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7/21/2025, 5:40:07 PM
>no you see the plasma cannon cannot have an ounce of demolition force because i'm going to say that plasma has no mass or something
>yes it's realistic for this anti-tank weapon to be defeated by sheet metal.
>Meanwhile the oversized flashlights that are the LC and quasar: LOL LMAO
Flood their zendesk with feedback about this shit:
https://arrowhead.zendesk.com/hc/en-us/requests/new
>yes it's realistic for this anti-tank weapon to be defeated by sheet metal.
>Meanwhile the oversized flashlights that are the LC and quasar: LOL LMAO
Flood their zendesk with feedback about this shit:
https://arrowhead.zendesk.com/hc/en-us/requests/new
7/19/2025, 11:02:44 PM
>>531911863
The weapon will be serviceable once it has fixed spread. But:
>The overcharge visual cue should be synchronized with the point where you actually enter overcharge
>there isn't a single reason why the weapon shouldn't match the other AT weapons in terms of demo force
>3 round magazines on a weapon that often needs 2 shots to kill is just clunky. It would be better quality of life to have a smaller supply of larger magazines.
The weapon will be serviceable once it has fixed spread. But:
>The overcharge visual cue should be synchronized with the point where you actually enter overcharge
>there isn't a single reason why the weapon shouldn't match the other AT weapons in terms of demo force
>3 round magazines on a weapon that often needs 2 shots to kill is just clunky. It would be better quality of life to have a smaller supply of larger magazines.
7/18/2025, 9:22:40 PM
>>531760018
Fixing the Epoch
>fix the spread
>sync the muzzle flash with crossing the overcharge threshold
>increase magazine capacity to 4 or 5 rounds per magazine
>increase demo force so that it can actually destroy spawners
Three of these are changing an integer in a properties file.
Fixing the Epoch
>fix the spread
>sync the muzzle flash with crossing the overcharge threshold
>increase magazine capacity to 4 or 5 rounds per magazine
>increase demo force so that it can actually destroy spawners
Three of these are changing an integer in a properties file.
7/15/2025, 10:24:44 PM
>>531360619
One potential fix for the flag would be for it to provide a reduction in cooldown timers for your other stratagems for anyone within a certain radius. Let's pick a random number like a 50% reduction in stratagem cooldown times within its area off effect.
You sacrifice your support weapon, but in exchange your other stratagem timers, and those for any teammate nearby, are supercharged.
One potential fix for the flag would be for it to provide a reduction in cooldown timers for your other stratagems for anyone within a certain radius. Let's pick a random number like a 50% reduction in stratagem cooldown times within its area off effect.
You sacrifice your support weapon, but in exchange your other stratagem timers, and those for any teammate nearby, are supercharged.
7/10/2025, 8:27:36 PM
>>530708817
Here's how to faceroll squid bricks. It's extremely easy and makes for an exceptionally dull mission. Like all brick missions really. I really wish that they'd remove bricks outright because it's slow and boring and a lame waste of my time.
You only need two stratagems to completely and utterly cockblock everything in the squid reinforcement waves:
>Grenade wall emplacement
It has a very short cooldown and gives you a grenade launcher with a 60 round drum. This completely and utterly obliterates absolute everything in squid drops with the sole exception of the harvester. Which is countered by
>EAT
Just spam a bunch of EATs on the ground near your grenade wall. Use the grenades to vaporize everything that isn't a harvester then grab some EATs to one shot the harvesters.
that's it. You win. You've got two more stratagems to play around with. Maybe toss some AC and MG turrets vaguely off to the sides of the field where they drop in. Maybe spam some mines along the approach to you. Maybe wear a shield diaper. Maybe toss an MG sentry into your backline where the only enemy that it can possibly engage are random stringrays that spawn.
Here's how to faceroll squid bricks. It's extremely easy and makes for an exceptionally dull mission. Like all brick missions really. I really wish that they'd remove bricks outright because it's slow and boring and a lame waste of my time.
You only need two stratagems to completely and utterly cockblock everything in the squid reinforcement waves:
>Grenade wall emplacement
It has a very short cooldown and gives you a grenade launcher with a 60 round drum. This completely and utterly obliterates absolute everything in squid drops with the sole exception of the harvester. Which is countered by
>EAT
Just spam a bunch of EATs on the ground near your grenade wall. Use the grenades to vaporize everything that isn't a harvester then grab some EATs to one shot the harvesters.
that's it. You win. You've got two more stratagems to play around with. Maybe toss some AC and MG turrets vaguely off to the sides of the field where they drop in. Maybe spam some mines along the approach to you. Maybe wear a shield diaper. Maybe toss an MG sentry into your backline where the only enemy that it can possibly engage are random stringrays that spawn.
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