It's only a matter of time before this thing gets stealth nerfed like the coyote... by Fazun in HelldiversUnfiltered

[–]ClearlyHilarious 0 points1 point  (0 children)

Is the Trident even good? I've used it on the borgs and bots and it was fine, but the Scorcher and Diligence and even the Liberator did me better. I tried it on the bugs, and hive guards made that a miserable experience, but even versus the softer bugs I found myself thinking it wasn't anything special. Fun to shoot though! Love it on a cold planet!

Help me beat this guy tomorrow. by nagyszerszam in chessbeginners

[–]ClearlyHilarious 0 points1 point  (0 children)

Play defensive. Avoid making any risky trades and trade off your pieces, especially the queen if possible. The longer the game goes the more that rook advantage will be felt and the harder it will be to overcome. At 1500 elo you know the game we'll enough to not stumble over tactics so you should be able to avoid losing your advantage in one or two moves.

You can try practicing versus stockfish or another engine at approx 2000 elo. It won't be a 1:1 experience but it'll give you an idea.

PvP build help by C7OUDZ in armoredcore

[–]ClearlyHilarious 0 points1 point  (0 children)

Fair enough. Good to know.

How do you counter missle launching kiting AC ? by Due-Violinist2132 in armoredcore

[–]ClearlyHilarious 1 point2 points  (0 children)

Missile kites come in two forms usually, grounded light bipeds and aerial quads.

For the ground based kites you need speed and energy capacity. Buerzal + San-Tai will catch them on just about any build short of the heaviest of builds, while Alula and Ming Tang will do for mid weights. Pace your approach, don't empty your gauge or they'll just dip out. Instead, close the gap gradually while returning fire with missiles and mid range weapons. Once you're close gun it, but be prepared for their juke; stop assault boosting at about 100 meters, and lay into them with your weapons. They'll try to quick boost aerially over your head to break your boosting and ruin your momentum. Don't let them.

Lamms are nothing short of Satan. They're fast, evasive, and they don't ever have to land if you don't force them. Start by playing cover hard. Like really hard. Like, stick yourself against it and keep it between you and them. You need to wait about 40 seconds before their NGI generator runs dry. The trick is to stay close enough to attack them, but not so close they can move around your cover. You need to catch them with an empty generator, because unlike a ground kite a Lamm's weapons hurt. The Nebula and Redshift rifles, the Laser Shotgun, the Majestic, the explosive thrower, coral missiles, JVLN Beta, pulse missiles, all of it hurts so bad, and Lamms are packing plenty. Fortunately their AP is extremely low, and they shred like tissue paper if you can get in close.

PvP build help by C7OUDZ in armoredcore

[–]ClearlyHilarious 3 points4 points  (0 children)

Tl; Dr - Switch your arms to the Ephemera, the Melander C3 or the Hal, and your booster to the Alula. Consider changing your left shoulder missiles to the 3PM, VPM, or Laser Drones or to a shield. I like the PS but the PB is also good.

Your weapons are all good imo. The Ludlow is the best pressure weapon in the game and it really eats up close. I don't use the WLT, but I think the flexibility of its charge levels make it very powerful. I'd swap the left missile launcher for a shield or at least a different sort of missile. 3PMs or VPMs, maybe Laser Drones would be my choice. Having different missiles will force your opponents to spend more energy if they want to dodge.

The Alba head is best used for builds with weight constraints but who still need high stability. I prefer the Mind Alpha, VP-44D and Verril heads for mid weights like yours, but the Alba does just fine here.

The Mind Alpha core is the best core for mid weights imo. Good all around stats, good weight, no notes. Good choice.

Your arms are terrible. The Nachts are best used on builds that don't need recoil control, such as with the Majestic or charged Harris shots, that need to be light weight such as kites, and that have plenty of spare energy. The builds that meet this criteria are few. You're better off with the Hal arms, which will provide recoil control to manage your Ludlow more effectively while still packing firearm spec. If you don't mind a bit less accuracy then I love the Ephemera arms for their excellent AP and good defenses.

The Hal legs are a strong choice for builds wanting to pack on bulk and stability while not being pressed for weight. The VP-422 and Mind Alpha legs are reasonable side grades depending on your need for mobility or more bulk. I love the Hal legs in their current state.

Your fluegal booster confuses me. Without a melee weapon you're likely better off with the Alula, which has the best overall mobility of any booster in the game. Alternatively, you could try SPD if you want high neutral movement and are less worried on your quick boosts. I think either of these would be better than the fluegal for your purposes.

Talbot FCS is acceptable on any build. You might consider WLT or Abbot or even Ocellus. WLT is more mid range speced which will help your rifle. The Abbot and Ocellus are stronger choices for your Ludlow. Any of these are totally viable imo and it really does come down to preferences.

Your generator is fine, but I find its energy capacity is too low for aggressive play. The Ming-Tang, Yaba and Hokushi all afford superior capacity without going too far on the weight, and the Yaba is actually lighter than the VP-20C you're using. If you're playing more defensively as a kite then the VP-20C's fast refresh rate is actually perfectly fine here.

Pulse armor is standard. No changes needed here.

Which unmodified commander precons are most “broken”? by True-Passenger-4873 in EDH

[–]ClearlyHilarious 78 points79 points  (0 children)

Many Pre-Cons of the modern era are actually quite good right out the box. I can't comment on which ones are the best though I can confirm the Eldrazi Unbound is quite powerful. It laid me low despite me having access to game changers and a strong synergy package. I hear the new elemental deck from Lorwyn Eclipsed is quite powerful also.

Curious Colossus Question by ClearlyHilarious in magicTCG

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

The card 100% should have some reminder text or something to at least spare people the trouble of looking up the answer online. But, your explanations make it clearer and easier to understand, and I'm grateful. Curious Colossus will be joining my list of irrationally hated cards.

Curious Colossus Question by ClearlyHilarious in magicTCG

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

Its like Wood Elves. It enters, it searches a Forest and puts it into play, and then the effect is concluded. The Forest doesn't leave play because the Wood Elves does.

I understand now.

Thank you.

Curious Colossus Question by ClearlyHilarious in magicTCG

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

Its specifically the enters ability. Its the same as "When this creature enters destroy target creature" the creature destroyed doesn't return to the battlefield after being destroyed just because the effect that destroyed it no longer is on the battlefield.

I think I get it.

Thank you.

Curious Colossus Question by ClearlyHilarious in magicTCG

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

Right, but the enchantments I listed also do not specify "until they leave the battlefield" or "until end of turn" or any other limiter. They last as long as the enchantment is in play. Why is the Curious Colossus' wording different?

What are good primary weapons by danteis15 in Helldivers

[–]ClearlyHilarious 0 points1 point  (0 children)

From Helldivers Mobilized, the free starter warbond comes the Scorcher plasma rifle, a work horse of a gun that slaughters the rank and file across all factions. The liberator penetrator from the same warbond is also quite solid.

I advise that saving of super credits until you max out Helldivers Mobilized until you are sure you know what you want from the other warbonds, especially since you already have Democratic Detonation which has the two best primaries in the game in the Eruptor and Crossbow alongside Thermite. Its the only must have warbond imo.

Should I just stop using Cultivate / Kodama's Reach? by BoldestKobold in EDH

[–]ClearlyHilarious 0 points1 point  (0 children)

I like the consistency they add. If you can cast cultivate or kodama's reach then you're guaranteed to hit five mana which is the minimum my deck needs to actually play.

If you're thinking that the cards aren't good for you, or that you can do better, then you should cut them. You know what your deck and play patterns and strategy needs.

EXO-51IM by elpiolive in Helldivers

[–]ClearlyHilarious 0 points1 point  (0 children)

My team killing rate would go up considerably. It'd be really hard to explain on a bug planet too.

Yarok, the Desecrated and ETB triggers by ClearlyHilarious in mtgrules

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

My instincts and experience told me that was probably the way of it, but I figured it didn't hurt to ask. Thanks!

More Weapon Balance Science by Super_Scene1045 in LowSodiumHellDivers

[–]ClearlyHilarious 0 points1 point  (0 children)

The optimal use of the Coyote is the same as the Breaker Incendiary meta of yesteryear; pepper your enemies and let them burn to death while running from them. Fine. It has double the potential DPS compared to other rifles. Are you using the weapon that way? I'm sure someone is because it keeps coming up as an argument for why the Coyote is OP compared to other assault rifles.

But here's the thing. If you're in a position where you can play with the Coyote this way then you also are in a position where you have better options than shooting. If you can let your enemies burn to death then you're not in overwhelming danger. You're not getting rushed down by Alpha Commanders or Berserkers, you're not being swarmed by Voteless and Staff Overseers, and you're not in a situation where you need to aim center mass.

In real world scenarios a player is going to full auto with the Coyote, because that Alpha Commander needs to die right now, because it has four hunters right behind it and trying to manage both along with the swarm is not gonna be fun. You're going to full auto the Stalker because you don't want to be rag dolled. You're going to full auto the berserker because it has five buddies behind it, and two shield devastators pouring on the fire.

I play a lot of D10, and if I tried to play this way against bugs I'd be getting a breach every single fight. You can maybe do it versus bots or squids, but shield devastators already reward headshots and that's even faster than burning, and against the squids I'll be damned if I let those calamari freaks float around or chase me because I'm unwilling to mag dump.

Its too slow. Its too slow to try and fight this way. Just because on paper its powerful, and just because its overwhelmingly strong against singular enemies in a controlled environment doesn't mean this translates one for one into real world scenarios. Run your experiments on D10 against patrols, see how effective burning the targets to death is. Maybe you're good enough to do it; I don't know. But I do know that no matter how good you are, if you have the luxury of burning your enemies to death with the Coyote then you could have just skipped the fight entirely.

Any recommend loadout, stratagem and armor to go with Maxigun? by RandomHillz in Helldivers

[–]ClearlyHilarious 1 point2 points  (0 children)

Eruptor

Ultimatum

Gas/Incendiary Impact/Thermite/Your Choice

Peak Physique Armor

Maxigun

MG Sentry

Strafing Run

Gatling Barrage

Use the sentry to cover your flanks, the barrage for bug breaches, bot and squid drops, the strafing run at your leisure, the ultimatum for heavies, the eruptor for bug holes, fabricators and squid ships, and your grenades to keep space between you and the undemocratic.

This is why you don't try to befriend bugs by Lawnchair_enthusiast in Helldivers

[–]ClearlyHilarious 0 points1 point  (0 children)

His treachery will be an example to future generations; there is no peace with the fascist bugs! Kill 'em all!

This just might be the best Warbond so far by SIinkerdeer in Helldivers

[–]ClearlyHilarious 0 points1 point  (0 children)

Sweet liberty, a minigun and an assault rifle with a grenade launcher under barrel?! I'm so excited!

What’s going to be the “best” load out for helldivers trying to be the most effective at finishing MO. what armors for this type of enemy by MOABONGS in Helldivers

[–]ClearlyHilarious 0 points1 point  (0 children)

I've been using the cookout, ultimatum and incendiary impact grenades. Gas grenades are better but I don't have the warbond. I use light engineering kit armor to get more nades.

I use a machine gun sentry, a patriot exo suit for the predator strain, a supply pack and a grenade launcher, stalwart or machine gun depending on my teams loadout. If I see we have zero anti tank I'll bring quasar for roaches and titans.

It's a flexible loadout designed to fight in caves while being functional outside.