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Ilmoita käännösongelmasta
I honestly just do not like the timer, it feels like a very dumb way of adding tension and challenge. I'd rather get rid of it, but as much as I hate it i can still semi-appreciate the (artificial) tension it enforces on us.
As for why *I* farm, because it's something to do aside from just completing ♥♥♥♥. I farmed samples because I needed em, I collect em now out of ocd (not wanting to leave certain ♥♥♥♥ behind)/habit, + others might need em for whatever reason.
Also because future updates may need em, such as maybe weapon upgrades whenever devs feel like adding it.
While that makes sense, I will admit that's disconcerting.
A lot of people in this thread will no doubt give me flak for it, but I have maintained my stance on the fact that sometimes splitting up (either 1 person to a nest/lair or side objective, and 3 to smth else or 2 and 2) is an excellent strategy at times and should REMAIN a viable, but risky strategy. Seen a lot of people disagreeing and flaming it because 'rambos ruining muh teamwork and co-op', but I feel like being able to trust a member of your team to split off and handle something for the team/for you is a great example of advanced teamwork and strategy... so knowing that i'm spawning extra patrols by doing so is kind of upsetting lol
I mean tbf if you're actually good at it - great.
But 90% of people are wearing heavy armor and a shield backpack while complaining about being overrun.
Run scout armor and no backpack. Make sure someone has the stamina booster. Run all you like. I'm only going to complain if you start shouting into the mic that you lost your samples when you get trampled accidentally spawning 5 chargers.
Check it yourself. Peel off and watch double spawns suddenly happen.
I personally always aim to clear the map if time allows, Tho that is not always the case or realistically do able
Yeah, I suspected this when playing on easier difficulty levels where there were fewer spawns, but thought it just increased the longer you were in a mission, but the fairly thorough testing showed that clearing outposts increased spawn rates, almost as much as clearing objectives.
It seems counter-productive. From their perspective they are treating it something like 7 Days to Die where confirmed activity in an area raises a "heat" value leading to more frequent spawns. However, the way I see it, outposts should represent the capability for the enemy to release patrols so destroying them should reduce patrols.
IMO patrol spawns should originate at map borders and outposts. As you complete objectives then spawn rates can increase, but destroying outposts would stop patrols spawning from those outposts. (other patrols spawning from map edges would continue)
However, the current "patrols spawn from wherever near the player" nonsense is both unrealistic, and un-fun when you can have crap spawn in behind you. There is no reward for taking the time to "clear" an area, or count on having a direction to fall back to if things get hot.
Crazy idea: maybe some people really enjoy the game and don't play it to farm ressources
I run supply pack or rover. Does it actually decrease speed? It's never seemed like that to me.
And yeah, if i die twice I stop, that's my limit. At that point I discern that the risk has outweighed the reward and I go back to my team, don't need to be ego about it, is what it is.
while my mission was a success, i lost 29 common and 24 rare samples because i had no more stratagems available to deal with Charger and Bile Titans
i guess some people find it fun to running in circle with no way to reinforced or call stratagems after the Carrier left and then dieing before Pelican 1 lands
In a full group where everyone has everything maxed already then yeah not much of a point in it, though no doubt the devs will add new mechanics for outposts once more of the player base gets above 25 and maxes their destroyers.