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Recent reviews by RoboGen123

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Showing 1-10 of 22 entries
No one has rated this review as helpful yet
0.0 hrs on record
Must have DLC for this game
Posted 19 April.
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No one has rated this review as helpful yet
79.1 hrs on record (66.8 hrs at review time)
Good, but I feel like the lack of oil rigs is a pretty big issue. Oftentimes crude oil deposits are located underwater, and in order to be extracted require a large amount of resources for creating an artificial island.
Posted 26 January.
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1 person found this review helpful
0.0 hrs on record
The DLC also unlocks Wormwood in DST, just so you know
Posted 28 September, 2025.
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No one has rated this review as helpful yet
55.6 hrs on record (54.2 hrs at review time)
I havent even landed colonists and my colony has already lost 15 advanced resources to meteor strikes, on another playthrough a micro dome got 6 fractures costing 30 polymers to fix, very fun
Posted 9 August, 2025.
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No one has rated this review as helpful yet
0.0 hrs on record
Excellent DLC that adds depth to each individual faction, since every faction now gets an unique vehicle and building that is not accesible to the other factions. There are also 2 new factions, Brazil (which is quite overpowered in my opinion), and Japan. The rival colony mechanic is kinda mid, but id get the DLC just for the unique vehicles/buildings for each faction.
Posted 9 August, 2025.
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19 people found this review helpful
2
279.3 hrs on record (34.2 hrs at review time)
-Be captain for 4 hours, everything going great
-Reach Europan Ridge
-Clown starts trolling, so we cuff him
-Get mission to kill Hammerhead swarm
-We got tons of shredder chaingun ammo, should be easy work right?
-Stop at a wreck on the way, 2 ppl get husked so we treat it, but it was inconvenient
-Someone uncuffs clown, and he decides to get revenge.
-Clown injects Medic with some substance, we assumed sufforin (in reality it was our last vial of calyxanide)
-Clown injects me with something and runs off
-Its fentanyl
-Chase down the clown and blast him with my revolver
-Toss his body into a ballast tank
-Discuss with the crew and decide to ban him for 300 days
-Get ambushed by multiple Crawler and Spineling swarms
-Easily shred them, we think we got this...
-Hammerheads attack us and absolutely wreck our hull
-We fend off the Hammerheads but we are sinking... fast
-Half the crew (including me) dies of pressure, and we sink into the abyss.
-OH ♥♥♥♥
-We see a Latcher approaching the sub with no way to warn the rest of the crew since we're dead
-Respawn in a shuttle, try to contact the rest of the crew but to no avail as they are 1200 meters below us
-Go down and try to link up with the rest of the crew
-Latcher follows us...
-Get within 300m of the sub, we finally reestabilish contact and warn the rest of the crew about the Latcher
-As we are about 100m away, the Latcher starts reeling in our shuttle
-Give order to abandon shuttle as we won't be able to dock since we are flooded
-Everyone who was in the shuttle except for me gets eaten by the Latcher
-Return to the sub, severely damage the Latcher, but we are flooded yet again and sink to the ocean bottom.
-We sink so fast we escape the Latcher
-Fix sub, reload guns and go back up
-Latcher attacks us again, but we forgot to fix our electronics... capacitor is toast and we can't fire
-Fix capacitor and open fire
-Almost kill Latcher
-Get absolutely wrecked yet again and sink to the ocean floor again.
-Escape the Latcher in the process of sinking
-Fix sub, go up one final time
-Kill the Latcher
-Now we have to rise up 1000m to get back to the outpost
-Reconnect with the dead crew in a shuttle in a high speed collision dock (very proud of that one)
-Go up to the supposed outpost
-where outpost???
-Realize its an empty spot and the nearest actual outpost is a kilometer away, and we are low on supplies
-Set course to outpost
-Get ambushed by Spinelings and Mudraptors
-Kill them
-Dock with outpost

This hell took us 2 hours.

10/10 would sink to the ocean floor again

Posted 25 April, 2025. Last edited 25 April, 2025.
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36 people found this review helpful
5 people found this review funny
2
4
0.0 hrs on record
Make sure you have a mod that allows your view distance to be increased while flying jets, it isnt very nice flying a jet going 1000 km/h with a 2 km view distance now is it
Posted 11 September, 2024.
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2 people found this review helpful
0.0 hrs on record
These helis are not attack helicopters. If you are looking for a heli that can smash entire tank divisions on their own, this DLC is not for you. Go fly a Kajman or a Blackfoot instead. These helis are transport helis, and they have a massive load of 12 tons (Mi-290) and 13 tons (CH-67 Huron) respectively. This allows you to sling-load lighter armored vehicles, including the Rhino tank destroyer. If you want helis that can lift anything except MBTs or deploy large groups of paratroopers, this DLC is for you.

6/10 IMO, the helis are pretty niche and there are only two of them, not to mention that the VTOLs from Apex exist (they are just better)
Posted 12 August, 2024.
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No one has rated this review as helpful yet
0.0 hrs on record
In the campaign i got executed for destroying a fence, the tanks are pretty good though. Angara has good armor, Rhino can be slingloaded and has an ATGM that you can use for indirect fire, and the Nyx is a very ratty light tank with good missiles. 10/10
Posted 10 August, 2024. Last edited 10 August, 2024.
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5 people found this review helpful
0.0 hrs on record
This DLC adds:

MK-I EBR and Mk14 7.62mm marksman rifles. Use these if you are your squad's marksman, they kill with 2 rounds at most ranges and are fairly light, especially compared to other DMRs that fire bigger ammo. They are far more versatile than the high-caliber DMRs since they can be fired full auto at close range. Also, the Mk-I EBR is the most accurate 7.62 DMR.

MAR-10 (.338 Lapua Magnum) and Cyrus 9.3mm sniper rifles. Both are meant for ranges of around 800-1500m, they pack a big punch, will likely kill in one shot and are semi-automatic, and can be suppressed. Great for wiping out squads of unsuspecting enemies quickly.

ASP-1 Kir short-range suppressed special-purpose rifle. Fires a BIG 12.7mm round at a subsonic velocity, making it extremely quiet but it has a very low velocity and should be used only below 350m, also make sure you use its dedicated scope that can make precise adjustments in increments of 25 meters.

SPMG .338 and Navid 9.3 machine guns. They pack a big punch, have a very long range and can easily shred MRAPs and lighter helis, but they and their ammo is very heavy.

Kahlia and AMS marksman scopes. They bridge the gap between the low-power DMS/MOS scopes and the high-power LRPS scope.

Full Ghillie suits which have reduced visibility on thermal scopes, and a remote controlled laser designator.


However, there is plenty of free marksman gear in the base game:

Rahim and Mk18 ABR 7.62mm marksman rifles (Rahim is the lightest DMR in the game at only 100 mass units, though it has a very limited magazine size of only 10 rounds)

M320 LRR rifle, the most accurate sniper rifle in the game and can kill enemies in one shot even at 2 kilometers

GM6 Lynx rifle, it can fire very powerful 12.7mm (.50") APDS rounds that can easily penetrate MRAPs, as well as killing people with L5 armor in one shot at any range, and is semi-automatic, but less accurate than M320. If you are looking for a massive long range machine of death, look no further.

DMS and MOS marksman scopes. They have a 4-5x zoom, suitable for 7.62mm DMRs.

LRPS sniper scope (best zoom in game at 25x), Rangefinder, standard Ghillie suits, bipods (yes, all of them are free)

So if you want to just try sniping you have good equipment already available, id recommend this DLC to people who take sniping seriously and want highly specialized gear for the job.
Posted 9 August, 2024.
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Showing 1-10 of 22 entries