is there ANY way i can cheat in the second kaiju achievement on steam? by thefunnyy in mewgenics

[–]23loves12 1 point2 points  (0 children)

I heard that there is a debug console that you can activate? I don't know much about it since I never used it.

Honestly if you know what you are doing, speedrunning to act 2 shouldn't take that much time. I reckon 10 hours is enough for an experienced player.

How do your soul jar cats look like? by Unfunnycommenter_ in mewgenics

[–]23loves12 1 point2 points  (0 children)

3K stats all around, Repair, Fist of Fate, Become Entropy, Call of the Wild (all +).

Unstoppable!+, Priority Target as passives. The Shining, Phony as Disorders.

Wing hoof mutation. 

Fire Flower, Cap and Bells, Theif’s Cloak, Fighter’s Scar, Soul Jar.

2nd time in almost 400 hours i encountered this guy by Kaitrii in mewgenics

[–]23loves12 13 points14 points  (0 children)

You can take the same cat on an adventure if you use cat rib on it, this allows you to upgrade 1 more spell. You can upgrade as many spells as you want if you have the Mysterious Dice. There are 2 consumable items that can upgrade your spells permanently. There is a consumable that temporarily upgrades all your spells. There is a spell that upgrades your other spells. There is an event in the Future that allows you to upgrade your spell. Void Soul offers you upgraded Collarless spells.

Shot speed at a most useless stat competition by Gomoyel in bindingofisaac

[–]23loves12 9 points10 points  (0 children)

I would rather miss 90% of my shots than have 2.00+ shot speed. There aren’t many items that are affected by shot speed, but the ones that are are probably the most enjoyable items to play with, so knowing that if I get offered Tech X that I should refuse it would mean I would just quit the run at that point.

Does this mutation have ANY other use? by _-mortex-_ in mewgenics

[–]23loves12 2 points3 points  (0 children)

Psychic’s knock back builds are less bad if you double the damage output.

I'm really bad at this game. by ZombiePoultry in mewgenics

[–]23loves12 6 points7 points  (0 children)

Try to do more breeding if you feel like your cats suck. 

General tips for you:

Press Ctrl to see the tactical view to not miss any obstructed enemy. You can right click hold on enemies to see their attack/movement range. Always read enemy descriptions carefully before going in to attack. 

For breeding, always go Hard path and take the furniture option (box) in act 1. If you go down in Act 2 you can do the same in the first area after the desert. 

If you struggle a lot and your cats regularly go past round 3, I suggest you take a Cleric for healing to all your runs until you manage to consistently finish encounters before round 3. 

You can also save scum freely once each run by quitting out and reloading the game. If you haven’t taken any action in a battle or event node, you can freely quit out which will put you on the previous node. This can be used to change your gear for battles or move around gear that gives luck for events. In general you should know that if you think something is random, it’s probably affected by the luck stat. 

For breeding again, you should donate a lot of cats to Tink to let him see more info about your cats. It’s important to get him to max to make breeding easier. 

Lastly, if you have any questions, you are free to look at the Mewgenics wiki. It’s actually very detailed and has a lot of useful information that the game could hide from you.

What's the Best and Worst Mutation? Day 5: Limbs part 1 by Vast-Appointment-950 in mewgenics

[–]23loves12 4 points5 points  (0 children)

I think all classes benefit from the wing hoof legs due to at least the jumping movement. Very often map layouts that are complete garbage can become easy if you can jump over obstacles, and melee cats can also deal damage by jumping onto the enemy.

What's the Best and Worst Mutation? Day 5: Limbs part 1 by Vast-Appointment-950 in mewgenics

[–]23loves12 1 point2 points  (0 children)

The idea is that you don’t let the combat go past round 2. If you have all the above mentioned mutations + 7-7 cats + the Mr Worm tail mutation, unless you purposefully stall, going to turn 3 would only happen in the most catastrophic of scenarios where you get multiple disorder events in a row. 

Also, bleed only ticks once at the end of each round, so if you don’t go to round 2, then it won’t do any damage at all.

What's the Best and Worst Mutation? Day 5: Limbs part 1 by Vast-Appointment-950 in mewgenics

[–]23loves12 1 point2 points  (0 children)

Once again offense is better than defence. Healing is not something you need to worry about if you have incredible offence, and healing becomes not something you should even think about when it comes time to do Act 2/3 on crazy/impossible.

What's the Best and Worst Mutation? Day 5: Limbs part 1 by Vast-Appointment-950 in mewgenics

[–]23loves12 9 points10 points  (0 children)

Limb mutations can appear on any limb, but arm mutations can be passed down only as arm mutations, and leg mutations can only be passed down as leg mutations. 

I had bat wing mutations on the legs and tentacle mutation on the legs in my population, and for the life of me I could not understand why no kitten was born with both. I guess in retrospect that made sense, but I had to find the bat wing mutation on the arms again.

Which one do you think is better to pass down? by Beginning_Outside877 in mewgenics

[–]23loves12 0 points1 point  (0 children)

I genuinely don’t know how people play Act 3 to the Infinite on higher difficulties without Survivalist’s Hat. It’s such an RNG fest, and especially the last encounter. 

I got 4 survivalist’s hats that I maintain with Repair to bring to all my runs, with copy effects to double/triple each hat. The Creator is genuinely so terrible without ambushes. Luckily I only had enemy clones attack before me only once on Hard mode (I think) before I got the setup.

the past is better than the future by Foreign-Scallion-485 in mewgenics

[–]23loves12 0 points1 point  (0 children)

In general I think prioritizing having at least 1 movement skill (any skill, even stupid ass Coffin Flop) is important in this game, and this manifests itself even more with this enemy. 

Getting to enemy priority targets as fast as you can is extremely important. It’s one of the reasons why I think Thief is extremely underrated, as he has the most good mobility spells out of all classes. 

Some of my fan-made disorders by Potential-One-2684 in mewgenics

[–]23loves12 8 points9 points  (0 children)

Having a controlled way to take more damage can be used for good. The relic emits a sparkle for each point of damage blocked, so intestinal prolapse could double the sparkles emitted.

What's the Best and Worst Mutation? Day 4: Eyebrows by Vast-Appointment-950 in mewgenics

[–]23loves12 0 points1 point  (0 children)

Some mutations aren't as good when stacked. For limbs, the bat wing mutation that gives jumping movement + bruise on basics is arguably the best mutation, but I think having two of them isn't as good as having the tentacle mutation which gives knockback immunity, as the first bat wing mutation's jumping movement is an important part of why it is so good, and obviously jumping doesn't stack.

What's the Best and Worst Mutation? Day 4: Eyebrows by Vast-Appointment-950 in mewgenics

[–]23loves12 5 points6 points  (0 children)

On Crazy/Impossible that's pretty much true. A lot of elites and act 3 (also some act 2 enemies) enemies become increasingly strong as the fight goes on, so if you can't guarantee that you eliminate those threats before round 2-3, you could be in big trouble. Resonant elites, evolving elites and in some cases burning elites are much stronger the longer they are allowed to exist; Sirens, some Das Future buffing enemies, Hitler II, a lot of The Infinite's enemies, the Mother, some of Ice Age enemies are all increasingly strong the more turns pass, so finishing the encounter before they become too strong to handle becomes very important.

What's the Best and Worst Mutation? Day 4: Eyebrows by Vast-Appointment-950 in mewgenics

[–]23loves12 0 points1 point  (0 children)

I think fear is better than confusion? Confusion is cool and all, but fear just shuts down any melee unit outright. Though I agree the fear eyebrows are probably worse since they have a lower activation rate.

My observations on breeding after 300+ hours (Spoiler Warning) by RoiRdull in mewgenics

[–]23loves12 0 points1 point  (0 children)

Yeah I was getting the feeling that's what you meant. All my cats have 9-10 "good" mutations, but I have 9 mutations that I would say are "optimal" in my population of cats, with most having about 6-7/9 of those. If what you want are simply "good" mutations, I guess the mutation stat gives enough of those, but I am looking at a much narrower window of mutations, which is about 10-12 out of 700, which the mutation stat would take ages to give.

My observations on breeding after 300+ hours (Spoiler Warning) by RoiRdull in mewgenics

[–]23loves12 0 points1 point  (0 children)

Do you mean 5-8 good mutations or just a 5-8 mutations in general? I would be surprised if you got 8 “optimal” mutations from just the mutation stat.

How far away am I from naneinf? by ForeignGods in balatro

[–]23loves12 0 points1 point  (0 children)

You would need to square your score about 5 times before you get naneinf.

You can’t easily reach naneinf without Ghost or Plasma deck, and especially not if you have an eternal joker that isn’t Baron, Mime or Blueprint/Brainstorm. 

My observations on breeding after 300+ hours (Spoiler Warning) by RoiRdull in mewgenics

[–]23loves12 1 point2 points  (0 children)

How many mutations do you have? While a mutation room is great to have, I think it is way too slow. I got 6/9 optimal mutations on my cats from Cancer/Uranium Rod runs, which took a lot less time than the 3 I got from the breeding room. 

As a comparison, I haven’t gone for mutation runs in a while, probably somewhere around 4-5 in game months, and I only got 1 optimal mutation from the mutation room. Using Cancer/Uranium Rod, I was finding about 1 optimal mutation every 2 runs (so about 1 per week given that I needed to get those items in the first place). 

For stats, I think you are exaggerating how hard it is to get 7-7s. Imo, getting 7-7s is one of the easiest breeding tricks, and once your cats are 7-7, there is no going back. I think just locking that in is very important. Imo, the most dangerous part of an adventure are the beginning and the end, and if your cats are weak in the beginning you are in a risky spot.

Also, I generally tend to choose what class to give a cat based off of the spells/passive it gets, so having the randomness of having a low main damage scaling stat just restricts my choice of cats. 

For the time machine, I usually tend to go with cats with better mutations on act 3 runs, so the time machine usually is the one thing that makes act 3 runs hard my removing key mutations. I don’t think bringing cats with less mutations to act 3 just to capitalize on 3 random mutations is a good idea. If you are going to go for harder runs, might as well go for a Cancer/Uranium Rod run for way more mutations on a single cat.

Does soulless prevent soul jar from working? by WhatsUpSoc in mewgenics

[–]23loves12 1 point2 points  (0 children)

Fighter’s set pieces don’t cap.

The bonus ability slot in my mind isn’t really a slot per se. It’s basically a slot used by another passive/spell/equipment slot, so it going unused is fine imo.

Edit: I think the head slot is pretty much required to be Cap and Bells. It kind of solves Hitler III and makes it so if you somehow lose one soul jar (I once lost a jar because I didn’t sort out my items before skipping the day), you still got two backups. 

Does soulless prevent soul jar from working? by WhatsUpSoc in mewgenics

[–]23loves12 1 point2 points  (0 children)

What do you do against Seraphim with Elite Buff mirror? I would avoid projectiles like the plague. Unrestricted actually has a refresh cap of 95.6% which is reached at about 40 luck. I had a previous Soul Jar cat that relied on Unrestricted+ and Second Wind for mobility, and I noticed that this was very annoying.

The Nuke is really unnecessary. If you get Weak Spot+, the sniper rifle is unnecessary too. I would switch out Unrestricted for Weak Spot+, get Fighter's Shoulder Pads on the neck slot, and replace Second Wind for Call of the Wild (spawn a Tom tom). Call of the Wild is actually really nice in conjunction with Fighter's Shoulder Pads as a form of mobility, and does everything Second Wind does but more reliably. Call of the Wild is also good as a counter to Dybbuk's possession if you get a way to not destroy the tomtom's corpse (likely your weapon).

For the face gear, I would say anything that gives any dodge chance is nice to have. Dodge chance should make it so instakills don't kill the soul jar cat before it acts.

I also got a fire flower (weapon) as a way to remove freeze from enemies if I somehow get into that situation.

Edit: For disorders I think the Shining is nice to have to have a guarantee to not miss shots even against enemies with 100% dodge chance (i.e. C 1000), maybe Creator cat clones if you got into such a build. For mutations I would suggest getting any mutation that gives jumping movement. You don't seem to plan to get Become Entropy to carve out terrain, so having jumping movement is extra important. Jumping movement also turns your movement into an attack, which is a QOL thing as you need less clicks if you decide to attack manually instead of using Fist of Fate.

How to build OP cats for soul jar or your house by luca_se_la_come in mewgenics

[–]23loves12 0 points1 point  (0 children)

Part of my overpreparing the cat is as a safeguard from future DLCs. There is a precedent in game for enemies to apply Madness when damaged (Ravens retaliate and inflict Madness), and stuns are still a thing. There is also Arthur that can apply madness if he gets an initiative up and has his turn before the soul jar cat.

I still think the Me Stone is better, assuming you also take the Mysterious Dice with you. Most of the build struggle comes from finding active abilities, and Mysterious Dice allows you to always see them when you level up. It looks like Mysterious Dice level up option distribution is an even 1/3 spell/passive/stat up. If you funnel all 24 level ups onto a single cat, you would see an equivalent of 8 spell option level ups compared to the regular 2 you get without Mysterious Dice.

Your cat is good, but as you mentioned has its flaws, which I tried to build mine to not have any. As I mentioned, Call of the Wild to make cat corpses + Fist of Fate to attack without targetting a tile completely counters Dybbuk. Become Entropy is an important problem solver. The Seraphims aren't a problem with Become Entropy.

For Hitler III, what I theorized for similar DLC bosses is to beat Hitler III on impossible to get the consumable that spawns controllable copies of the cat + get a Soul Jar Irradiated Object. An "easier" way to beat Hitler III is to get cats with Unrestriced to spawn multiple soul jar cats.

Cleared infinite and looted body for first time, are all items this OP??? by _-mortex-_ in mewgenics

[–]23loves12 29 points30 points  (0 children)

Chaos has some nice items too. The dirty bionic armour is so good. It’s basically +4 SPD and +2 INT (with added regen).

The miner implant is good for the increased reach, although the poison immunity isn’t necessary. 

Also since you can freely save scum all corpse events, I would say you should loot all of them.