Mike_GSG

Mike_GSG



23 Oct

Comment

Originally posted by ShroudedInLight

Finally beat it on try number 12, it was only possible thanks to each individual dwarf clutching things out at least once if not multiple times. Bunkering was the only reasonable method through mission number 2 and we got incredibly lucky to avoid large waves of constant enemies during the set up for the escape sequence. The last bunker was almost too hard to hold so the engineer sealed the place and we used a demo charge after the Pod was ready to bolt for the exit. Mission three was much easier than mission two but we nearly lost when a Bulk spawned in the middle of one dreadnaught and a wave spawned in the middle of another.

The success was awesome, drank my dwarf stupid and stumbled about a point extraction mission afterwards, but it took 8.5 hours to manage it.

Rock and stone miner!

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Originally posted by acelister

I'm sorry for doing you like that ☹

Its cool, I have fully recovered from the identity crisis. 😉

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Originally posted by Shnook

Thanks for participating! And only reason I have the guts to do Ace like that is cause I'm over 5,000 miles away 🤣 But seriously, Mike, sorry about the name mess up!

Its all good! Made for a few laughs at the office. 🙂

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Originally posted by Shnook

If you want to get right to the Deep Rock Galactic talk, it starts around 10 minute mark.

Quick heads-up, Mike is actually Mikhail Akopyan, not Mikkel. :-)


22 Oct

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Yeah, it is wonky and I'll be looking at it soon.

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Rock and stone!


19 Oct

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Originally posted by stalefish57413

Thanks, I can say in all honesty: This wouldn't have been possible without you (because you know, the game wouldn't exist)

Can't argue with that


18 Oct


14 Oct

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Originally posted by Nice_T-Shirt

Kinda. When Dreadnought got out - he triggered maybe 5 prox. mines (which destroyed his shield) and then he started running away from them. I lured him back by getting few shots, he ran back to me and I started running around those mines and hoping that I wouldn't die too. It worked, but I expected him to die instantly tho. Also, I was doing it in Hazard 2 just for fun.

Sorry If my English is pretty bad.

Your English is fine and I expect that it is a lot better then my command of your native language.


10 Oct

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Originally posted by Prototype_Grendel

I would buy one of these.

Me too!

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Did it work out?

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Hmmm... Does it happen often or was this just a one-off?


09 Oct

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Originally posted by toprongy08

Ah.. umm, they are on the other side!

Good save.

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Originally posted by Wesley_H

That's very useful info. Would it be right to assume that bigger the bug, bigger the radius?

Nope bug size has no relation to their "player detection range"

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I understand your frustration with the continuous tweaks and changes. I intend to finally lock down the weapons soon-ish, though I can't give a date or even an honest estimate as to when as it depends on what other tasks grab my time. You have some good points in here and I will definitely use what you've said along with other players' feedback when I get a chance to look at the driller again. Hopefully you will want to drill again in the future.


03 Oct

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Originally posted by Wesley_H

Is there a definite number LURE can attract? Does it now have an effective radius as well?

No definite number and the radius depends on individual bugs (its the bugs that detect the lure and chose to attack it)

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Good morning world.... Oh crap.

Well this sucks. Sorry miners, I'll alert a programmer when I get my ass to work.


01 Oct

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Originally posted by BigBloodWork

The black screen on mission start is so annoying and I get it like 80% of the time. So yes. Please fix it.

We have top men working on it right now.
Top... men.

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Yeah, some more patch-note escapees... sorry about that. Please let me know if you find more.

+ Flying Nightmare did indeed get a radius decrease

+ LURE is no longer grabbing ALL the bugs in the area (The bugs attacking you can be attracted by the LURE but it is no-longer guaranteed) and multiple LURES do stack so you can distract more bugs by throwing more LUREs.

+ Platforms not sticking to machines is intended

+ The icon colours did get tweaked

+ White gunner class icon but green flares is intended

- Mactera projectile speed has not been increased but the Mactera are now better at switching targets which has made them more effective. Projectile speed increasing with Haz Lvl is intended and was in-game before Update 25.

- The tiny mineral veins are not something new we added, it is just a possibility of the cave gen system. If you are getting a lot more of them than before please grab a screenshot or video.

+ Removi...

Read more

30 Sep

Comment

Originally posted by Zuthuzu

just because you don't see an immediate fix doesn't mean it's not on our radar

Fair enough, but

KNOWN ISSUES: [a single bullet point]

This part does seem to contradict it to a degree.

Although it would be somewhat unfair to complain given the overall stellar quality of update, intensity of hotfixes, and volume of communication with community that GSG delivers, I can't help but notice that it'd be nice to take a look at some of those more serious fixes you're working on.

Specifically, I'm worried about the connection issues introduced in v25: black screens of death on mission start, desyncs of voxel maps and ingame objects, etc. Me and my mates have to reconnect or outright restart every second game due to that shit. It's not game-breaking, at least until it happens during a deep dive, which it hasn't yet, but it's highly annoying. And significantly raises our mission beer tab from all the ...

All of those things are on our to do list. With game-breaking stuff like the black screen on the top of it. The single known issue for Hotfix 4 is a new bug that was introduced with Hotfix 4.