
I personally conserve Field Medic procs for gamechangers.
Like Arbalest/Lacerator fights, if one dwarf is down but he have enough ammo, and we really need his help to reduce Arbalest's health before next healing cycle.
Or someone got kicked out of bubble by hedgehogs (how do you even spell these bastards' names?!) and landed on his belly in some inconvenient place where we can't revive him together and his firepower is still needed to finish the wave.
(or another ♥♥♥♥♥♥♥♥ tried to pull C4 prank, failed and fell out of droppod on evacuation. I personally don't want to resque them as they've deserved this. But as it's coop game where even dummies might deserve a second chance...)
If you fainted, it usually means that your team is scattered already. And some of them probably fainted too.
So with IW but without FM you'll waste time getting to them just to fall face-first into your battle brother's sweaty buttocks. Optionally yelling "NO ♥♥♥♥" in team chat.
Which, honestly, is not my ideal of cooperative gameplay. There are more specialized games for just that. Or a Blackout Stout. Make a private lobby and give moustache rides to each other as often as you like.
And no, IW does not come with free Red Sugar.
Setting up your whole build for a bitter failure (IW + Resupplier + whatever) is not right mindset for surviving with strangers.
Am surprised this is a thing that a lot of people haven't really caught onto yet
Perk discussion so often devolves into someone greasy calling at least 75% of the available perks crutches due to narrow-minded thinking, it's so hard to take seriously anymore
So of course things go personal (or offtopic, or both) quickly.
On the contrary, I think most people can agree that there's quite a few general perks that you can get a lot of use out for every mission, some of which being distinctly meta, so I'll say agree to disagree and leave it at that
• You don't need ammo because you shouldn't run out
• You shouldnt revive anyone because you're not supposed to die
If these things happen - you either have to go lower haz or git gud. Wow this is so simple, how come I did not figure it out?