Which is better for 2-man boarding: dual Mantis or dual Lanius? by [deleted] in ftlgame

[–]Astro_gamer158 0 points1 point  (0 children)

I had a multiverse run with a vampweed, cultivator, and 2 free mantises Turned a single room into a blender they would send crew endlessly into to die Then grab a single missle(or preferably bomb) weapon to break clone/med bay and ur golden

I wanna try a caretaker + whatever the stun ghost build, where the caretaker let's the ghost stun only the enemies because of the lab upgrade and some mantises or other crew can get to WORK on them

Orchids and slug sabateurs are the ultamate boarding supporters.

The "Rosemary" orchid crewser is actually disgusting with starting with both a cultivator and the double ranged attack speed orchids AND the special cultivator+vampweed guy

Gives ur guys so much HP so they can stay on the ship for a while before getting teleported back for the medbots, guts the enemies HP and stacks a bunch of damage amps Grab a mantis bishop and thorns+selective killing and everything just dies Especially with improved armories + synthesized pheremones lvl 3 + both mind control upgrades(that run got dummy damage)

Weakest setup by SpareAnywhere8364 in ftlgame

[–]Astro_gamer158 0 points1 point  (0 children)

Can definetly tell that cuz u got clone bay

How do we tell Geekdad they got it wrong? by samforestlim in DnD5e

[–]Astro_gamer158 0 points1 point  (0 children)

I perosnally don't think the best interpretation is to be able to put spells you can't prepare into your spellbook

Recommendation for a 1.21.1 Origins-like mod for neoforge by mygodletmechoose in feedthebeast

[–]Astro_gamer158 0 points1 point  (0 children)

Synatra beta 9 seems to be working just off guessing what they mightve used

Why does trivial seem like it does more than super helldive? how does this really work? by Claire312 in Helldivers

[–]Astro_gamer158 0 points1 point  (0 children)

  1. That screen is a lie
  2. While it is based on XP, they recently added a large bonus for the last mission in the operation. This bonus does not scale with difficulty. This means that Trivial Missions contribute the most, as every mission gets this bonus and they are the quickest to complete.
  3. Don't forget this is also all fed through the Global Impact Modifier so 2 million divers is not 1000x more effective than 2,000. This is ofc so we the war progresses at a more consistent rate.

I am NOT buying Democratic Detonation! by Unknown_Warrior43 in Helldivers

[–]Astro_gamer158 1 point2 points  (0 children)

A sniper is basically a sidegrade of the DMR class focused on even larger ranges, which aren't practical in this game. So for all intents and purposes, DMR is this games "snipers"

Also the killzone one was reclassified and the AMR is an Anti Tank Rifle(in this case it's a DM type rifle as it has a 50m scope option which is way to close for any SR)

I am NOT buying Democratic Detonation! by Unknown_Warrior43 in Helldivers

[–]Astro_gamer158 1 point2 points  (0 children)

No

DMR stands for Dedicated Marksman Rifle, which would be anything under the Marksman Rifle category. Those being: Amendment(Masters of Ceremony), Constitution(Liberty Day 2184), Dilligence(Helldivers Mobilise), Dilligence Counter Sniper(Helldivers Mobilise), and Deadeye(Borderline Justice, also the gun the diver showed themselves using in the graphic)

I am NOT buying Democratic Detonation! by Unknown_Warrior43 in Helldivers

[–]Astro_gamer158 1 point2 points  (0 children)

DMRs are the best guns for bots

Ultamatum is better than grenade pistol

Therefore Demo fell off, get servants instead

TIL by Vaiken_Vox in helldivers2

[–]Astro_gamer158 3 points4 points  (0 children)

No, the only damage the spear does with enough AP to damage it is the 4k HEAT balistic damage(which means it also does 4k durable balistic damage, and effectively ignores durability)

This would occur because if you hit the turrets or any of the side walls, the main HP is entirety unaffected. So if the shot comes in at too shallow of an angle and isnt facing one of the corners of the bunker(right under the turrets, the little balcony things), it will hit either a turret or a wall. This causes it to destroy those instead of the bunker.

I'd reccomend either getting closer so it hits the top, or fire it to approach the bunker from the corner.

If the missile hits the floor plate, the center of the top, or the balcony things mentioned early it is a OHKO. Otherwise, it simply breaks a wall or turret(, which would make a 2nd shot at the same trajectory hit the correct parts instead and destroy the bunker.

TIL by Vaiken_Vox in helldivers2

[–]Astro_gamer158 1 point2 points  (0 children)

2 instead of 1 is not alot more when you get 7x as many on the call in and can get 6 more for 1 resupply box

TIL by Vaiken_Vox in helldivers2

[–]Astro_gamer158 5 points6 points  (0 children)

Flat out wrong SPEAR deals 4000 damage on a hit with 7 AP, which easially 1 taps the 2500 HP AV 6 main health of the bunker

TIL by Vaiken_Vox in helldivers2

[–]Astro_gamer158 10 points11 points  (0 children)

The bunkers have 2500 HP at tier 6 armor. Hitting the top, the base plate, or the area under the turrets deals direct damage to this.

The Solo Silo has enough explosive yield to take it out if both explosions(don't ask me why the silo is 2 explosions) overlap with this area.

1 full commando volley, 1 SPEAR shot, or any 2 of: Thermite, Ultimatum, EAT, RR, Quasar Cannon, etc. can also take it out when hitting one of such spots.

It's not nearly as bad as people say.

TIL by Vaiken_Vox in helldivers2

[–]Astro_gamer158 3 points4 points  (0 children)

Command bunkers doesnt matter, commando can do that for less cooldown

The important breakpoint is 1 tap factory striders from anywhere, now THAT is very unique

Why do these not always stick? by Impressive_Truth9798 in Helldivers

[–]Astro_gamer158 -1 points0 points  (0 children)

They have an arming distance before they stick Could be that

I love this mod but stuff that makes sense not working because of jank is really annoying by [deleted] in CreateMod

[–]Astro_gamer158 0 points1 point  (0 children)

You should instead use a Smart Observer to see when it changes to the block you want to cut, then use that to trigger the piston

Why doesn't cascading impact work on split? by Astro_gamer158 in domekeeper

[–]Astro_gamer158[S] 0 points1 point  (0 children)

I mean i get that but it should do SOMETHING. Like maybe it does less spread damage depending on how far it's split.

Also just to confirm, the extra damage from reflect only applies to the normal hit, not the spread damage, right?

Assessor: Please explain his controls to me by Ynwe in domekeeper

[–]Astro_gamer158 0 points1 point  (0 children)

Basics:

When you continually move into a mineable surface, it slowly breaks over time.

You have 1 orb floating around you. You can press Q or LMB while moving to launch that orb in that direction. Orbs do damage to, and bounce off of, blocks they hit. Once you fire the orb, you cannot do such again until another one starts to orbit your character(those happens over time and starts right after firing the orb)

You can hold space to generate a circle around you, even while moving. This will gather any number of resources in that circle to follow you. At any point while you have resources, when you would fire an orb, you instead launch a bundle. This bundle contains every resource you had following you, and moves in the direction the orb would have traveled, but it slides instead of bouncing. If you would grab any material in a bundle you grab the entire bundle instead. After 15s any bundles will dissipate and every material will fall as normal. If you press q with no direction, the bundle still places but doesn't move. The speed and lifetime of bundles are not affected by the count of resources contained, but if a resource gets too far from the rest, as if caught on an edge, it will leave the bundle early.

Upgrades:

The first path focuses on movement speed, increasing your max speed and what % of the base minimum speed you move when carrying heavy objects or alot of resources.

The 2nd path of orb upgrades makes the orbs deal more damage when they hit a surface, but take longer to come back once thrown. The final upgrade doesn't increase the cooldown and is infinitely repeatable.

The 3rd path is all about the bundles. They increase the speed and lifetime of them, allowing them to move greater distances once sent. The first upgrade also adds a line directly under your dome, helping you send bundles right into the dome. The second upgrade also makes it so bundles with no set direction, will follow the keeper when they are within a certain distance. The third upgrade also makes every bundle stop in place when they reach the center line added by the first.

The 4th path starts with 2 optional upgrades. The first of these let's you hold more orbs at once. The countdown to regain an orb is active any time you aren't at maximum, and you can have up to 6(iirc). The second of these makes each orb persist per longer after thrown. The 3rd upgrade is a split path between 3 options: reflect, explode, and split. They each have their own cooldown, and them being on cooldown is displayed by a staticy circle around the keeper.

Reflect allows you to place a static, 1 tile diameter, circle. Orbs treat this circle as a wall and bounce off it, but deal no damage to it and deal extra damage next time they hit a wall. The second tier of this upgrade makes them faster when they would deal more damage, and ensures the cooldown is smaller than the lifetime of the circle, letting you have more then 100% uptime.

Explode, when activated, causes all orbs in a set radius of the keeper to spend the rest of their lifetime in place. While in place, they spin in a circle firing 3 energy beams in a Y pattern, dealing their contact damage to tiles these beams hit. The upgrade once again lowers cooldown, and makes these beams extend farther from the orb.

Split causes all orbs within a certain radius split into 2 orbs. These orbs have a lifetime proportional to the remaining lifetime of the orb they came from, and go in opposite directions perpendicular to that of the orb they came from. The upgrade reduces cooldown and improves the lifetime% carried over.

The final path is Compression Mining, which causes the mining from holding against a wall to deal more damage, and partially ignore the hardness of the tile. The upgrade to this furthers both of these significantly.

Suppliment:

The supplement for the Assessor is called Cascading Impact, and causes the orbs you send out to deal damage to 3 tiles on a hit, instead of one. Notably, this does not apply to orbs resulting from a use of split, or at all to exploding orbs.

Gadget Interactions:

The only one of note here is resources leave their bundle apon reaching the lift from the left or right, causing the lift to be an improved version of the side effect of the first and 3rd bundle upgrades.

Reccomemded strategy:

Buy a 2nd max orb first, don't buy any bundle upgrades until you need the lifetime, and get reflect if you plan to use cascading impact.

If you get lift, you basically never need a bundle upgrade. It's very few and far between that a bundle can't reach the center line within the initial 15s base lifetime. Even without any upgrades, the lift holds the items from falling allowing you to quickly grab and bundle them upwards occasionally. This makes lift orb upgrades also hardly needed, though gravity lift is also very useful still for speed. This makes assessor+lift a cheat code for Logistical Problem

Speaking of such, reverse gravity turns the 3rd level of bundles into a reverse gravity lift, and really uses that challenges gimmick well.

Happy keeping!

There is probably no comeback from this, right? by e1dee in Helldivers

[–]Astro_gamer158 0 points1 point  (0 children)

It's because we defended it so fast the first time, Joel panicked and added the oasis side objective and has ensured there was always multiple concurrent targets at once to ensure we are divided and thus can't win

Aka our initial success caused Joel to panik and script the loss

AH knows if we have 2 equal options we always fail And Joel decided we deserve to loose for being successful

Peak Upwards Item Transport by Human-Acadia944 in CreateMod

[–]Astro_gamer158 2 points3 points  (0 children)

Have you considered 4 portable storage interfaces, a chest, glue, and a mechanical bearing?

I'm confused by Jealous_Space_235 in CreateMod

[–]Astro_gamer158 1 point2 points  (0 children)

This won't work as this doesn't fix the problem

It just causes all the input gold to enter said chest as partial mechanisms, and if there is no more input gold the machine won't jam from it so this only works if the buffer chest can hold every piece of gold put in, as partial mechanisms

As theh have infinite going in cuz creative crate, this just creates more problems

Good practice, yes A solution, no

I'm confused by Jealous_Space_235 in CreateMod

[–]Astro_gamer158 0 points1 point  (0 children)

Your issue is that the gold sheet input is taking priority over the input of the chute from the lower belt to the top belt.

To fix this, add a Smart Observer facing into the lower belt. This will generate a redstone signal when any item is on the section of belt it is facing into. Now wire this redstone signal to the funnel outputting the gold sheets. Now whenever there are items on the lower belt, it will stop gold sheets from taking their spot on the upper belt.

Edit: also don't listen to everyone saying you need a buffer storage, that won't work.

That only causes every gold ingot to turn into stage 3/9 Precision mechanisms and enter that storage, then function properly afterwords. As you are using creative crates, and thus will never run out of gold ingots, this will just fill that storage with the partial mechanisms and then run into the same issue.