I appreciate being able to see some failed runs along side the wins. Not that I want you to fail, but it helps me learn what to plan for when the unexpected happens more so than runs where everyone plays perfectly and nobody dies.
Agreed 100%. Biggest thing I've learned is to not drop down in a new area too quickly. Also be quick to fall back to an area that has many rooms/stairs if a mixed horde ambush starts during a boss fight so the boss/horde train can be looped into choke points.
Good to see you still doing your thing, man. Feels like it wasn't that long ago I was moderating in your twitch chat in Vermintide 2. Merry Christmas from Finland!
Sorry for the throw @combine00 :(. Small modifications to optimize the build, I believe in empyric resolve now. Some particularly well executed dives, excellent careful play for 55 of the 80 minutes. It is just so long to get through your mental and physical starts wearing by the end. We wonder if we could push pace a little more and let stuff stack up. Next proposed runs: this again on different map. Veteran on hellbore + inferno staff. Keeping away from zealot because because it is just so powerful relatively. Build: darktide.gameslantern.com/builds/9dcd8dd6-d2c7-4ea8-8526-15e9ff43e6e8/jsats-bubble-trauma?
Likely because you haven't seen an agonizingly (get it? agony?) slow run before? Horde spawns are gated by map progress so you can manipulate spawns by going slow--this will likely change soon.
hard agree but nothing is preventing utter cheese speed running at ridiculous win rates right now other than it is lame and boring. I think boss walls need to come back or similar, it is annoyingly artificial but I haven't seen any other mechanic that prevents it yet. Could do other artificial things like prevent gates/locks from opening or events from being interactable when too much is alive instead, it amounts to the same thing.
I appreciate being able to see some failed runs along side the wins. Not that I want you to fail, but it helps me learn what to plan for when the unexpected happens more so than runs where everyone plays perfectly and nobody dies.
Agreed 100%. Biggest thing I've learned is to not drop down in a new area too quickly. Also be quick to fall back to an area that has many rooms/stairs if a mixed horde ambush starts during a boss fight so the boss/horde train can be looped into choke points.
hell yeah, I've been calling that "linearizing" for...a long time...god I'm old...
Good to see you still doing your thing, man. Feels like it wasn't that long ago I was moderating in your twitch chat in Vermintide 2. Merry Christmas from Finland!
Merry xmas! The content thing doesn't seem to fit my personality very well but damn do I love me some tide action. You still playing Goat?
Combine's Ogryn POV th-cam.com/video/i6K6vkjMUbA/w-d-xo.html
Sorry for the throw @combine00 :(. Small modifications to optimize the build, I believe in empyric resolve now. Some particularly well executed dives, excellent careful play for 55 of the 80 minutes. It is just so long to get through your mental and physical starts wearing by the end. We wonder if we could push pace a little more and let stuff stack up.
Next proposed runs: this again on different map. Veteran on hellbore + inferno staff. Keeping away from zealot because because it is just so powerful relatively.
Build: darktide.gameslantern.com/builds/9dcd8dd6-d2c7-4ea8-8526-15e9ff43e6e8/jsats-bubble-trauma?
Graphic settings/resolution mate?
dlss is performance, brightness max, 1440p, lighting is extreme, textures are high and everything else is off.
@j_sat cheers bud, 144hz as well?
stable 118 fps hard capped with rivatuner for max stability
@@j_sat thanks mate!
tbh does not look like H40
Likely because you haven't seen an agonizingly (get it? agony?) slow run before? Horde spawns are gated by map progress so you can manipulate spawns by going slow--this will likely change soon.
@@j_sat If they make it too hard to go slow, then stealth speedruns will become the meta, I would be careful with that
hard agree but nothing is preventing utter cheese speed running at ridiculous win rates right now other than it is lame and boring. I think boss walls need to come back or similar, it is annoyingly artificial but I haven't seen any other mechanic that prevents it yet.
Could do other artificial things like prevent gates/locks from opening or events from being interactable when too much is alive instead, it amounts to the same thing.