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Cake day: June 12th, 2023

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  • CountVon@sh.itjust.workstoProgrammer Humor@lemmy.mlPunch cards ftw
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    22 days ago

    One of my grandfathers worked for a telephone company before he passed. That man was an absolute pack rat, he wouldn’t throw anything away. So naturally he had boxes and boxes of punch cards in this basement. I guess they were being thrown out when his employer upgraded to machines that didn’t need punch cards, so he snagged those to use as note paper. I will say, they were great for taking notes. Nice sturdy card stock, and the perfect dimensions for making a shopping list or the like.






  • CountVon@sh.itjust.workstoHelldivers 2@lemmy.caI haven't succeeded in weeks
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    1 month ago

    It’s always been very difficult. It is possible to complete (I did one on Helldive with randoms a couple days ago), but you need to approach the mission in a very specific way. Have you noticed that the map is really large for a 15 minute mission? I think the extra space is there for a reason. If most of the team engages bots away from the main objective then the drops will be mostly off the main objective. One player can play ninja (Scout armor, smoke grenades/eagle/orbital) and run around pushing the buttons while the rest of the team draws heat from the main objective and kites around the reinforcements.

    The other technique, which works when solo and may be better for duos, is to kite reinforcements away from the pad until aggro drops. Once it does you run back to the pad and push buttons as much as you can until you start to get overrun again. Then repeat. Edit: to be clear, even with a 4-man team it’s likely that the button-pusher will start receiving drops at some point, in which case they’ll need to kite off the pad too.

    I still think the mission design is not good, mostly because it’s not communicated to players that you have to approach the mission completely differently than any other mission type in the game. I have to imagine it’s intentional though, why else make the map so large?