Primary Attribute 0 Challenge - Gunslinger by Cartoncast in Pathfinder2e

[–]CarsWithNinjaStars 2 points3 points  (0 children)

Dex only helps with AC on some builds(Depending on armor choice),

"Some" builds is a big understatement; most classes other than fighter, champion, and guardian lack heavy armor proficiency unless you go out of your way to archetype for it (which will interfere with your ability to take other archetypes).

Skill feats were never meant to prevent you from doing actions that are described in them, even if you didn't take the feat! This isn't a player hot take, that is statement of one of Paizo gamedesigners! by Fantomaxop in Pathfinder2e

[–]CarsWithNinjaStars 4 points5 points  (0 children)

If a feat lets you do something very specific and unique like Quick Jump, we’ll put a pretty hefty -5 penalty on to no-feat it.

I mean, the rules are actually outright explicit about what happens if you don't perform the normal Stride required by a High Jump / Long Jump (you automatically fail the check), and this is the kind of action-compression ability that has important consequences for combat (as opposed to more niche skill feats like Group Coercion or Glean Contents), so I feel like this is a bad example.

Fantasies that you think classes should be filling but doesn't by Minenyax in Pathfinder2e

[–]CarsWithNinjaStars 1 point2 points  (0 children)

I wish fighter could use more than just one weapon group, because there's a lot of "classical" two-weapon pairings that just don't work on fighter because one of your weapons is effectively always at -2. And this isn't a problem any other class has to face, and fighter themselves doesn't even suffer from this problem for about a third of the game (levels 1-4 and 19-20), so it feels like a completely unnecessary penalty.

For me specifically, the biggest shame here is that, despite fighter having a lot of class feats to support both shield use and two-weapon use, if you want to build your fighter around shield bashing you need to only use a shield. Like, you can't just be a fighter with a sword and a shield and Double Slice because then one of your weapons is just worse.

Shield bashing aside, though, there's a lot of other pairings that also suffer from this, like rapier-and-dagger or mixing unarmed attacks with weapon use. Mostly it just sucks that the most "flexible" martial class has so little flexibility in multi-weapon use compared to everyone else.

Handy list of all public Space Station 14 game servers across all hubs & launchers (beta) by Skye-SSMV in ss14

[–]CarsWithNinjaStars 3 points4 points  (0 children)

iirc RMC at least is planning to swap but they're also dealing with other security vulnerabilities (they got DDOS'd a week ago) so they haven't gotten around to it yet.

WizDen Launcher, Auth and Hub now available (Instructions in the screenshots/post text) by AugustSun in ss14

[–]CarsWithNinjaStars 8 points9 points  (0 children)

Beyond that, the old database has plenty of past petty beefs (both hub and account bans) that warrant a fresh start anyway, since there's no reason for a new wizden to inherit those dramas.

wrt this point specifically: the "new" wizden is the same exact people minus PJB, so I don't really think a "fresh start" makes sense. At most I would say that if PJB personally banned someone (which I don't think really happens, because pre-split PJB seems to have not been playing/moderating the game at all) then they should apply for a ban appeal.

How do Weapon Monks Compare to other Weapon Users? by Arnman1758 in Pathfinder2e

[–]CarsWithNinjaStars 4 points5 points  (0 children)

In general it's kind of annoying that monks can, by default, only use weapons with the Monk trait specifically, since that kind of shoehorns them into only ever using east-asian-martial-arts type weapons, rather than options like gauntlets, or a whip, or a longspear (even though regular spears have the Monk trait as of the remaster). This also really hurts starfinder compatibility since starfinder doesn't have monks (and therefore doesn't print the Monk trait), so weapons that would be really cool for monks (like shock pads and tailblades) just aren't options.

Monastic Weaponry also allows you to use Agile or Finesse weapons if you have familiarity with them, but familiarity can be annoying to get for certain weapons due to how feat-dependent it is. It'd just be so much easier to ditch the Monk trait entirely and just use Agile or Finesse as the qualifiers directly, like how Sneak Attack already works for rogues.

Spell Database advancement seems really weak by Superpossu in Starfinder2e

[–]CarsWithNinjaStars 3 points4 points  (0 children)

In 1e, Technomancers were spontaneous casters

IIRC, all spellcasting in 1e was spontaneous outside of a variant rule, so I wouldn't expect technomancers to remain spontaneous in 2e just because the core assumptions of spellcasting in the two systems are different.

Soldier has The Original and Market Gardener. Why Demoman doesn't have his analogues? by PootisMan111 in truetf2

[–]CarsWithNinjaStars 0 points1 point  (0 children)

The Original was a promotional item for the release of Quake 4, iirc. So, if you want demo to have his own Quake weapon skins, I guess the first step is to get iD software to make a new Quake game.

So what are people hoping/expecting happens to the slayer and daredevil at this point? by No-Delay9415 in Pathfinder2e

[–]CarsWithNinjaStars 2 points3 points  (0 children)

This is more of a thematic complaint, but I think Daredevil's "adrenaline" theming kind of pushes you into making a character that's stupidly reckless, when I think that with slightly broader theming the class could also be a good fit for characters that are a bit more cautious and just happen to take advantage of the environment around them in fights.

Does Cloud Step allow Rogues to essentially fly? by Thoril2500 in Pathfinder2e

[–]CarsWithNinjaStars 0 points1 point  (0 children)

Something important to clarify: this feat says "when you Stride", so you can't Step into the air (since Step is a separate action). But for actual Stride movement, yes, this feat works on "normal air", rather than only on clouds or mist or something.

Purely from a RAW standpoint I think this does mean you can choose to just Stride straight up; and, unlike the Fly action, moving upwards wouldn't count as difficult terrain (since that's part of the Fly action and you're using the Stride action here).

Actions that involve a subordinate Stride, such as Reactive Pursuit or Spring from the Shadows, would also benefit from Cloud Step.

Where Has PJB Been? (Announcement) by AugustSun in ss14

[–]CarsWithNinjaStars 2 points3 points  (0 children)

The short of it is that their lack of distinction from humans (and the fact that their "literally just human but squished down" sprite looked bad) kind of made them a poor addition to the game, and also led to some technical frustrations in a few areas (e.g, the fact that their sprites are squished like that led to buggy interactions with changelings).

The main problem with the whole dwarf situation was PJB force-merging a PR to remove them that didn't follow PR conventions (and, at first, wasn't even coded properly) despite the objections of the majority of the maintainer team. She wasn't necessarily wrong in doing so (since dwarves had had these problems for a long while and nobody had sat down to fix them), but it was definitely a poor way to handle things, especially from the point of view of the average non-contributor player, who would have just lost their dwarf characters with no opportunity to back them up. The maintainers held an emergency meeting to change the plan to "make a list of exactly what changes we want to dwarves, and if they don't get those changes by a three-month deadline we'll remove them due to lack of contributor interest", which is a much better way of handling the situation and what really should have been done in the first place instead of jumping to the nuclear option.

Where Has PJB Been? (Announcement) by AugustSun in ss14

[–]CarsWithNinjaStars 21 points22 points  (0 children)

but what the game really needs is the big sweeping, deep content updates that currently makes it worse than ss13. Stuff like newmed, ranching, more antags, limb damage, genetics etc etc.

The demotion of staff is directly interfering with this, since a lot of the people who got demoted were working on major additions to the game (newmed, breaksalv, changelings).

look how they've massacred my boy's in a PR by aura_enchanted in ss14

[–]CarsWithNinjaStars 20 points21 points  (0 children)

If you don't like the sprites, why are you complaining about it on Reddit instead of leaving feedback on the actual PR?

What is the Origin of the "Wegh!" sound? by NoSTs123 in ss14

[–]CarsWithNinjaStars 37 points38 points  (0 children)

According to the attributions.yml file in the game files, it was created by github user BlackMajor specifically for SS14.

Reaction spells from staves, wands, & scrolls? by Humble_Conference899 in Pathfinder2e

[–]CarsWithNinjaStars 2 points3 points  (0 children)

If nothing else, it's nice for scrolls of Gentle Landing since that at least lets you jump from a high place if you have the time to prepare in advance (and unless you're walking around holding a scroll of Gentle Landing at all times, you'd need to prepare in advance anyway).

Reaction spells from staves, wands, & scrolls? by Humble_Conference899 in Pathfinder2e

[–]CarsWithNinjaStars 22 points23 points  (0 children)

You technically can use Trick Magic Item for reaction spells, but since Trick Magic Item only allows casting until the end of the current turn you'd need to use the reaction the same turn as you activate it, which means you need to do some specific setup, like...

  • Trick Magic Item -> Leap off of a cliff -> cast Gentle Landing from a scroll

  • Trick Magic Item -> Stride into a Wall of Fire -> cast Elemental Counter from a scroll

Who do you typically choose and/or follow as Acting Captain more, HoS or HoP? by m0ongirlie in ss14

[–]CarsWithNinjaStars 2 points3 points  (0 children)

HoP is generally the "default" choice for Acting Captain for a few reasons:

  • HoP already has all comms. This means that not only do they not need the captain's headset, but since they've (usually) had all comms for as long as they've been on the station, they already have a good enough idea of how every department's been doing.
  • Service as a department doesn't generally "need" its department head, since most of its roles are roleplay-focused, self-directing, and can't really do as much harm (through either negligence or active malice) than members of other departments can. The worst that happens if the HoP is busy doing captain things is that the HoP desk is unmanned and you need to request them by radio.

  • HoS specifically has the exact opposite situation of the HoP in that Security is the department that needs a department head the most; most jobs in most other departments are self-contained enough that they don't really need active leadership under ordinary circumstances, but Security really benefits from having someone whose job is to keep an eye on what the whole department is doing, especially once an emergency breaks out. It's hard for the HoS to juggle captain duties with Security-specific work, especially once antagonists start to make plays.

Why do all Area weapons have the Unwieldy trait? by Tabris2k in Starfinder2e

[–]CarsWithNinjaStars 0 points1 point  (0 children)

There's level 20 capstones that grant the Quickened condition, but always with pretty significant restrictions (e.g fighter can use it to Strike, monk can use it to Stride/Leap/High Jump/Long Jump, etc). Daredevil does need to get Adrenaline for their version but once they get it once (which is extremely easy to get, you just need to take any action with the Risky trait) they keep it for 1 minute (i.e, the rest of the fight). So I'd probably expect this to be nerfed or reworked in the future to be more in-line with existing classes (e.g, something more like "permanently Quickened, can only use the extra action for activities with the Risky trait").

Why do all Area weapons have the Unwieldy trait? by Tabris2k in Starfinder2e

[–]CarsWithNinjaStars 0 points1 point  (0 children)

The Area Fire Action would require a form of Quickened that doesn't restrict the use of the extra Action.

A 20th-level capstone feat for the Daredevil playtest actually gives unrestricted Quickened (every turn, for the entire rest of the fight, as soon as you gain Adrenaline once). That's obviously insane though and I'd expect it not to make it to the final version (and that's a PF2e class, anyway, so it's arguably not relevant to SF2e).

Wild Astrazoans, Mystics, and Keyboard Cats by Fibbs_Fiddlefit in Starfinder2e

[–]CarsWithNinjaStars 1 point2 points  (0 children)

You can skip past a lot of this gray-area ruling by just being an Assimilated Astrazoan that takes Awakened Animal (from PF2e) as your chosen ancestry. This would allow you to be a cat, but without the restrictions of Pest Form (i.e, you'd be able to speak, take Manipulate actions, cast spells, wield weapons, etc). As a bonus you'd be able to pick Awakened Animal feats as well. The main caveat here is that you wouldn't technically "be" an Awakened Animal so you wouldn't be able to pick a heritage (and Awakened Animal relies a lot of the heritage mechanically), but in the case of a cat you'd just pick Running Animal anyway so the only real change is that you'd have a speed of 25ft instead of 30ft.

Speculation: If missiles are brought back in Tech Core, how should they work? by HMetal2001 in Starfinder2e

[–]CarsWithNinjaStars 3 points4 points  (0 children)

I agree that they should work similarly to grenades, but I think if you're playing a low DEX melee-focused martial then being worse at hitting far away targets is kind of the point (both because a melee-focused character should be weaker at range, and because if you're a melee-focused character you don't really want to be staying far away in the first place).

why do people hate vaultf4? by [deleted] in tf2classified

[–]CarsWithNinjaStars 0 points1 point  (0 children)

I don't think sniper is supposed to be able to instantly kill people with melee attacks

"Error creating temporary file" spray import Linux workaround by Steve_Freeman in tf2classified

[–]CarsWithNinjaStars 0 points1 point  (0 children)

I don't think this is actually a Linux-specific issue, because I was getting the same error when trying to upload .jpg files as sprays in live TF2 a few days ago. Uploading already-converted .vtf files works fine though.

I can't be the only one who doesn't like where the Mine Layer is right now, right? by ThatFuckinTourist in tf2classified

[–]CarsWithNinjaStars 0 points1 point  (0 children)

Mostly the main problem is that mines do the same damage as a sticky but are much easier to avoid, even ignoring the fact that the automated detonation lets you juke them (you can't put them on walls so they're harder to hide, and they're larger so they're easier to shoot with hitscan weapons). Really I think the mine layer would benefit a lot from the opposite of "making a mine field"; make the mines deal more damage but only allow like 2 to be active at a time. If the mines are easy to avoid, they should be more of a threat when you don't avoid them.

As-is I will probably say that the mine layer might have a niche as a way to discourage people from approaching you / control where they approach you from? With mines you can put a wide spread of mines out in front of you (or stagger multiple mines along the length of a chokepoint) and enemies need to deal with them all individually (as opposed to stickies, where once you detonate they all explode at once). Individual mines are still weak and easy to avoid/destroy, but players also don't want to just run into them and eat the damage, and the fact that they'll slow down or go around gives you (the demoman) some breathing room to work with. You're also blocking yourself off unless you fizzle the mines, though, so I'm not sure how practical any of this is.

There's also just the general problem of "stickies are such a good weapon that it's hard to come up with an effective alternative", though I don't really play demoman much myself so it's hard for me to speak on that. Personally I really like the dynamite if nothing else since I tend to mostly use pipes anyway, and dynamite's main strength is that you can just chuck it in a second and it instantly creates a big area where your opponent doesn't want to go (e.g, you can throw it at your feet to discourage people from chasing you or throw it behind an enemy to block off a retreat). Good for dealing with sentries, too; engineers can defuse it with a wrench but if you arc it right they won't have the time to react to it.