Metro rack on Link D7i?

I'm a bit torn between the Link D7i and BYB P8 at the moment. I love the low maintenance features of the Link, but the rollable rack on the BYB is also very nice. If I could combine those features into one bike it'd be perfect for me. Does anyone know if the rack is compatible with a Link D7i, and if so, how well does it work?

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u/Affectionate-Memory4 — 2 days ago
▲ 8 r/BrompNOTs+1 crossposts

Tern or something else? Urban commuting + transit and indoor storage.

Just finished a move into a much more urban area and my riding needs have changed. I'm keeping the roadie and mountain bike around, but I'm quickly realizing I need something more portable as a daily machine.

My regular commute is short and completely doable 100% on the bike, but for going farther in the city, I'd love to take a bike with me on the subway for those first and last miles. A folding bike is pretty much a requirement for that to work with local transit rules around peak hours.

I've managed to get in a few test rides on a BYB P8 and Link 7i at my local shop, both of which felt pretty solid, and I think I have a wishlist of features.

* 20" wheel minimum (couldn't feel right on a friend's 16")

* easy to fold, unfold, and move through transit stops and elevators

* around $1k usd, but I'm a little flexible

* fenders and chain guard are ideal. I will absolutely ride in any weather I can stand to be outside in.

* non-electric. I don't want to deal with charging my ride if I don't have to.

I really like the Link 7i for the internal hub, fully covered chain, and dynamo light, but the BYB P8 is noticeably more compact when folded and the metro rack seems handy. I'm torn between those models, but also open for reccomdations on other brands that can check off my list too.

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u/Affectionate-Memory4 — 3 days ago

New discord link at the top of the sidebar

Hello everyone! You've probably seen me around on the subreddit as our discord community manager. I'm pleased to announce that I'm now part of the moderator team over here as well. It's been absolutely amazing to see how quickly this community has grown since it's start just a few months ago. The discord server has also become a very lively place, with over 100 members as I write this post.

Today as my first action as a moderator, there is now a permanent invite link to our discord at the top of the subreddit sidebar. Future community events will be hosted in that server, as well as being a place to hang out and find some lovely folks to join a squad and play together.

I hope to see you all in there soon!

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u/Affectionate-Memory4 — 28 days ago
▲ 2 r/sffpc

Downsizing to a Fractal Ridge or similar. How much CPU can I reasonably cool?

I currently have an mATX AP201 build with a 7900XTX and 285K. GPU runs at a limited 320W for noise already, and I know the Pulse model I have fits in the case from previous posts on this subreddit. The CPU however, peaks around 180W and hovers around 100W in games. That seems like a lot of heat for the low-profile <70mm coolers that fit in this case.

I'm not doing this build immediately, but it's something I am strongly considering for once Zen6 and Nova Lake are out. Both are going to be high-core-count, like high-power generations. I just want a sanity check on what TDP I can expect to actually be doable in this case, or maybe if a similar case exists that could handle more.

I've seen quite a few 9800X3D builds in these cases, as well as 14600Ks, but I would love to have a more concrete wattage number to look out for in the future as I go shopping around.

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u/Affectionate-Memory4 — 2 months ago

Supply pack models with removable boxes?

Pretty much what the title says. I'm looking for a supply pack model with removable boxes. I would love to fill them with goodies for fellow divers at conventions because I know these armor sets get hot.

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u/Affectionate-Memory4 — 2 months ago

The Survivability Onion, and how you can become unkillable

https://preview.redd.it/mm75j8zjfw7h1.png?width=3538&format=png&auto=webp&s=8f44bf4269b8766ad39f41f1c47f65f9704a6e88

I'm sure a lot of us have seen the onion by now, but in case you haven't, it's pictured above. Each layer is a level of precaution or protection that, if effective, ensures the ones inside it aren't needed. You don't need to survive a hit if they never hit you and so on. While there's only so much you can do in the game about some of these, the principals still apply, and using them effectively can make you nearly immortal on the battlefield.

Don't Be There

The simplest way to never die is to never even be in a position to get hit in the first place. In missions, this mostly looks like mastering the art of limiting your engagements. You see a patrol heading over there? No you didn't. Let them by and move along. Don't waste your ammo fighting random enemies that could call in reinforcements, and don't stay around for a bigger fight if they do.

Don't Be Identified/Acquired

If you do have to be somewhere, an objective location, POI, or extraction for example, the next best thing you can do is to not be seen. These layers are pretty much the same in our context. Be sneaky. Break spawners and kill guards from a distance when possible. The more you can take out before going in, the better.

Ranged support weapons can be a huge help here. Picking off guards with an AMR or breaking spawners from a distance with the Autocannon can make a huge difference.

It's also worth noting that foliage does obscure you. As a rule of thumb, if it slows you down, it hides you somewhat too. If you can, use the environment to stay hidden while you work.

Don't Be Engaged

Once you have to go in, you want to stay out of a fight as long as possible. Avoid alerting patrols to your presence as much as possible, and keep the area clear of chaff units. Sentries can help a lot with this, but they also draw aggro like nothing else. If you are deploying sentries to stand guard, act fast at the objective and get as much done as possible before the inevitable reinforcements arrive.

Don't Be Hit

Even in a firefight, being hit can often be avoided. Seek cover, use shields, and keep moving. Almost every enemy is less accurate against a moving target, and basically nothing can shoot through walls, trees, and rocks. Do not stay out in the open for extended periods, and don't sit still, even if behind cover.

Movement and shield backpacks help out a lot here.

Don't Be Penetrated - Watch Your Health

All our armors have the same AP rating, so unless you're in a vehicle, not being penetrated by a hit doesn't make much sense. Rather, at this stage of the engagement, you're going to be hit, so it's important to keep an eye on your health and stamina.

In an active firefight, keeping topped up is more important than conserving resources. Stim to fix broken limbs immediately. Stim to keep stamina up and use the speed boost and temporary damage resistance to tank through to safety. Reload as often as you feel the need. Make sure you always have enough rounds to kill something small with a panicked mag dump. You can supply up again later. Focus on survival in the here and now.

Don't Be Killed - Dive!

Finally, if you're going to get hit, know it's gonna hurt, and can see it coming, there are still things that you can do. Namely, dive! Diving protects you somewhat from explosive damage, and a lot more things are explosive than you think. A list can be found on the wiki here, but in short, even things like the plasma shots from overseers inflict explosive damage. It also gets you out of the way quickly, which will probably save your bacon more often than the actual damage reduction. When in doubt, get down.

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u/Affectionate-Memory4 — 2 months ago

The Full Blog Post, text only.

Putting this all together here so people can take in the whole thing without needing to piece it together from screenshots.

Greetings Helldivers, 

This week we're passing the keyboard to our game director, Mikael Eriksson, to chat about the near future of progression in Helldivers 2. Spoiler alert - changes to both Community and Personal progression are inbound!

Hello,

Today there's a lot to talk about, but let's start by talking about progression, and why it's not progressing faster.

The way we see it, there's two broad categories of progression in our game: Community Progression, which is the community journey and contribution to the Galactic War, and Player Progression, which is your personal journey, and contribution and impact on the war development. Both are very important to us and I want to share some of the development work taking place on these systems.

We have consistently received feedback around our endgame progression plans, with players asking about level cap increases and additional ship modules. Simply put: we feel like previously seen progression elements, like raising the level cap in silo, aren’t enough and wouldn't address your feedback on a foundational level. We are going to raise the level cap, but ideally, when we deepen the progression, we want there to be more valuable upgrades for every kind of player–not just our players who have unlocked 100% of all the offerings.

Let's start with Community Progression.

Some of the most epic moments in this game have been when the community worked together to achieve common goals ("send more dudes!"). Everything from earning cool rewards to shaping the lore of the universe like unlocking the Exosuit, saving the children, or holding the line against the Illuminates on Calypso. However, we want to do more to improve how players interact with the Galactic War, collaborate as a community, and receive rewards.

For example, it's never been clear if the actions of the community actually lead to different outcomes, or if it's all just smoke and mirrors.The reality is that the community impact on the Galactic War differs, but even in the cases where we did a lot of work to prepare for very different outcomes, we've struggled to communicate it in the game

Additionally, unless you joined right at the start of a big event like the Battle for Super Earth or the Cyberstan Invasion, it's been difficult to understand what's going on. Even if that can be funny sometimes, ("... all I know is that I must kill!"), it was never intended to be confusing for players. 

For those and other reasons, we are launching Galactic War Campaigns in June. In a nutshell, Campaigns are the next evolution of Major Orders. They will be roughly 1-3 weeks in length with the intention that it will always be clear what the active Campaign is, how it's going, what the outcomes have been, and what's at stake.

In more exciting news: the other thing we heard is that players like to EARN more rewards, so the introduction of Campaigns means there will always be at least one Campaign reward if the conditions are met. We want to make these rewards special, because we also think players should earn more than just medals. We’ll experiment with different rewards, ranging from gameplay altering effects to cool items, and alongside you, we'll keep playing with this over the coming months and see what you think. It also means there is more stuff for players to work towards outside of warbonds. Pray J.O.E.L is feeling generous, the first reward you’ll be working to unlock is a new FRV!

Looking a bit further into the future, I want to talk about Planet Warfronts.

Before we launched the game, we experimented with dynamic warfronts on planets, where players needed to make strategic community decisions on a planet level in order to liberate it. While it was promising, we realized we didn't have the content needed to do it justice at the time. We feel we've now added enough content to realize the vision we had for Planet Warfronts, and it's going to be the next big thing we're working towards in the Galactic War. When you've seen Johan talk about experimenting with roguelite systems, he was referring to this.

When we introduce Planet Warfronts, missions will be grouped under different categories: 

  • "Defend" missions in liberated territory
  • "Frontline War" missions on the frontlines 
  • "Behind Enemy Lines" missions in enemy controlled territory

Players will fight to reach key strategic locations on planets, like cities, which can have different active enemy variants in different areas of the planet. Of course, you’ll still have the Game Masters to contend with, too. In the final version of this feature, there will also be gameplay altering effects and consequences for achieving planet liberation goals, like reaching and liberating a city within X time or disabling enemy artillery in one location to unlock crucial Operations. The intention is to make it more fun to liberate planets with your squad and deepen the Galactic War and Community Progression systems. We want liberating planets to feel unique and epic for everyone. We have some development and design work ahead to make these feel great and provide the best experience, but I wanted to share just one of the ideas we have in active development. More to come on these changes in the next few months!

Alright, but what about Player Progression?

As Game Director, it's important to me to make sure our players' personal motivations to play Helldivers 2 aren't in conflict with the goals of both their immediate squad or the community as a whole. For example, if you had a goal to kill 100 Bile Titans, and your squad didn't, you might be inclined to go, "Sorry guys, I've got medals to earn. Leeeerooooy!" I feel that Personal Orders have run into this issue many times, so we are transforming that system into "Personal Campaign Progression." The intent is for every Galactic War Campaign to come with a personal progression reward track. That way, even if the community fails to reach a larger goal, players can still do their part toward their personal goals and get rewarded with cool things to mark their participation in various Campaigns. This change won't happen with the launch of Galactic War Campaigns, but we are planning to deploy it this year.

Lastly, let's talk about ships! We’re bringing two big changes to your Super Destroyers: we are extending gameplay progression and adding customization to make every ship unique.

Upgrading your ship will be the most exciting for players early on in their Helldivers 2 journey, but we also have some plans for the long term. An area that isn't really living up to its potential is the ship module system: right now, players have the same progression path, with very little agency or ability to adapt to different playstyles. And even if you've unlocked all the ship modules, your ships don't really look that different or feel personalized in any way.

For that reason and more, we're working on an overhaul of the ship module system that will change how this works, by adding more player agency and significantly increasing the offerings for players to progress. Not only that, we're also adding more ships! The biggest shift we've done internally is we now have a dedicated ship team, working on the first new ship. Our intention is that each new ship will have their own unique progression paths, specializations and customizations. And if you like the ships, we want to keep adding them; at least the ones we've planned so far!

I can't share when the new ship can reach your hands... yet, but I'll be sharing more details later this year for certain. 

One last thing I can share is a list of some upcoming fixes that we also hope will improve your experience in Helldivers 2. 

You can expect to see these changes very soon:

  • Helldivers will be able to use assisted reload, as long as either the carrier or the reloader of the weapon have the corresponding backpack.
  • More emotes! Helldivers will have 8 emote slots instead of 4.
  • Reducing dead input on stimming.

And coming a bit further down the line, we’re tackling

  • Stratagem bouncing. We've assembled a task force to prototype fixes for this issue and we're hoping to have it solved by the end of the year.
  • Hellpod steering. Similar to stratagem bouncing, we're also tackling this long standing issue.
  • Improving enemy and player traversal, which includes environmental collision and reducing movement penalties on grass and vegetation.
  • Increasing the level cap to 300
  • Economy and resource improvements
  • Fixes to the Warbond and Superstore menus that make them easier to navigate.
  • Closed beta testing that focuses on stability and balancing, and that includes getting beta test feedback from our Propaganda Commanders.

While this is not an exhaustive list of everything we're planning, I hope it gives you some insight into what's coming up next for Progression, and some of the reasoning behind the path we've chosen. I can't wait to hear and read what you think, and to get this into your hands. 

See you on the battlefield,

Mikael
Game Director

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u/Affectionate-Memory4 — 3 months ago

Tier 6 Upgrades and some related "Endgame" content ideas

Inspired by the post from u/ChaosVulkan about a D11 endless mode, I've been thinking about my own take on what I'd like to see for a Tier 6 ship upgrade set, and how that might interact with a long-running mission mode like this one.

Since this new type of mission can run for a long time, these upgrades should ensure that our bravest divers in the hardest battles democracy can ask of them. Buried behind enemy lines fighting a battle of no return, their destroyers will need additional modifications to ensure their orbital pressure can be maintain for extended periods, and those upgrades must also remain effective in regular missions as well. To this end, the finest engineers of the Ministry of Science have proposed some Tier 6 ship upgrades for these flagship Super Destroyers.

Patriotic Admin Center

Resource Budget Extension - Updates accounting software to leverage the latest in automated intelligence and creative mathematics to allocate additional funds to mission supplies.

Supply Pods will now contain 6 packs, with one additional pack packed vertically in the sides between the standard racks.

Orbital Cannons

Guided Munitions - Adds stabilizing fins to orbital projectiles and updates targeting software to mitigate atmospheric tumbling and more accurately target enemy units.

Projectiles from orbital strikes will bias their impact sites towards enemy units and structures within the target radius around the beacon.

Hangar

High-Performance Fuels - Outfits Eagle and Pelican aircraft engines with more energetic E711-based fuel blends and throttle settings above 105%.

Reduced Eagle and Pelican call-in and rearm times by 10%, including vehicle deliveries and extraction. Pelican 1 will wait for additional time during emergency extractions to compensate for lost travel time.

Bridge

Multi-Band Radio - Updates Super Destroyer communication equipment to leverage quantum encryption, enabling links between destroyers in close orbital proximity.

Helldivers within radar range will see each other's radar blips on their mini-map. Helldivers within stratagem-blocking regions with a linked diver out of the area will be able to call stratagems from that diver's list to the nearest non-blocked location. Applies to the whole party when deploying from a ship with this upgrade, otherwise only applies to the diver with their ship upgraded.

( If your friend brought an EAT and you're in jammer range, but they are not, you can call in their EAT and it will land on the jammer border closest to you. )

Engineering Bay

Automated Production Facilities - Enrolls combat engineering crew members in a 4-week course on robotic and additive manufacturing technologies, enabling greater manufacturing capacity of complex equipment.

Stratagems with a limited number of uses will become available again after an extended cool-down period. Timed for a doubling of uses in a 40-minute mission.

Robotics Workshop

Enhanced Communication Equipment - Mounts an additional control panel within vehicles to enable stratagem calling by the operator while inside.

It's the stratagem ball launcher.

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u/Affectionate-Memory4 — 3 months ago

D10 Squids Blitz - No Damage Taken &amp; Arc Thrower Only

Down a man and they still got wiped this quickly and painlessly. Had I not edged that eyeball I doubt even the backpack would've been needed at all. I wish the squids had some more teeth to them on these short missions.

u/Affectionate-Memory4 — 3 months ago

Sample Collection Challenge on the Discord

A strategic opportunity to collect 70 million samples has been issued by High Command. To show our dedication to the cause and aid in democratic science, we're issuing a challenge for the community here. Join us on the discord server to participate in our first community event.

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u/Affectionate-Memory4 — 3 months ago