MythicMikeneto

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MythicMikeneto
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  • For sure. I appreciate you taking the time to raid it. I was commenting more toward the vast majority of POB (and builds in general) are built with the full intention of 'challenging' a raider. When a builder scales that mission back to a target of less than 1 kill per raid (but still more than 0) the difficulty will be on…
  • This would be a double edged sword for sure. People grouping together in clans or guilds for community and freindship is always great. The second competetiveness becomes involved it tend to go sour pretty quick. Guilds rejecting applicants for them 'not being good enough', rivalries that turn into full on feuds, and the…
  • I have found great success in using impalers in a 'indirect' fashion. For the longest time impalers were the bane of my existence. I could clear a whole room and one leaving get shanked to a blind angle impaler. I have to side with Dreamnomad here, and say Impalers are fine. I often read complaints from builders that traps…
  • It really was mainly art. This was built near the start of my mission to create sustained nornal content for new players. I shifted my focus from building the trap 'machine' then making the arcitecture fit it: to instead bhulding arcitecture and assing traps to it in a way that made sense. Shockingly many new players die…
  • Lets hope for an influx of raiders (more peanut butter) from the physical copy release in Japan. Fingers crossed.
  • I am always hestitant to support an idea that make things 'harder' for the raider. We suffered a long period of player loss due to the game being 'too hard'. I understand the desire to put more value on the possibilty of failure, however thie live/die/repeat model is so common in first person shooter games it just seems to…
  • 200?! Wow. According to some, you have blocked more people than the entire games current population. I try to sweep our my block list regularly. This is in line with DELEX's thought that over time people may improve. There are a few names that live there permanently for reasons other than build techniques.
  • I can say it has had a good effect on my 'sustained nornals'; though I am concerned we will see the resurgence of 'min/maxing in normal to prey on new players for easy kills and more raids per activation. On the note of raids, it may have just been mid week plus US holiday, but my normals did not hit the usual 30 raids per…
  • I really want to support 'The abandon button should be accessible at all times' but I just can't. Here is why: If raiders could abandon an outpost wiyhout even trying it/loading it, many outpost would get dumped based on advisor intel alone. Now this would save time for the raider sure, but only results in builders not…
  • As much as I want to say it is the most rewaeding for their time, I think it actually comes down to this: Dying is generally not fun. Builders in dagerous and brutal build with the intention of killing the raider as much as possible through min maxed efficiency; Then they complain when they dont get kills because 'raider…
  • Even with my current... challenges... with the dynamic difficulty system, I think its largely working. Yes. it is hard AF to build a sustainable normal outpost, but builds that are too hard for newer players are ending up in dangerous or higher (as it should be). I still think the perception that builds are in the wrong…
  • You and I wouldn't think PC players build more anymore tryhard than console players, but I have heard it direct from a PSN player who is recently/currently 'taking a break' from MYM, that they dont enable cross platform because they feel PC players try a little to hard in their builds.
  • We are of different minds on the subject and I respect your perceived raiding skill. I really don't like brutals myself because of all the sweaty tryhard builder stuff and the total time sink to beat them. Personally, I am no good at speed running. It's very stressful (and not fun) to me as I like to play this game to…
  • I think creating positive new player experience focused content is the next step to growing the player base/community of MYM. Many builder become very focised on kills and even defend it with things like 'git gud'; in truth I have had many statements from players leaving or that have left MYM pointing to the fact the…
  • This also may be happening if you have limited thee crossplay content uaing the appropriate in game setting. I have heard reports from PSN players that limiting crossplatform content has dev team builds show up in the raid map. This may be due to a lack of player made content for that particular difficulty on just the…
  • Sadly the 'ladder' idea was suggested in the past and the devs openly shot it down in a live AMA (iirc). I am taking a wild guess that such a thing was comsidersd in early MYM development and was deemd too diffuclt or too exploitable. I hope 'alternate objectives' become a thing. My wife lokes to joke about the objective…
  • I see these as a good sogn of returning players that left. I got one that was a raid on an outpost I stripped and rebuilt into something new within the first couple weeks of the game release. The raider had to have left mid raid and just never went back to finish it. Likely, they came back with the new sector drop and…
  • As much as I want to supoort this (being an active raider) I dont see it ebing a 'popular concwpt wirh the community, here is why: Builder only. The concept that people want to only build means that tgwy again would have more being 'forced to raid' which they appear to be vehemently against. Active raiders gain all the…
  • Aim a bomb ejector down a ramp with a ramp up behind them can slow their 'run away'. Partially obscured bombs ejectors high up have proven effective. Dont give them much room to run/get away or use chaos bombs augment to extend less than predictable bomb bounce range. I find they work best when you can get the bomb ejector…
  • Lol this has aged well. Now that I have hit master, the desire to climb the leaderboards has taken over. Yes, I know most think the leaderboard is pointless and that doesnt mean anything to them; and I don't care. That little number measuring my time dedicated to this game in comparison to every other master ranked MYM…
  • MadMoeZel suffering from success (being too good at MYM). Many people can't beat the content that is out there now. The number of abandons I have on my builds (I specifically make short outposts of varying diffculties) says that. I also dont claim to be very good at building. Just because you can dunk on somebody's best,…
  • Thanks for the correction via quote!
  • In the recent Ask Me Anything the Devs revealed that active outpost exposure is/was currenty prioritzed to a set number of raid,, and will soon be/is now a set number of kills. Once reached the outpost lowers in the queue to give exposure to other outposts. They also spcifically called out that 'player agency' if a factor…
  • Intereting. It appears the did in fact lift the 'diminishing returns' Ill check later. But I previously never gained more thsn 250 (that I recall) from a single raid.
  • I have seen this happen in an outpost of mine. I had considered making it an intentional part of a build, but it use seems very limited to co-op (as mentioned). I has thought maybe som phychological impact to encourage the raider to keep trying as technically they did 'get' the gen mat, so they know it is possible... lol
  • I would recommend trying again soon. Outpost exposure has changed. From the recent AMA it was revealed an actove outpost has increased visibility until it gets a certain number of kills. They only thing you sre up agains is 'player agency'. If the intel on you outpost lost nt good and the thumbnail is deterring, you might…
  • Unless people just quit because they cant 'Builder only'. Also the raids may just be tomb hunting, because that is a thing now. Lol.
  • Gave it a go. It was a good time. NGL after death three I was ready to just follow HRV for as long as it took. I think it illustrated my example of how if I just followed Harvey I could have saved myself some time and deaths. I restarted the level after 'escaping" with the gen mat to give it a go knowing where it was. I am…
  • After being lost in an numerous outposts, I stick the the HRV path pretty strongly. What you have going against you is other builders who do the same HRV path long/Non HRV path short, but the make the short path super deadly or really easy to get lost in. I once had to wait 10 blanking minutes for the HRV because I tried…
  • I'd throw custodian at the machine gears for that. Brutals are often long and tedious. Large outposts, with long HRV paths, and over 100 traps. Thats spells 30 mintues for a slower cautious raider. Nevermind having to start over everytime I forget to look up and get dead from a random impaler the builder put in to use up…
  • I find this list to also be highly accurate. Well done again.
  • I find this list to be highly accurate. Well done. Also not 100% my personal preferences. Differences for me: "Mark tomb and dont trap them": Trap away on the tombs; just try to make sure it doesnt pop the tomb or prevent acquiring the loot. "Dont use duplicates traps in a room" Dont spam traps (specifically plasma…
  • A smoke trap was previously leaked (by a code diver) as one of the possible upcoming traps.
  • I have used death pistions in the same way. I helped cut down on the number of cubes for intel during the post gen mat corr cube exploit. If their feet touch the exteded piston they die. Blockade for more up time and the 'touch it and die' mod for running into from the side.
  • I hope people decide to raid over blocking too. I dont have enoigb faith in people to reasonably beleive that will happen. Would be nice tho. I would say 'tomb hunting' is the result of the 'build only' mentality. I raid for an hour or two a day and have plenty of synthite to maintain bases and get enoigh raids to take…
  • But you do get synth for raiding. Every 9 outpost you get a +125 synth/parts Every 5 advisor levels you get +250 synth/parts Trap, guard kills, and even tombs are random to give synth. Popping a tomb and seejng all traps is a super sad moment. Just wish that upon those tomb hunter/leavers lol.
  • Lol. So going in and abandoning is still 1 death for the builder. With lowered prestige requimentsenoigh of those could carry an outpost to p10. If you are alt+f4-ing it, builders can just block you. It right there in the screen under 'view profile' for the raider. Perhaps just blocking these 'builder only, tomb hunter,…
  • Early prestige on an outpost gives 10% more gen mat than letting it time down on its own. More if you run the gen mat boost (+15%) Some testing was done to see it gen mat plays into MMR LB rank (post master rank), inital results says it doesn't. There is a floating theory that 'mastered' outposts boost your MMR in the LB.…
  • So for me, at top out, I will make an assessment of effort required to win versus the gain. If I have spent 10 active minutes and 3 deaths and havent even caught site of the gen mat (and die again) I am likely gonna bounce. Not all outpost are built for players like me, so I leave my two accolades and be on my way. As a…
  • I wager the limitation is in the builder ptogramming itself. It seems shapes can only be built by connecting the corners of a cube. That being said the inverse of the wedge is missing and a shape similar to the second one depicted above; which would be wierd combo of a slope and a wedge.
  • When grappling stright down through one cube, the splatter goes up, the comes down on the raider, with close to 90% accuracy, chaining the corrosive damage from the pass throigh, resulting in a kill. You might ask, " Why woud anyone grapple down through a cube?" A visible tomb just below a cube is a surprisingy effective…
  • Double digits (less than 10)is my usual limit; unless I think I can beat it and I am just making dumb mistakes. Time is a factor too. If it takes me 15 cautious minute to get to gen mat, to die to a burtal combo on the way out, I may not find it worth to complete. I always make sure to proper abondon rather than 'alt+f4'…
  • A well written summarization of the state of the game. I would like to offer counter points a couple of things. Synthite from Chimera level: What is the math for added genmat gain boost at 30% for speed to level up the Chimera? What about genmat gain with bases in overdrive? I do both of these and mainly run Dangerous…
  • I noticed this in my gameplay as well. I think it may have something to do with the 'ricochet' mechanic. Its rare, but bolts do bounce; in particular off armor (for crossbow bolts specifically) It's also not beyond reason to think that the trap exploding throws the bolt back close enough to you to retrive it with you…
  • I have so many mixed feeling about your post. I agree that raiders should strive to be better and not be afraid of losing a couple lives in the process. On the flip side, riduculous spam of things, because builds are literally trying to achive a raider not getting the gen mat (then whine when they walk away from their base…
  • I ran into a base that was using the 'cube post gen mat line of sight' exploit with the cubes above. I shot through the cube to get the flame trap behind it on the ceiling... and splat a face full of corrosive. If the base wasnt abusing the exploit, I would have given an 'ingenious' accolade for setting up a corrosive cube…
  • I am respectfully curious here: What does proper rewards for building look like to you guys? Like actual numbers of reward, speed of progression, and such. I read the above complaints and some of it I understand (not getting acolades, nobody running the base), but I also dont build to have the bases level me or think I can…
  • Yes, I did in fact think they were unique (while active at least.) and thet they were recycled when the lot was destroyed. Gives me hope to get some cool well known city names like Las Vegas or Baton Rogue. Maybe even get back my first, Red Lion that destroyed by accident even before made active. (I thoight 'destroy' was…
  • I apologize. I didnt mean to offend with my ironic quote. It was soemthing I read long ago in regards to people complaining about 'balancing' in another game. After reading so many complaints from both builders abour raiders being to strong and raiders about builder making bases that are 'unbeatble'; it seemed…
  • 'Ok buddy, hold this, run in there, and hug something." "I dont like the sound of this plan...' "It will be fine, Ill rez you after" Doesnt rez them. Gets the get mat and leaves. Diabolical and I love it. On the suit mod idea: The consunable pheonix item makes thst work. They ciyld also build in a thing that drops a…