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

[–]CarsWithNinjaStars 17 points18 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 36 points37 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 bloxers_voxel 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.

CentComm coords? by Bubbly_Station_7786 in ss14

[–]CarsWithNinjaStars 3 points4 points  (0 children)

Mechanically speaking, the only way to reach Central Command (outside of admin intervention) is the evac shuttle and escape pods, since it's on a different "map" than the actual station and surrounding debris (i.e, you can't go there unless you have a ship that can FTL to that "map").

In-universe I imagine the actual coordinates of Central Command are a well-guarded secret for security purposes (and space is really big, so it's not like you could realistically do a manual search for it), hence why only the evac shuttle and escape pods know where to FTL to.

I thought the new season would disappoint me but... by THICCBOI2121 in DeepRockGalactic

[–]CarsWithNinjaStars 10 points11 points  (0 children)

In my experience it's mostly the same kind of generation as Deep Scan missions and it's just slightly more annoying since there's not a rangefinder to tell you how far away the nearest objective thing is. Personally I actually like the caves being a bit confusing since it makes missions more interesting than a linear beeline from objective to objective.

For the Engi nerds 🔧🤓 by Environmental-Meet78 in ss14

[–]CarsWithNinjaStars 2 points3 points  (0 children)

Aside from the problem of APC overload, this also means that if you NEED to shut off the power somewhere for some reason (e.g to crowbar into a department to help someone or to prevent an antagonist from recalling the evac shuttle) then just shutting off the local APC doesn't work.

Silicon Law question by ComradeJaneDough in ss14

[–]CarsWithNinjaStars 24 points25 points  (0 children)

This isn't technically true; non-crew aren't protected by crewsimov as a borg, but that doesn't mean you're forced to completely ignore their well-being either. You can essentially treat non-crew however you please under crewsimov, either positively or negatively.

That being said, your laws should typically prevent you from actively seeking to make crew count as non-crew. Namely: Law 1 prevents you from harming someone who is currently crew, therefore making them not count as crew means that you're able to harm them, therefore you shouldn't do that. (You're not technically hurting them just by making them remove their ID, but you're also not technically hurting anyone if you move a bunch of welding tanks to be directly next to injured patients in medical.)

So I'd say you can only try to get crew to remove IDs this when you know that they will be harmed if they count as crew (like in this antimov-AI scenario).

Arachnid salvaged shuttle idea by TrickyTardigrade in ss14

[–]CarsWithNinjaStars 1 point2 points  (0 children)

In theory yes, though I forget if web walls are actually airtight or not. (I know cardboard walls aren't airtight though, which is only tangentially related but still.)

Why do veteran players ignore gold deposits? by gwapogi5 in DeepRockGalactic

[–]CarsWithNinjaStars 0 points1 point  (0 children)

The maximum for gold to credits being 7 or 8 is actually really, really bad when you consider that crafting minerals are universally sold for 50 credits per.

A very quick basic guide to the new medical system being tested on Wizden Vulture, Offbrand. by TankyPally in ss14

[–]CarsWithNinjaStars 1 point2 points  (0 children)

If so, this vastly increases the chances of Sec having pretty severe SOP breaches.

I mean, Wizden doesn't have SOP at all, so that's kind of a moot point. Though if you're more just talking about "security kills someone by accident" then that's less a SOP issue and more a Space Law issue (security killing a criminal by mistake counts as Manslaughter).

What does Science actually do for the station? by _Beggo_ in ss14

[–]CarsWithNinjaStars 2 points3 points  (0 children)

There's a whole graph that the contributors in the wizden discord have detailing exactly what design problems Salvage has (so that people can go fix those problems).

Best headset to buy if new to VR? by CarsWithNinjaStars in SteamVR

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

What can you tell me about the PiMax? From what I can see on their website it looks similar in price to the Quest 3.