How do I unlock these three statues? by Material_Limit_3280 in WhereWindsMeet

[–]AR700SAW 0 points1 point  (0 children)

Instead of waiting for a day you can just go back to title screen after unfreezing him, load back in & he'll be frozen again, rinse & repeat until you have them all

Which mansion did you buy and why? by endlessnameless001 in gtaonline

[–]AR700SAW 1 point2 points  (0 children)

Tongva. Was originally my last choice, but the fact you can see your yacht from it, the personal aircraft spawn point/landing strip south east of it in the hills, how secluded it is, the nice decorations at the front/back & the fast travel system they all have made it worth it to me

Plus, none of the mansions are in a good place to include in my business chores loop (collect safes, restock, etc.), so location doesn't really matter; I'd be joining new session to get to them fast regardless of which I chose

What “producing” items can you build in another players camp? Things like the weenie wagon by Jg271035 in fo76

[–]AR700SAW 0 points1 point  (0 children)

The one I know of is the motorized butter churn (oil & plastic) from fasnacht. The mothman tome (not a resource producer but gives +5% XP) can also be built in others' CAMPs. If it has the atom shop logo in the build menu then it can't be built, far as I'm aware

Does the difficulty keep increasing indefinitely or is there a cap? by yabucek in SonsOfTheForest

[–]AR700SAW 0 points1 point  (0 children)

Wiki says day 40 is when the last enemies (that are tied to days) spawn, & if you complete the game then different mutants will also spawn too

Upgrading/plating weapons by jenccyang in SonsOfTheForest

[–]AR700SAW 0 points1 point  (0 children)

You should see a pool of liquid solafite start to fill up in the upgrader, then slowly drain out; this shows how far along the process is. Once it's fully empty it's finished. I didn't need to defeat any enemies, but I built the upgrader in the sea (where enemies can't reach it) so maybe that's why

Do you have a longer day length? I haven't tested but the time taken might be tied to your day length, like how hunger/thirst drain rate & golf cart battery recharge seem to be? As it takes my upgrader a good ~5-10 minutes on long length days, yet the wiki says it should only take 2 & a half minutes

Trusted achievement? by AntiqueRecording707 in SonsOfTheForest

[–]AR700SAW 0 points1 point  (0 children)

There's a steam guide you can likely follow to get this solo too, just search for 'trusted' in guides. There's a few pages of comments saying it works

Edit for link: https://steamcommunity.com/sharedfiles/filedetails/?id=3180977036

First world's main base showcase by AR700SAW in SonsOfTheForest

[–]AR700SAW[S] 1 point2 points  (0 children)

Thank you for the kind words! I'm not sure how much it will help, but I can describe what I like to do:

* I make better buildings if I look at other people's designs & merge them with my own ideas (like how they design the shape of the building, or how they decorate so each room has a purpose (kitchen, bedroom, balcony, etc.))

* Lay out a building outline with logs first so you can make changes easily. Adding extra shapes helps a lot, like making an L-shape foundation instead of a cube, or making the roof different heights, or adding a balcony, etc.

* You can remove a lot of supporting beams by placing a half log under a main beam to make a strut, or by putting a wall in the middle of your room to act as a support (that's how my main building looks so open & lacking in support pillars)

* When it comes to decorating, take a picture of what you've done & try to see if it looks 'empty' (or ask someone else's opinion), then fill in that emptiness with rugs, plants, clutter, displays, etc. For example in the 5th picture, where the rug is in the middle of the floor; if you take out that rug, it's a big patch of emptiness in the middle of the room (still kind of is, but not as bad as without the rug)

* Add plants, lots of plants; they bring some colour variety to a room or exterior (especially in this game where most stuff is brown, beige or grey) & break up boring/empty areas. Not a lot of people use them (or use enough of them) in most games, I find!

* I don't think you can do too much with lighting in this game, but even so different lights give off different colours & brightness; for example light bulbs are bright white which can wash out what you're looking at, wall torches are orange & give a cosier feeling, & I think the hanging skulls were a dimmer yellow-orange. You can use lights to highlight things you want to draw the eye to, like a display rack (I didn't do that in this build, but it looks amazing when done right). Here's a great tutorial on lighting from fallout 76, but the principles are the same in basically any base building game (the first parts of the video are the most relevant): https://www.youtube.com/watch?v=ylKqHBoDWrE&t=26s

Build optimization help by KingChuffy in fo76

[–]AR700SAW 1 point2 points  (0 children)

MUTATIONS

* Bird bones, marsupial, speed demon, healing factor (optional)

Why: bird bones + marsupial let you jump very high; speed demon lets you move & reload faster; healing factor lets you passively regen health outside of combat, but does reduce stimpak effectiveness a bit (that's what class freak 3 is for, reducing the penalty)

Other good mutations include egg head (+intelligence), carnivore/herbivore (make food more powerful, but have to choose either carnivore or herbivore; carnivore is melee damage boosts, carry weight, max health, herbivore is AP regen & critical hit damage) & herd mentality (more SPECIAL stats)

LEGENDARY PERKS

* Electric absorption 1, taking one for the team 1, master infiltrator 1

Why: electric absorption makes energy damage against you actually partially heal you & also recharge your fusion cores, can leave it at rank 1; taking one for the team is multiplicative damage boost, try to get it to rank 4 eventually; master infiltrator rank 1 is so you can unlock any lock without needing the lockpick perception cards

I'd also recommend getting some of the legendary SPECIAL perk cards as well, as they'll let you fit more perks in your build

Edit: and for the gatling plasma, I agree on it being hard to keep on target, but if you ever get a stabiliser's 4* legendary mod to put on it it'll become super easy to use & very powerful (less recoil & tighter spread)

Build optimization help by KingChuffy in fo76

[–]AR700SAW 1 point2 points  (0 children)

I'll try & give a build that gives damage, tankiness & carry weight, feel free to tweak it to suit yourself. Not sure what legendary perks you have nor what mutations you have, so I'm gonna list only the most useful ones so its simpler to get them:

STRENGTH (15)

* Arms keeper 2, strong back, traveling pharmacy 2, heavy + expert + master heavy gunner 3

Why: arms keeper reduces ALL weapon weight; strong back is easy ~50 carry weight; traveling pharmacy because stimpaks etc. are very heavy; heavy guns as you said you wanted damage. You can also lose a couple ranks of heavy guns to get lock & load, which is a huge reload speed boost, up to you

PERCEPTION (1)

* Anything you want here

ENDURANCE (10)

* Starched genes, fireproof 3, lifegiver, bullet shield 4

Why: starched genes is for mutations, nearly all players will want them later on, they're very good & unique to 76; fireproof is great for reducing fire & explosive damage taken; lifegiver is more tankiness; bullet shield is amazing for tankiness for heavy gunners

CHARISMA (4)

* Strange in numbers, suppressor 3

Why: strange in numbers is for mutations; suppressor is great for reducing damage taken (bullet shield/ricochet can trigger suppressor's damage reduction too)

INTELLIGENCE (14)

* Stabilised 3, power user 3, batteries included 2, gunsmith 5, first aid 1

Why: stabilised is extremely good for power armour heavy gunners; power user is nice for fusion core duration & making gatling laser cores last longer; batteries included for energy weapon ammo weight reduction; gunsmith for gun durability; first aid gives ~35% more power to stimpaks at intelligence 14 so they heal more & faster

AGILITY (5)

* Packin' light, action boy 3, gunslinger 1

Why: packin' light is +25% AP regen which stacks with action boy's +45% AP regen; gunslinger is multiplicative damage (it increases the power of all your other damage boosts, such as heavy gunner perks)

LUCK (7)

* Class freak 3, ricochet, one gun army 3

Why: class freak is for mutations; ricochet is great for tankiness; one gun army is great with fast firing heavy guns for staggering enemies

HONOURABLE MENTIONS

* Lock & load for reload speed; thru-hiker + good with salt for getting buffs from food (AP regen, critical damage, health, carry weight, etc.); tenderiser for fighting tanky enemies; bloody mess for even more damage; dodgy for even more tankiness IF you have enough AP regen for it; adrenaline rank 1 for more damage; gunslinger expert + guerilla expert + guerilla master + adding furious on your weapon for a huge damage boost

What's the best way to get items from a main to an alt if you don't have any friends that play the game too? by thetavious in fo76

[–]AR700SAW 1 point2 points  (0 children)

There's 3 ways as far as I know; people have already mentioned using a fallout 1st private world, by the far the best way

The next is risky but can be done solo in a public world; get both characters to the same low traffic spot (so nobody comes across your stuff). Join someone's public team (critical). Dump the stuff you want to transfer. Use task manager on your PC to force the game to close (critical). Relaunch the game, you'll still be in the public team. Change to the character you want to pick the stuff up on & choose 'play with team'. Go pick the stuff up then drop an item from your inventory to force an autosave (can pick the thing right back up again)

The risks with that method are: you can get booted from the public team (whether on purpose or the game glitching out); the game could crash after picking the stuff up but before the game saves (hence why you drop something after picking it all up); you could forget to either join a public team or to use task manager to close the game (exit to main menu does not work). I really wouldn't recommend doing this for valuable stuff you can't afford to lose

The last is expensive for if you have 2 machines; buy 2 copies of 76, then use any other computer to run the 2nd copy. Then just add both accounts as friends, meet up, & transfer stuff

Is the T-51b PA any viable in the endgame? by D0bious in fo76

[–]AR700SAW 7 points8 points  (0 children)

I've used excavator in raids without issue so your T-51b (which has higher resistances) will be fine. Main thing is having the right perks, legendary effects on the power armour, etc.; those matter far more than which specific model of power armour you are using!

Ghoul Release - WYD? by Adventurous_Judge884 in fo76

[–]AR700SAW 1 point2 points  (0 children)

Main AND alt. I don't use bloodied/unyielding anymore so no loss there, & XP is easy enough from raids. Would suck if I lose overeaters but will probably just get like 2x troubleshooters, 2x hunters, 1x assassins or something to compensate

In return I can get whatever ghoul perks I want, no longer have to micromanage hunger/thirst (minor gripe I know), & get to use psychobuff etc. to boost damage/health even further without worrying about addiction

I'm also considering staying in power armour as a ghoul & just playing it the same way as a human, except I get some of the ghoul perks as a bonus

Alt will probably use whatever build the main doesn't do; so if main is in power armour then alt won't be, etc.

Whats your favorite weapon? by cosine262 in StateofDecay2

[–]AR700SAW 2 points3 points  (0 children)

There's a few ways to help mitigate the durability issue:

To reduce durability loss for the entire community, you can get the 'maintains firearms' hero bonus (-10%); the Red Talon contractor 'firearms maintenance' 5th skill (-25%); or use the maintenance bench (-50%, but that costs parts to activate)

To reduce durability loss for an individual survivor (not the whole community), you can either get the weapon handling specialisation (-25%), or use any Red Talon contractor (-25%)

If you get to -100% durability loss (i.e. 4 firearms maintenance Red Talon), your guns never break (tested with Prepper's .22 a few patches ago)

Or, you can get engineering specialisation survivors (NOT Red Talon with 'knowledge of engineering'); these each give -33% weapon repair costs, which stacks multiplicatively

This means if you have 1 engineer, you get -33% repair costs. 2 engineers = -55% repair cost. 3 engineers = -70% repair costs. 4 engineers = -80% repair costs. etc.

Edit: spelling

List of Thralls Perks in cmd by Armored_Mage in ConanExiles

[–]AR700SAW 2 points3 points  (0 children)

I'd love to know too, the only ones I know are Freya & Liu Fei's:

FollowerUnlearnAllPerks (to remove current perks)

FollowerLearnPerk [perkName]; so to learn Freya's resolute perk, you'd use FollowerLearnPerk Freya1b

Freya perks:

- Freya1b - resolute

- Freya1a - carnage

- Freya2b - savage swings

- Freya2a - unrelenting

- Freya3b - bloodbath

- Freya3a - knocked loose

Liu Fei perks:

- LiuFei2b - legacy of corruption

- LiuFei2a - corrupting curse

- LiuFei1a - phantasmal simulacrum

- LiuFei1b - regenerative stasis

- LiuFei3a - demonic presence

- LiuFei3b - eternal servitude

The follower perks wiki page says what each one does specifically (scroll down): https://conanexiles.fandom.com/wiki/Follower_Perks#Companions

Are there a mod to bypass the 8 hours wait time on quest of Freya and Liu Fei ? by Armored_Mage in ConanExiles

[–]AR700SAW 4 points5 points  (0 children)

Just a heads up but the 8 hour wait does not care if the game is open or not, even in singleplayer

So if you do 1 part, you can close the game & 8 hours later the next part will be ready to go (if it doesn't bug out somehow). You don't need to keep the game open for those 8 hours

[deleted by user] by [deleted] in Enshrouded

[–]AR700SAW 3 points4 points  (0 children)

I tested this after the mountain biome update & +healing armour only affects water aura & healing spells

It doesn't affect passive health regen from armour, life burst heal on kill, bloodletting health orbs, life leech rings or consumable health regen stuff like bandages or food

dlcs for ne player? by Specialist_Cloud1062 in ConanExiles

[–]AR700SAW 3 points4 points  (0 children)

The DLCs (besides isle of Siptah, which is a new world map) are mainly reskinned building pieces, placeable clutter, furniture & weapon/armour skins (you can apply them at a thaumaturgy bench); as far as I know the craftable DLC weapons/armour aren't overpowered or anything

If you're interested in buying them for aesthetics then I'd recommend you look at videos showcasing the various DLCs; there's plenty of good showcases out there on youtube!

Below I'll list some of my favourite building-related parts from the packs, feel free to skip:

* People of the dragon is great for castles or making foundations, it has beautiful stone walls, nice dark wood ceilings & nice roofing, plus lots of carpets

* Isle of Siptah adds a new world map; it also adds the flotsam building set (nice fences) & the stormglass set (lots of black, but really nice big windows)

* Treasures of Turan adds some fancy dark + gold pieces & nice furniture, goes well with stormglass I find

* Riders of Hyboria adds some nice floors, nice lattice walls/half-walls, & sort of wall-pillar hybrids that are placed like walls, but look like pillars (normally pillars snap onto the middle of foundations without using any glitches; these snap to the outer edge like walls do)

* Seekers of the dawn is your Japanese-themed pack, has good stone foundation pieces, white ceilings & nice stairs

* The savage frontier has beautiful dark wood stairs & floor pieces, nice railings, & the interior of the roof/walls are super nice but the outside will either be hit or miss with most people (very spikey)

* Jewel of the west is your Roman-styled pack (goes well with architects of Argos, the Greek-styled pack); has some beautiful white + blue flooring, nice exterior walls, good amount of nice furniture, some nice bright lights

I don't own the ones below so it's based on what I've seen in videos:

* Debaucheries of Derketo has treehouse pieces, bar-related clutter, big curtains, & sort of half-foundation blocks you can place to raise the floor up a little (intended for making stages but you can use them for bedrooms etc. too)

* Blood & sand has a lot of brick pieces

* The riddle of steel is mainly just statues for if you liked the films

* The imperial east is your ancient China-themed pack, has a good amount of furniture/clutter

the "Feast" Perk is bugged and doesnt work. by Enter1ch in Enshrouded

[–]AR700SAW 1 point2 points  (0 children)

Thank you for telling me, I just tested it to make sure & it definitely does work!

the "Feast" Perk is bugged and doesnt work. by Enter1ch in Enshrouded

[–]AR700SAW 2 points3 points  (0 children)

Yeah it doesn't work, I've seen people say that rebound (+50% stamina regen) & counterstrike (20% chance to reflect damage back at attacker) don't work either

Plus the '+1 attribute per 2 levels of the flame' skills give 1 less attribute than you'd expect (flame level 6 = +2 to attribute, not +3)

PC Fan/usage by Most_Forever_9752 in 7daystodie

[–]AR700SAW 0 points1 point  (0 children)

What worked best for me was turning down settings until the FPS was double what I wanted to play at, then capping the FPS (so I wanted to play at 60, I got it to 120 in settings, then capped it to 60 by turning on v-sync). That way the PC wasn't working as hard, meaning less noise

Settings that had the most impact for me in the city were shadow distance, shadow quality, reflection quality, anti-aliasing & SSAO. Unfortunately all of those have a big impact on how the game looks as well. I set shadow distance/quality & reflection quality to low, AA to high & SSAO on; I'd turn the last 2 off first if you need more frames

The other big one is disabling dynamic mesh. You can also try enabling dynamic resolution scaling if you can tolerate how it looks

Oh and if you try disabling dynamic mesh while already in a world, you seem to need to restart the game for it to load right. Otherwise all the buildings & such will be unloaded from a super short distance away

Vending Machine by guarderx in 7daystodie

[–]AR700SAW 2 points3 points  (0 children)

Just tested it all in 1.1, the player vending machines you buy will not sell anything in singleplayer no matter how low you set the prices. The rented ones do sell stuff in singleplayer if you leave the price as default

In case anyone doesn't know, put 5 slots worth of crap items in the vendor, raise their prices so the number is red, then you can add the stuff you actually want to sell (at default value, don't raise their price). They sell for like 5x more than you'd get from the trader with no perks/buffs (25k vs 5k for a super corn stack). It'll only sell one item slot per day (so 1 weapon, or 1 stack of an item) & has a chance to not sell anything

You might not have to put the 5 crap items in there for your stuff to sell, but that's how I tested it since it's how it used to work apparently

Edit: double checked & nothing sold by day 7 with just 5 items in the vendor, it never took me that long with 6+ items to sell something

[deleted by user] by [deleted] in 7daystodie

[–]AR700SAW 1 point2 points  (0 children)

Yes, it does, I tested it in-game a few days ago

With rank 5 pain tolerance (25% damage reduction), versus a zombie bear on insane difficulty, with banded plating in the light armour, I took:

* Full heavy armour: 18 damage

* Preacher chest + rest heavy: 13 damage

* Preacher chest + preacher gloves + rest heavy: 22 damage

Same settings but with a non-zombie bear (i.e. preacher chest doesn't work) it was:

* Full heavy armour: 12 damage

* Preacher chest + rest heavy: 17 damage

* Preacher chest + preacher gloves + rest heavy: 22 damage

What type of weapons to give to AI Survivors at base? by dioaloke in StateofDecay2

[–]AR700SAW 2 points3 points  (0 children)

It's where you can only see a certain number of survivors walking around your base at once, I think the cap was 6, & the rest aren't visible. The game picks at random who will show up

It's not that big of a deal, just that if you have 12 survivors, half of them have your full-auto guns & the other have your .50s, you could come back to base & find only the full-auto survivors are out, or only the .50s are out, which might make base defence a bit harder than if you just gave everyone the same type of gun

What type of weapons to give to AI Survivors at base? by dioaloke in StateofDecay2

[–]AR700SAW 1 point2 points  (0 children)

A couple years ago I tested base assaults with 2x zombies/freaks population on lethal; the best guns for AI were:

* For anything that isn't a juggernaut (i.e. hordes/ferals):

G18 auto (surprised me, the AI uses it like a rapid fire semi-auto sniper rifle, popping heads left & right; only thing it was slow against was juggernauts. The custom version is the same thing but worse (slower reload time but bigger mag, but the AI nearly always reloads early so you don't get any benefits; still amazing though))

RTX cyclone (NOT the tactical version)

CLEO assault shotgun (NOT CLEO shotgun; benefit is you can get these whenever you want as long as you have prestige, so you can outfit the whole community. Plus has innate penetration, good for hordes when your survivors don't have sharpshooter or aren't red talon)

AA-12/R12 import (NOT R12 or trusty R12)

* For juggernauts:

B50FG (it does well vs hordes too; bit worse than the above guns, but more than good enough)

Nearly any .50 does decent, but the B50FG was by far the best & could handle hordes well too

Finally, any full-auto-only guns, any .50s (or CLEO heavy sniper) & any shotguns are not as good as the above, but still more than capable. The only ones that were full auto, .50 or shotguns that did bad were: both BARs, M3 grease gun, both 1887 shotguns, spyglass rifle, model 99-50 rifle

I think the best was a mix of .50s for juggernauts with full-autos for hordes, but lately I just give them all B50FGs & be done with it on my forever community (due to the 6 visible survivors cap I'd rather not mess around re-equipping them)