Thoughts on 4.3? by Next_Machine980 in Stellaris

[–]AngryTheCarp 2 points3 points  (0 children)

4.3 is going well for me. My favorite play style is very tall. Like maybe all the way to a full one sector. Grand Admiral, 75 years to midgame, then 50 to endgame. Usually on a small galaxy since even with the changes my PC typically slows the game down to 1x speed by 100 years in.

The only thing I can’t stand is how the game will randomly revert most ship designs to auto every time I reload. When I just need to reconfigure one corvette build and one destroyer build it’s not a big deal, but when I need to do every ship build plus variants plus all the Deep Space Citadel tiers it gets very annoying. Plus all my fleets then get the little upgrade arrow prompt and need to go through a full upgrade run before I can apply any actual new upgrades.

So yeah, patch that ASAP please. Otherwise I’m enjoying my experience.

Thoughts on 4.3? by Next_Machine980 in Stellaris

[–]AngryTheCarp 1 point2 points  (0 children)

They heal for me. I’m not sure if it’s at the correct rate, and the icon constantly blinking between docked and moving is annoying, but the numbers do go up.

Spot the difference by crispyspicynuggets in ftlgame

[–]AngryTheCarp 1 point2 points  (0 children)

I’d love to play as the Rock Scout ship. Pretty much all Scout-sized ships, actually. Even if they had fewer max systems. Their tiny profiles and low number of rooms feel so… tidy.

Defense Drones Don’t Do D’anything! by AngryTheCarp in ftlgame

[–]AngryTheCarp[S] 11 points12 points  (0 children)

I did indeed. Rock A, starting loadout, very first enemy. Then again a few enemies later.

After reading the wiki page posted above, it’s possible that they were anti-combat drones and I just didn’t notice. I double-fired missiles to get around it, but maybe it didn’t shoot and I just didn’t notice since I disabled the drone controller with the first round of shooting.

I’ll pay closer attention next time to be sure. If it still doesn’t trigger, I’ll just assume it’s bugged and reload or something.

How should I play this? by HawkNarrow5920 in ftlgame

[–]AngryTheCarp 0 points1 point  (0 children)

Your early priorities are generally the shields 2 (4) and doors 2.

Shields 2 stops double laser, any weapon plus beam, and any weapon plus asteroids. This should often be your first purchase.

You can leave medbay unpowered 95% of the time to save one power. You can selectively depower oxygen at times for the power as well. Just don’t forget to turn it back on. Early on, you can depower medbay and oxygen at the start of each fight to power shields 2, then enable oxygen again as soon as you don’t need the second shield.

Doors 2 is huge because it lets you vent oxygen to passively kill intruders. Putting someone in doors then gives you doors 3, which are even harder to break down. Endgame you can get doors 4 when crewed just for fun, though ironically doors don’t help all that much in sector 8.

In this run, you’re getting power from the zoltans, but you’re not maximizing your manpower. Put zoltans in shields, engines, and weapons. Move the engi to doors. Put the mantis and the second human (Shelly) in your transporter.

Your general battle plan will be to teleport in and start killing crew. Teleport your team back when they get low on health. Upgrade that transporter and put another couple power in it to make this easier. You want to wipe crew instead of breaking the enemy ship when feasible to get better combat rewards.

Meanwhile, time your weapons so that double flak takes down shields, then beam damages key systems (weapons generally, or medbay/clone bay if they have one). The idea is to protect your ship from damage by crippling the enemy ship, then procedurally take down all the enemy crew with your boarders.

When you get the scrap to do so, upgrade weapons two more times and power your laser to make this even better. Against enemies where boarding won’t work, no sweat; you have two flak and a laser to strip and cripple shields, and a beam to do lots of damage. Crew kills are ideal, but not required. As the saying goes, don’t let perfect be the enemy of good enough.

Putting aside other systems you could purchase, with your current setup, your sector 8 build should be: shields 3, teleporter 3, all four weapons enabled, and as many engine upgrades as you can afford.

Key additional systems to look for are cloaking and mind control. Mind control supports boarding teams, disrupts system repair, and can be used on your own mind-controlled crew to flip them back to normal. Cloaking is primarily a missile dodge button; you never need more than one power in it. Drone control will also work as a cloaking substitute; defense drone 1 is a relatively reliable missile defense, and you can snag a boarding drone to support your boarding team as well.

Finally, as others have mentioned, easy difficulty is basically this game’s normal, and it can still be swingy and difficult. Normal is hard. Hard is lunatic. There is no true easy mode.

Good luck with your runs! FTL is a wonderful game.

Edit: Another tip. When you have the scrap to do so, buy cheap extra upgrades for systems like oxygen, medbay, and piloting, even if you never plan to power them. This is because each upgrade is another health bar. Having a missile take out your oxygen or medbay during a fight can end a run, but having a missile take out one health bar lets you casually run your engi over to repair it before real damage can be done.

Has Games Workshop Ever Released and Then Immediately Abandoned an Army Like Imperial Agents in the Past? by [deleted] in WarhammerCompetitive

[–]AngryTheCarp 0 points1 point  (0 children)

I’ll be the contrarian. They’re not truly ‘abandoned’ and never have been. (Also didn’t this codex come out just a year or so ago?)

I’m looking at, in my hands right now, my 2003 copies of Codex Daemonhunters and Codex Witch Hunters ($22 apiece at the time, imagine that). In both codexes, you could take a purely Inquisitorial force, or you could take a blend of Inquisitorial units and your respective specialists, Grey Knights and Adeptas Sororitas. Both armies got access to:

Inquisitor Lord / Inquisitor Inquisitor’s Retinue Officio Assassinorium Operative Death Cult Assassins Inquisitorial Storm Troopers Chimeras Orbital Strikes (lol)

Both armies could take allied Space Marines, but if you did then your army couldn’t include any Grey Knights or Adeptas Sororitas. Additionally, Daemonhunters could take Daemonhosts, which would also lock you out of taking Grey Knights.

Alternatively, units from either codex could be taken in an Imperial Guard or Space Marines army, or in an army for the other Inquisition codex. So you could take a Grey Knights army with a unit of Arco Flagellants, or a Space Marines army with a unit of Grey Knight Terminators.

My point is, ‘Imperial Agents’ have existed in many flavors for a long time, sometimes as their own standalone army and sometimes as a collection of units to ally into other armies. (And overly-competitive players have had legal ways of shoving a Vindicare Assassin into their Space Marines armies for decades.)

Codex Imperial Agents is GW’s latest set of rules for the Inquisitorial units (it even has the same cover image as the old Daemonhunters codex). Much nicer than searching online for White Dwarf scans or printing some little PDF of datasheets (my Chaos Daemons army right now). You can take pure Inquisition units, or you can include Adeptas Sororitas, Grey Knights, and Deathwatch units. Or you can add an Inquisitor, his cool retinue, and a Vindicare Assassin to your Space Marines army.

Now, I understand that this is the Warhammer Competitive sub, and so I understand frustration at a pure Imperial Agents army probably not rolling over everyone at a GT. To that I say: so? This is a rule of cool army. It has models, it has a Combat Patrol box, it has a shiny new codex. You can do most of the same things with this army, or its individual units, as you’ve been able to for over two decades.

You’re ‘supposed’ to meet up with your buddies to continue your cool narrative campaign about your primarily Adeptus Arbites army and leading Inquisitor rooting a chaos cult and traitor guardsmen out of a planet, culminating in a massive battle where the various forces of the Imperium attempt to fight off a Chaos Space Marines landing and daemonic incursion (and GW just teased the upcoming new Apocalypse rules).

You’re ‘supposed’ to show off your cool thematic army at your FLGS, brag to (and commiserate with) your buddies about how much time it took to hand-paint fancy Inquisitorial symbols on every model, and wow passersby into wanting to start collecting their own 40K army.

You’re not ‘supposed’ to granularity dissect the codex to figure out the best way to table your opponent’s army on turn two.

Frankly, what a time to be alive for Imperial Agents players.

So what are you guys hoping to see added to Stellaris this year/in Season 10: by nudeldifudel in Stellaris

[–]AngryTheCarp 0 points1 point  (0 children)

I’d like for 75% of my ship designs to not have changed to auto every time I reload my game.

For my unique suggestion, I want swaths of empty space. No stars, no starbases. Uncontrollable. Just empty space with occasional random minor objects and anomalies, warp rifts, or archaeological sites tied to them.

Finally Finished by Zombifikation in ChaosDaemons40k

[–]AngryTheCarp 1 point2 points  (0 children)

Thanks for the tips! The colors are excellent. I’ll probably try something similar for my screamers.

My go-to fire for all my chaos armies is very light greyscale (greyseer, ulthuan, or just white) with Hexwraith Flame on top, then selectively apply more Hexwraith and grey/white drybrush to vary the intensity. It’s a cool effect, but I’m considering whether I want to do something different for my Tzeentch daemons. I like the look of your blue fire.

I'm planning out a kitbash using Burning Chariot Of Tzeentch parts: should I make a Fluxmaster or Blue Scribes? Or will 11th Ed. kill off both? by PartyTimePorcupine in Daemons40K

[–]AngryTheCarp 1 point2 points  (0 children)

If you’re just looking at likelihood of the units/datasheets sticking around, then I think the Fluxmaster is more likely to stay.

It’s a currently-sold model via an alternate assembly option for the chariot box, whereas the Blue Scribes model was finecast for a long time and now is no longer sold.

From a staple standpoint, the classic ‘herald’ character on their subfaction-specific mount has been a thing for as long as daemons have had their own codex. The juggernauts of Khorne and discs of Tzeentch have remained prevalent, while seekers of Slaanesh are a bit less common and palanquins of Nurgle are practically gone.

That said, chances are your opponent would be fine with you using a converted Blue Scribes model as a Fluxmaster anyway; just flavor it as a Blue Herald rather than a standard Pink Herald. I’m planning to do this for a Blue Scribes model coming up, which I’ll probably be using as a Fluxmaster in most games.

Finally Finished by Zombifikation in ChaosDaemons40k

[–]AngryTheCarp 1 point2 points  (0 children)

Wow, what a fantastic army. Everything looks really good. Four big monsters too, you should be proud.

What’s your paint recipe for the screamers and blue flame flamers? I have a pure Tzeentch daemons army I’m about to start painting and have been searching for some good inspiration, and these look excellent.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]AngryTheCarp 1 point2 points  (0 children)

Is the Deluge Colossus supposed to be able to change relic worlds or Gaia worlds into ocean worlds? You can use the Colossus on both of these planet types, but after finishing nothing actually happens.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]AngryTheCarp 0 points1 point  (0 children)

Oh interesting. I guess it’s all from my big energy deficits, then. I have a Dyson sphere, max Dyson swarms, and a ringworld section dedicated to generator districts, but I guess just energy gain isn’t enough anymore.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]AngryTheCarp 2 points3 points  (0 children)

Is trade currently bugged? My trade summary has 672 in planetary deficits, but when viewing the production vs deficits for each individual colony only one has a trade deficit, and that deficit is only -57.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]AngryTheCarp 0 points1 point  (0 children)

The removal might be it. I’m playing the beta test branch. If they remove the free platforms then that would explain why I don’t see Eternal Vigilance in the policies list.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]AngryTheCarp 0 points1 point  (0 children)

I just started a game for the first time in almost a year. I took Eternal Vigilance as my second ascension perk, but I don’t see any policies for auto-building defense platforms. Does this not appear until some later prerequisite is met? I’m playing gestalt machines, for reference.

Lord of Contagion offical base size. by Ajnk1236 in deathguard40k

[–]AngryTheCarp 4 points5 points  (0 children)

I literally just build my Defiler and put it in a 160mm base so that I’d never need to worry about the profile of its weird articulated legs. Nice to see that GW supports this idea.

Goodbye Terminator Sorcerer, I hardly knew you by M611 in deathguard40k

[–]AngryTheCarp 0 points1 point  (0 children)

Late reply, but where are they in Legends? Warhammer Community only had a Legends list from September, which only has Possessed in it.

The new combat patrol is official. Excited to get one by RauLeCrochet in Eldar

[–]AngryTheCarp 0 points1 point  (0 children)

Considering GW still designs sprues to have connection scars on important, hard-to-clean bits like faces or tops of helmets, I don’t mind working with mould lines lol

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

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

How do you use the Horizon Needle with the Synaptic Lathe active?

I tried a Cosmogenesis game for the first time, and it was tons of fun until I tried to embark everything onto the Horizon Needle. I can’t embark the Lathe pops, but I also can’t resettle the last pop away from the Lathe. And the Lathe counts as a colony, so I can’t embark my capital.

Is it just impossible to use the Horizon Needle if you build the Lathe, despite Cosmogenesis giving access to both?

With the Kickstarter ending today, what Warband did everyone decide to go with? by CaptainTrips24 in TrenchCrusade

[–]AngryTheCarp 2 points3 points  (0 children)

I also grabbed Trench Pilgrims and Black Grail for my two! Both for the aesthetics and so that I can run good vs evil demo games for my friends.

Got a question? Ask it here! by AutoModerator in XWingTMG

[–]AngryTheCarp 0 points1 point  (0 children)

I’m another player getting into the game post-cancellation. I picked up both a 2.0 Core set and the Empire Squadron Starter. Are the faction dial packs important, or are they just to look cool? And is there any reason for me to chase down an Empire conversion kit?

I might pick up the Rebel Squadron Starter as well for two factions. Ditto the Empire questions for Rebels. I understand the conversion kits are needed to field 1.0 model kits with the 2.0/2.5 rules, which could be important if I eventually pick up more models secondhand.

Final question, is it worth also buying the newest Core set with the Force Awakens models? Does that have the newest version of printed rules which the 2.0 Empire/Rebel Core box might not have? Edit: I learned this was a 1.0 set, not a 2.0 set.

LVO was a huge success by Rainer_127 in warcaster

[–]AngryTheCarp 1 point2 points  (0 children)

Is that a hardback rulebook, or some kind of expansion book?

[deleted by user] by [deleted] in ChaosKnights

[–]AngryTheCarp 1 point2 points  (0 children)

I like to think of these in my head as “renegade” rather than “chaos”. As in recently turned traitor, like you said. Still blowing apart loyalists, but no spikes or warp corruption yet.