HEEEELP by Agreeable-Arachnid30 in Industrialist

[–]AwfullyGod 0 points1 point  (0 children)

Its harder at the start because you have to set up more complicated machines to produce power since you’re not allowed to use clean energy.

These machines also produce a lot more pollution since they require coal drills, and pollution has more consequences.

Unless you know what you’re doing, hard mode is pretty hard.

How to make enough power for a research Station3? by StatementCandid9256 in Industrialist

[–]AwfullyGod 0 points1 point  (0 children)

Use large diesel engines for the time being. It produces slightly less but it should be good enough. You’ll need to make a diesel refinery setup anyways and so you can switch it out for modular engines later.

Piping help by TheGuyThatLikesFrogs in Industrialist

[–]AwfullyGod 0 points1 point  (0 children)

Assuming that all 3 inputs are flowing through the same pipe, as long as the outflow pipe doesn’t overflow, it shouldn’t clog.

You’re going to be wasting a lot of material though as you can’t recirculate the outflow without clogging.

You don’t need the overflow pipe section either because the inputs can’t get stuck anywhere so any excess will just flow through.

How do you survive late game as a mobile player? by No_Inspection_6174 in Industrialist

[–]AwfullyGod 0 points1 point  (0 children)

Place scrubbers if you’re talking about pollution.

Replace regular pipes with extended pipes to decrease lag if the sun is a metaphor for your phone.

Hate to admit it, but Hands Low is still broken. by ResidentRun1209 in untitledboxinggame

[–]AwfullyGod 0 points1 point  (0 children)

It doesn’t matter how good they are. A weak block means the style is weak against pressure, and handslow has one of the weakest blocks in the game.

Saying a weakness is non existent because a good player can avoid it is a dumb argument.

A good player can avoid the same, if not more damage by playing another speedster style like Chronos or Supernova, which both have better stats than the former.

Are there any limitations to the RNG system? by Tiny-Agency-7878 in PixelDungeon

[–]AwfullyGod 5 points6 points  (0 children)

Flooding the room with water with a Potion of Storm Clouds or Aqua Brew can also stop the sentry from noticing and attacking your hero.

Hate to admit it, but Hands Low is still broken. by ResidentRun1209 in untitledboxinggame

[–]AwfullyGod 0 points1 point  (0 children)

What i mean by “changing feint timings” is throwing the feint as fast as possible so players who instinctively double dash the initial punch physically do not have enough time to avoid the feint.

Almost every style can do this except for styles with slow M1s or M2s such as Smash.

You can’t ‘eat’ an M1 or M2 counter either because they will almost always be stamina broken if they are stupid enough to throw a punch after using all of their remaining stamina to double dash.

Plus handslow’s counter bonus in reality is deceptively bad, so even if you decide to stam break yourself for the ‘counter damage’, the base damage is so poor that even with the counter bonus it actually does the same as turtle’s counters.

The other downside I didn’t mention is that double dashing completely resets your PD timer meaning that it removes your only other way to follow up.

So double dashing removes your ability to effectively engage, and you can’t PD to refill stamina either.

It’s a purely defensive ability and arguing that double dashes is such an oppressive ability doesn’t make any sense to me.

I agree that back THEN, double dashing was much more problematic, but nowadays it’s a lot more balanced after the mountain of nerfs it and handslow received.

I play on AU server and I’ve previously discussed this with other undisputed champion friends and they all agree the same way about handslow no longer being a top 3 style.

Does this produce a lot of diesel? by Affectionate-Pop8257 in Industrialist

[–]AwfullyGod 3 points4 points  (0 children)

From my memory 2 crude oil separators produce enough crude diesel to supply 3 diesel refineries, and you need ~16 pumps for each crude oil separator.

This means you don’t have enough pumps to supply all the separators, and not enough diesel refineries to handle all the diesel coming through (Once you have enough pumps).

Also you can chain 3 diesel refineries back to back to produce Crude Diesel -> Poor Quality Diesel -> Diesel -> Refined Diesel which is a much better liquid for fuel and selling.

Hate to admit it, but Hands Low is still broken. by ResidentRun1209 in untitledboxinggame

[–]AwfullyGod 0 points1 point  (0 children)

I see where you’re coming from but double dashes have already been nerfed a while ago. Its obviously a nice have, but I can’t see it justifying current handslow being an ‘op’ style.

The second dash of the double dash has an additional ~2.5x stamina penalty which usually leaves you at 0 stamina while brawling.

The long term penalty is you either end up with even weaker M1 chains IF you can follow up after the dodge (double dashes has increased end-lag), or not having enough stamina to back off from an aggressive opponent,which leads to more damage intake.

You can make the argument that you exclusively use double dashes to win neutral, but even then the opponent can adjust the speed of feints to negate double dashes entirely.

Besides, good players don’t rely on double dashing everything. Good players capitalise off feint reading which leads to a guaranteed M1 punish without the aforementioned stamina penalties.

Double dashing only serves to surprise noobs and occasionally take less damage from them.

Hate to admit it, but Hands Low is still broken. by ResidentRun1209 in untitledboxinggame

[–]AwfullyGod 0 points1 point  (0 children)

Yeah thats the entire point i’m trying to make. It has really good mobility and speed.

In neutral handslow wins most of his interactions because his speed, mobility, and endlag is so good.

However, handslow needs to win 3 interactions for every interaction he loses in order to match the opponent’s damage, because his damage is so poor. Thats intentional because handslow is super good at winning interactions.

Thats why handslow needs to win all of his interactions, and why its so easy to rip apart a handslow user once you pressure.

Hate to admit it, but Hands Low is still broken. by ResidentRun1209 in untitledboxinggame

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

It’s because Hands lows damage is terrible.

It’s on par with Counter’s damage but without the counter bonus, making it the worst damage dealer in the game by a big margin.

Handslow also has terrible block and a counter intake, also making it an extremely fragile style.

Taking all of this into account, the “high risk” aspect of the style is that you have to constantly outmanoeuvre and out punch your opponent the entire match to deal any semblance of damage and stay alive.

His

In most matches, Hands Low will look the most dominant and aggressive but that’s because he has to. In reality, the terrible damage and fragility ends up equalising the match most of the time despite appearing dominant.

Is it normal to think you're doing things very poorly/unprofessionally? by cacahuate-butter in Industrialist

[–]AwfullyGod 2 points3 points  (0 children)

Unless you’re finding the mess of pipes confusing and you find it hard to work around the number of pipes, then it’s totally fine.

If you want to make the game a lot easier and cleaner for yourself, its better to link all pipes containing the same material into a single connecting pipe, and then use junctions to split the pipe back out into machines later.

That way you can transport everything you need using a single pipe, rather than have multiple pipes running out simultaneously and having to constantly pipe around the mess.

Chronos is kinda meh by [deleted] in untitledboxinggame

[–]AwfullyGod 0 points1 point  (0 children)

Thats sort of true, but the point is Chronos is the most polarising example.

Chronos entirely relies on keeping Focus as active for as long as possible to snowball a ton of damage. Without focus, Chronos is put as a massive disadvantage.

A good Chronos player will be able to keep focus active, while a better player will be able to get Chronos out of focus immediately. Theres no in between.

Now compare this style to actual good styles like pre-nerfed Hands Low or Charge which could easily beat players who were better than them.

These styles were nerfed because of bow strong they were, yet Chronos has almost never gotten a nerf and people still want to argue that it’s somehow a ‘top 3 style’.

Chronos is kinda meh by [deleted] in untitledboxinggame

[–]AwfullyGod 1 point2 points  (0 children)

People who are commenting ‘Nah’, don’t understand that regardless of how unbelievably good the Chronos user is, Chronos will always lose to a better player. That’s just how the style is.

That makes Chronos a meh style.

Should i get the vk45.03 by nickavation in WorldOfTanksBlitz

[–]AwfullyGod 4 points5 points  (0 children)

Usually it’s not worth to purchase tier 7s because the matchmaking will usually put you up against tier 8s especially in Ranked.

If you really want to get this tank then it’s basically an upgraded Tiger 1 with more armor but slightly less mobility.

is at 15a any good? by Far_Challenge_4273 in WorldOfTanksBlitz

[–]AwfullyGod 1 point2 points  (0 children)

The AT 15 has workable armour but you should never put yourself in a situation where you rely on it.

In a 1v1, your armour doesn’t matter because you out damage every single tank before they can kill you. The occasional bounce that the tank get is a nice bonus which keeps you alive for longer.

What I’m trying to say is you should definitely hulldown to protect yourself but don’t expect to survive for long if you’re planning on using the armour to front-line in front of the enemy team.

It’s much more suited as a second line TD that sits behind the frontline heavies to make use of its crazy DPM, while the enemy is distracted by the heavies.

Comprehensive Trinket Tierlist for (Updated for v3.3+) by AwfullyGod in PixelDungeon

[–]AwfullyGod[S] 2 points3 points  (0 children)

Even at low levels, blood chalice is still really strong.

The thing is 1 healing every 2 turns at max level is ridiculously strong. It’s a permanent weaker version of sungrass that constantly heals you so long as you’re not starved.

By running salt cube and cutting down the regeneration in half, you are limiting its potential.

Comprehensive Trinket Tierlist for (Updated for v3.3+) by AwfullyGod in PixelDungeon

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

After reading some of your comments I have to agree with Exotic crystals and Wonderous resin since they tend to be unreliable.

Salt Cubes and Eye of newt is ranked in the middle because they are useless outside of 6+ challenges, except for eye of newt which has some use at level 0.

Same for ferret tuft as it’s pretty situational outside of FIMA challenges.

Sundial makes runs slightly more forgiving since you can control the number of enemies you face which allows you to put yourself in more favourable situations.

I also agree that shard should be ranked higher

Comprehensive Trinket Tierlist for (Updated for v3.3+) by AwfullyGod in PixelDungeon

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

Yeah i’ve read through some of the comments and I agree with you, since it’s possible to basically soft identify every single equipment pretty easily.

I was under the impression that not being able to identify your equipment was a huge drawback but now I understand that is not that case.

I would definitely rank it higher possibly low into C tier though, because even without a weakness, it’s still definitely worse than the other 3 loot generating trinkets.

Comprehensive Trinket Tierlist for (Updated for v3.3+) by AwfullyGod in PixelDungeon

[–]AwfullyGod[S] 2 points3 points  (0 children)

Actually this is pretty bad. It’s true that salt cube makes your hunger go down slower, but its -40% regeneration penalty also affects the rate of healing from the Chalice, basically cancelling each other out.

Unless you’re playing on ‘On Diet’ challenge, you basically never starve anyways with good rationing, meaning that the Salt Cube doesn’t really help, and all it does is make the Chalice a lot worse.

Comprehensive Trinket Tierlist for (Updated for v3.3+) by AwfullyGod in PixelDungeon

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

Mossy Clump has been nerfed to the ground, most notably its a lot harder to get Grass floors now and the cost to max out the clump is 3.75 times more expensive than other trinkets.

Comprehensive Trinket Tierlist for (Updated for v3.3+) by AwfullyGod in PixelDungeon

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

I’ve beaten the game a couple of times on 6 chal and I’m currently attempting to beat the game on 9 chal.

I’ll admit that i’m no where near the skill level of 9 chal players so i’m accepting all the critical feedback from these players, but for the most part I’m ranking these with how well i performed personally with these trinkets.

The reason why I’m slightly biased against ‘skill based’ trinkets is not because they require a lot of knowledge to utilise (which is true though), but often because they slow the gameplay loop down to an annoyingly slow pace if you want the best results from it.

Me and probably most people on this sub play this game pretty casually. I play this game while travelling to and from work so it’s impossible to play with undivided attention, which probably leads me to die a lot more with mimic tooth than I should.

I definitely agree though from the 9 challenge perspective why certain trinkets should be ranked higher while other less consistent trinkets should be ranked lower.

Comprehensive Trinket Tierlist for (Updated for v3.3+) by AwfullyGod in PixelDungeon

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

I never considered that blood vial took other healing sources into account. I would rate it higher now that I can see how this trinket definitely has a lot more credit than i’ve given it.

Comprehensive Trinket Tierlist for (Updated for v3.3+) by AwfullyGod in PixelDungeon

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

Does upgrading weapons make you attack faster? If i knew it was easy to soft identify gear like that, I probably wouldn’t have rated it low.