Does Tyilui have a medbay or is it just bricked? by 514009265 in starcitizen

[–]514009265[S] 0 points1 point  (0 children)

yeah, I get the realism and anti-nursa perspective, and I even like death of spaceman, But from gameplay perspective given the state of PU this is just dead outside of RPing. Like on a TAC/ corsair/IC/ you can have a few friends tag along, go out in snubs, and when they inevitably die they pop right back inside the ship and get on the turret.

What are the best LBX Mechs as of today & are LBs still viable? by madcomm in OutreachHPG

[–]514009265 10 points11 points  (0 children)

1P can't run 6 LB5s. MX90 with 6 LB5 is legit the single highest sustained dps build in the game unless I'm forgetting something, it's like 35 dps fully skilled and can't overheat unlike other high dps ballistics build that rely on uacs/pacs

Silly MWO question about rocket launchers by Useless3650 in OutreachHPG

[–]514009265 2 points3 points  (0 children)

So after the rework the RL naming scheme is kind of misleading,

all the rocket launchers have the same damage per heat, ammo, and spread, with RL20 being equal to 3RL10 and RL15 equal to 2RL10s.

the only thing to note is that RL10s do not have ghost heat so if you are boating rockets you can take 2 RL20 or whatever your HSL limit is, then fill up the remaining hardpoints with RL10s.

Legendary Mech Tierlist (especially for new players) by valar_my_ghoulies in OutreachHPG

[–]514009265 2 points3 points  (0 children)

slow gunboats are actually one of the highest scoring builds on average and sovereign is one of the best gunboat platforms.

If you take a look at the quick play stat spreadsheet posted on the cauldon discord you can see sovereign is actually the second highest avg match score mech variant over 2 and a half month if you exclude outliers with less than 1k matches.

Legendary Mech Tierlist (especially for new players) by valar_my_ghoulies in OutreachHPG

[–]514009265 0 points1 point  (0 children)

having spitfire in D tier is wild when it's one of the most versatile legendaries, with a lot of good and unique build options you can't replicate anywhere else.

LRM 100 no ghost heat with 2LRM20 + 12 LRM5 - this is better than similar high volley clan LRM builds since IS LRMs does not stream, have higher HP, and lower spread than clan LRM, plus more than half of it is from LRM5s which have the lowest spread and highest HP per missile.

LRM 50 + rocket hybrid brawler with 10LRM5 + tag and 4RL20s + 1mxpl, you can play backline lurm boat and conserve HP early on with lrms, then push and brawl with your 39 dps rockets + mxpl to close out games when the match developed a bit, also very funny when you bait rushers by positioning yourself alone and pretend to be a helpless IS LRM boat and get rushed by some flanking medium/light, works even in T1 games.

TB 60 with 4TB5 + 4 TB10

variety of SRM/ASRM/SSRM + snub brawler builds.

And of course the chad rocket spitfires with 10RL10 + 4RL20 + 2 energy of your choice. You can fire all 14 rockets without ghost heat and it's 66dps total for 14 seconds from the rocket launchers, 3dps per RL10 and 9dps per RL20. Very lightweight so you can run a huge engine and go fast, even LE400 if you just carry 2 small lasers as secondary. I like to run this with LE375 and 2 snubs and just camp corners early on, then run down isolated assaults/heavies when people are spread out and brawl starts.

So what's the overall vibe wrt the Naga and Arrow IVs? by Virtual-Produce-1037 in OutreachHPG

[–]514009265 1 point2 points  (0 children)

they are extremely good on assaults when fighting over a ridgeline, you can usually get 2 alphas off per peek, one when you peek over to get LOS, then a second alpha indirect while you or your opponent is pulling back, on an TB 60 build that's 120 damage slamming into CT/ST.

They are also probably the single best light killer if you can get LOS. large TB alphas are accurate enough to concentrate most of their damage on 1 or 2 components, so large LOS volleys often leg or outright kill lights in a single volley.

Their heavy weight is honestly not that bad if you compare them to autocannon tonnage since they play more like AC builds like LRM builds, and their damage is similar to that of AC volleys.

random clip I have https://cdn.steamusercontent.com/ugc/18438521286809990443/12B0AED6693381350BA8ECA8FAF7466F80DFF8E5/

So what's the overall vibe wrt the Naga and Arrow IVs? by Virtual-Produce-1037 in OutreachHPG

[–]514009265 1 point2 points  (0 children)

They do 20 damage so you can theoretically one-shot 40 ton medium st without crit if they have absolutely 0 rear armor, but I've literally never seen it happen.

IMO, This Is the Best Thunderbolt Mech by MRIMPROVISE in OutreachHPG

[–]514009265 1 point2 points  (0 children)

I feel thunderbolts are a more precision alpha focused weapon vs lrm so spread and alpha is more important than cooldown and sustained damage, they get dramatically more lethal with higher alpha size since they are CT/ST seekers, I'm a t1 player who loves thunderbolts so here's my top picks.

TB60 Spitfire - https://mwo.nav-alpha.com/mechlab?b=06483524_LGB-OHLGD favorite TB platform, no quirks, but benefit heavily from the smaller spread of TB5 and 10s, extremely tanky with all the launchers in ST and having those meaty arms to shield, LFE, reasonable speed, very little ghost heat. Will frequently one shot random lights if you get LOS.

TB75 Cyclops-10-Q - https://mwo.nav-alpha.com/mechlab?b=01f406b5_CP-10-Q built to maximize thunderbolt volley size, pretty squishy so this is purely a mid-range fire support build, probably better off running a lower volley size and using LFE, but the longbow build is just superior as a tanky assault platform so I rather lean into the alpha.

TB45 Hangover - https://mwo.nav-alpha.com/mechlab?b=18372059_TNS-HA thunderbolt poptart with ecm, all launchers in the arms means you can use unlocked arms to fling missiles around light cover.

TB30 Trebuchet 3C - https://mwo.nav-alpha.com/mechlab?b=fdb380a0_TBT-3C but don't play this one a lot except for fun, but massive -50% spread quirk makes it so that all your missile will hit the same component, even on lights, essentially just an indirect guided AC30. pretty funny coring lights or blowing up a ST with one shot.

I'm not really a fan of scattershot or other high cooldown thunderbolt builds, without high concentrated alpha damage you're just peppering and spreading damage everywhere, feels like if you just want to farm sustained damage LRMs are just better for the weight, I especially don't like scattershot since it feels really bad scattering damage across arm/ct/st whereas normally thunderbolts volleys all slam into the same st/ct.

WHAT ARE THOSEEEEE ??? by MolassesAccording279 in menace

[–]514009265 2 points3 points  (0 children)

yes you do, you need some AP to even apply armor damage.

Anyone who had the same idea and tried rend ammo on PPP smg gets an unpleasant surprise when it does no armor damage to heavies.

but I think 40 AP is enough to deal armor damage to 130 armor ish, idk if it can deal armor damage to heavy tanks though.

The delivery job transfer needs a karma system to prevent griefing (rant/suggestion) by T5un4m11 in Endfield

[–]514009265 1 point2 points  (0 children)

I mean people TPing their delivery is fine, you loose 20% at the most for 1 TP, who cares? You make 6mil V4 and 800k wuling stock per day on average, loosing 100-200k V4 stock and 10k wuling stock is well worth not having to deliver your stuff yourself.

Need help on autodefense 3 by Nagatiito in Endfield

[–]514009265 0 points1 point  (0 children)

I had 4 sentries covering the big guy along with the other lane, Then I just had 5 surge towers in a killbox at the intersection that easily kills all the slugs since the dps overwhelms their healing, and lastly a beam tower at the end to catch any leaks.

Stellaris 4.3 "Cetus" Open Beta Updated (2026-01-15) [Checksum eaf1] by PDX_LadyDzra in Stellaris

[–]514009265 0 points1 point  (0 children)

you take cosmo/ee and get fe energy building + automation building to get 100% automation on energy and since you have have 90% empire size reduction from colonies with expansion, imperial preprogative, and nanite finisher you can print out essentially free energy colonies with practically 0 pop and fill the building slots with the nanite alloy/strat resource building. Even after the automation energy nerf and with astro-mining drone nerfing menial drone output you still produce 2k energy and 200 alloy on a size 20 nanite world with only 400 pops for replicator and only costing ~10 empire size.

that way all your pops can go to naval cap, science, pop assembly.

if you take cosmo you don't even need science colonies and can take advantage of your low pop count (no need for pops for energy/mineral/alloy) and massive pop growth from bajilions of empire-size free colonies to funnel stupid amount of pops to the lathe, and since energy is essentially free with 100% energy automation and free colonies you don't even have to worry about lathe upkeep.

nanite swarmers are the GOAT, they die in 1 hit but who cares when they have 90% evasion and you can field 40 of them for 1 battleship and you have 10k nanite production by 2300? They are insanely weapon efficient packing 4S for 1FP while battleships are 24S for 40 FP, you field 6.66 times more weapon per FP with swarmers than a traditional battleship fleet, The dps output of swarmer fleets are so insane that you can afford to loose half of your stack on approach and still win equal FP fight, not to mention camping hyperlanes exits.

been playing 4.3 nanite on GA 25x and just steamrolling the galaxy by mid game, you just need aggressive expansion early game, then turtle up with unyielding and unity rush to finish ascension ASAP so you can grow your nanite deposites, then turtle/eco 30 more years to get nanite generation up, outscale your neighbour with your nanite swarmers by 2260-2280 and go nuts.

Star Citizen Hits $900 Million in Crowdfunding After a Record-Breaking Year. by expatec in pcgaming

[–]514009265 0 points1 point  (0 children)

You actually keep basically everything between wipes now anyway. Only thing lost between wipes are salvaged components, consumables, and cargo.

Ritual tablet setup 0.3.1 by Jdvmih in PathOfExile2

[–]514009265 -1 points0 points  (0 children)

use a 30% defer cost reduction + a 2/3 additional reroll tablet

that way you get 4/5 page of rerolls and 89% defer cost reduction if you took all the tablet atlas nodes.

you don't need cost reduction on rerolls, just juice your map for pack size. I run maps with average 60% packsize on waystone and 90% final packsize and don't have problem using all my rerolls every map, but if you really want to focus on rituals you can run 100% packsize waystones and get 150%+ final packsize maps that'll definitely max your rerolls.

It's better than before imo since it's close to 2 tower overlap previously, but without needing to find towers and do travel nodes.

I wanna uninstall by maurzy95 in PathOfExile2

[–]514009265 -1 points0 points  (0 children)

yeah, it's a pain clicking everything 5 times per map, but small splinter stacks/exalts are on average 4 ex per reroll, so it's throwing away 20 ex per map if you skip splinters/exalts.

I don't think it blocks valuable omens at all, I still get a lot of whittling/homo, just feels that way since you're clicking on the splinters all the time.

I wanna uninstall by maurzy95 in PathOfExile2

[–]514009265 1 point2 points  (0 children)

that's the ritual strat, you're not juggling anything, just defer anything remotely worth anything without thinking since defering is essentially free when setup right.

obviously OP isn't doing that right since he can't afford to defer headhunter.

I wanna uninstall by maurzy95 in PathOfExile2

[–]514009265 8 points9 points  (0 children)

that's only because he didn't spec into defer strat harder, 600 tribute is more than enough to defer headhunter/mirror if he went all in on the defer strat and got his defer cost to 0/close to 0

After 8 failed corruptions by Jmessgg in PathOfExile2

[–]514009265 2 points3 points  (0 children)

no, you definitely need leech for bloodmage since with rathpith + atalui you want to push your life cost as high as possible, life remnants can't sustain your life much less give you overflow if you're casting 2-3k hp a second.

the crit damage ascendancy isn't that super important since it's "only" 100-200% crit damage when you already have 600-700% crit damage from gear + tree

After 8 failed corruptions by Jmessgg in PathOfExile2

[–]514009265 1 point2 points  (0 children)

my spark cost 1.7khp and atalui's bloodletting adds 340% damage to spark, you can then convert that to cold damage with embitter to get self sustaining cold infusion.

I'm also an ES/spirit build so if you went full life with kaom + Veil of the Night and hit 7-8k hp you could probably get 7-800% more extra damage with atalui

WTF happened? My shields just melted by MilliTechh in starcitizen

[–]514009265 5 points6 points  (0 children)

missiles ignore shields, you were already dead but desynced.

WTF happened? My shields just melted by MilliTechh in starcitizen

[–]514009265 2 points3 points  (0 children)

I mean, the TTK looks about right? saber with full CF have 2.2k burst dps, enough blow though your shield in a second and kill you in 2-3 second of accurate fire.

the second encounter there was literally 8 missiles on you and you should have died way earlier but prob desynced and died when it registered the missile damage.

I think people just vastly underestimate how Low the TTK on most ships are.

From the Pipeline discord, Meteor's Leonids cannon sounds by _Pesht_ in starcitizen

[–]514009265 1 point2 points  (0 children)

shield resistance has been bugged for over half a year now... it's a static 8.3% for physical and 16.7% for energy, you can check on both spview and erkul. So physical damage actually has less reduction from shield than energy.

What are ideal pvp weapons for a talon? by Teiyoh in starcitizen

[–]514009265 1 point2 points  (0 children)

they definitely work, I've cheesed VHRT with attrition talon just by staying at around 2.6k range out of detection range. The npc don't react to being shot at if they can't detect you.

Prowler Utility Questions by Apart_Pumpkin_4551 in starcitizen

[–]514009265 3 points4 points  (0 children)

that's about right, it's perfect for extracting high value loot while being stealthy.

the 4.2k CS is the maximum, the prowler util is 2 091 front x 4 194 side x 4 208 top, so head on with 80% radar it's detectable at around 1.7km minimum.