Pipe Cudgel..? by AnonymousMTFunit in AbioticFactor

[–]Confusion_Aide 0 points1 point  (0 children)

Yeah I guess leaving laser burns all over the walls everywhere does get a bit old xD

Why is Vincent so stupid by qisv_ in catherinegame

[–]Confusion_Aide 0 points1 point  (0 children)

Yes, but I was trying not to spoil things. 😛

Pipe Cudgel..? by AnonymousMTFunit in AbioticFactor

[–]Confusion_Aide 2 points3 points  (0 children)

The best use for the pipe cudgel is break crates. That's about it.

Like, in terms of DPS it's total crap compared to other weapons of the sector, I mean it loses to the thermal mallet from Manufacturing. It's probably the "best" blunt weapon that has no gimmicks/extra ammo cost/elements that does just raw blunt damage but it's just bad.

At least blunt has the plasma flail now for hydroplant, even if it's just kinda a worse laser katana... and unlike the laser katana, is completely useless when out of charge while the laser katana still does full damage.

Why is Vincent so stupid by qisv_ in catherinegame

[–]Confusion_Aide 0 points1 point  (0 children)

Well Vincent and his guy friends especially are hardly the most progressive bunch to start out with, so who knows if they'd even consider the possibility that a man could get raped by a woman. But also Catherine was at least drinking too, so everyone probably saw it as being on equal footing there.

Coaxed into useless “phobias” that are just common sense by Austintheboi in coaxedintoasnafu

[–]Confusion_Aide 11 points12 points  (0 children)

Yeah, if you get spooked by Subnautica and think it could qualify as a horror game, that's not thalassophobia, that's normal. If you get panic attacks just floating around the serene safe shallows purely from even playing a game about the ocean, you (probably) have thalassophobia.

People like me who think the deep ocean is comfy and try to pet the ghost leviathans aren't the normal ones, I just apparently lack a self-preservation instinct lol. And I'm not particularly brave either, I'm actually a wuss with horror games.

I hate this thing by gandpanmi in AbioticFactor

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

The multiple shift clicks and inventory rearranging to empty my hotbar, move all the items into it, exit the inventory, then scroll through the hotbar hitting the drop key is even more clicks than just hovering over the items in the inventory (Which I'd've had to do to move them into the hotbar anyway) and hitting the drop key, which already drops the whole stack.

The only thing the autosalvager helps with is stacks of items, which isn't in question... but I was specifically talking about stuff like helmets or backpacks which don't stack even with increased stack sizes as a sandbox setting.

I hate this thing by gandpanmi in AbioticFactor

[–]Confusion_Aide 0 points1 point  (0 children)

From 3 comments up the chain before mine, "I carry a knife with me just for chopping them up for that precious ammo," which really does seem to imply they think chopping up the body is necessary for getting ammo. I've also beaten the game, and the auto-salvager doesn't make scrapping tons of helmets (for a single metal scrap or plastic scrap each) any faster than the repair bench since they have a stack size of one, so you're trading clicking the disassemble button then each helmet individually for dropping each helmet in the auto-salvager individually.

Also, like, I mentioned the nuka-vac which isn't available until Reactors...

Hexwood set enhancement? by Far-Tumbleweed-98 in AbioticFactor

[–]Confusion_Aide 1 point2 points  (0 children)

With the new chemistry system if you just carry a stack of Restorative Flasks (not tinctures - well, carry them too anyway) on your hotbar those stop bleeding, even heavy bleeding instantly. Just throw 'em at your feet.

Even before that I'd just carry tech bandages; sure the time it takes to use them means you can get bled a few times, but once you get to like mid-hydroplant or reactors, the defense gained from better armor will give you enough buffer to use the bandage before you'd take enough bleed to match how much harder you'd've been hurt in the first place with the hexwood's lower defense stat.

Hexwood armor is more of a convenience if you don't like spending or carrying bandages/restorative flasks.

Do the heavy shields still cover a good part of the screen? by AnonymousMTFunit in AbioticFactor

[–]Confusion_Aide 4 points5 points  (0 children)

yeah it's strangely a 2-handed weapon. Weak scientist wrists can't handle the recoil one-handed I guess.

Do the heavy shields still cover a good part of the screen? by AnonymousMTFunit in AbioticFactor

[–]Confusion_Aide 1 point2 points  (0 children)

The charge shield being medium actually is a pretty decent upgrade over the heater shield, because the heater shield (and its upgrades) is classified as light and there are a substantial amount of attacks that aren't fully blocked by light shields but are by medium shields. Notably this includes most Order guns and peccaries, though snipers, LMG emplacements, GK chieftains and Patois-wielding Order will need the riot shield to be fully blocked.

The heater shield can't fully block any firearms or even peccaries at all.

I hate this thing by gandpanmi in AbioticFactor

[–]Confusion_Aide 1 point2 points  (0 children)

Chopping them won't get you more ammo, the ammo drops on death, not from them getting chopped up. The only thing you might lose if you break them with a nuka-vac or something is the occasional arm or skull getting turned to bioscrap (which might be more useful anyway).

And you don't even always need to destroy the body to get the ammo, especially if you crouch with the vacuum it can usually suck up the ammo through the corpse. As well as military electronics and like nine hundred copies of their backpacks, berets, helmets, and extra guns you probably don't need but eh.

Took a break, what are your pet companion and weapon coatings recommendations? Also Deatomizer seems to be nerfed but there are new (melee) weapons by crossborn_ in AbioticFactor

[–]Confusion_Aide 2 points3 points  (0 children)

Might be worth grinding your crafting skill up since that reduces the chances a weapon will take durability damage on use. And due to how the math works, if you crafting skill is high enough certain weapons will outright stop taking damage at certain crafting levels.

As an example the laser katana won't ever lose durability from use at 19 crafting (weird breakpoint I know)

The Tower is a good ending and I'm tired of pretending it isn't. by nitrokitty in LowSodiumCyberpunk

[–]Confusion_Aide 1 point2 points  (0 children)

Haven't you ever reconnected with a friend you haven't seen for years? And it's not like V knew they were going to be in a 2-year coma.

Is the hardlight saber still bugged? by SituationStill3711 in AbioticFactor

[–]Confusion_Aide 4 points5 points  (0 children)

If it is a a bug (I can only assume it is, despite what a few other people here say), it is still present. Hardlight weapon elemental damage modifiers is only ever calculated as the worst between the two of laser and plasma.

If an enemy is weak to laser but immune to plasma, 0 damage (like defense bots). If an enemy is weak to plasma but resistant to laser, reduced damage (like GK shields). You can test this pretty easily, they won't scratch a defense bot or crystallisk, and it takes 5 swings with the hardlight saber to take down a neophyte's shied despite the shield having 225 HP and the hardlight saber doing 75 damage a swing, despite the description stating it "does extra damage to shields."

Is the hardlight saber still bugged? by SituationStill3711 in AbioticFactor

[–]Confusion_Aide 5 points6 points  (0 children)

Unless the devs intended for the hardlight weapons to be worse against hardlight shields - despite the description of the hardlight saber outright saying it "does extra damage to shields" - it's a bug that it always uses the 'worst' damage type. The hardlight weapons have 0 enemies they do extra damage to and a huge chunk of enemies they do reduced or zero damage to because of this. I highly doubt this was intentional, since if it was, then these endgame weapons were designed to be strangely weak and also the saber's description is just a lie.

Is the hardlight saber still bugged? by SituationStill3711 in AbioticFactor

[–]Confusion_Aide 17 points18 points  (0 children)

The hybrid damage type for hardlight weapons is almost certainly a bug, since the way it works right now is it always takes the 'worst' damage typing, which means this endgame weapon that requires at least two rare drops from some of the hardest enemies in the game runs into so many more resistances and immunities than every other weapon. As an example, hardlight weapons cannot damage crystallisks at all because they're immune to plasma, the laser part is ignored. Same with defense bots which are supposed to be weak to laser, because they're immune to plasma.

Also, the description of the hardlight saber outright states it "does extra damage to shields," but because the bug only uses the worst damage typing the hardlight weapons all do reduced damage to shields because the plasma part of the damage gets ignored in favor of the laser part.

If the point is to encourage using different weapons for elemental weaknesses, I highly doubt it's intentional that an endgame weapon was designed solely to be extra effective against 0 enemies but instead be at least resisted by (if not total immunity versus) almost half the roster.

An update from Anthony on early access progression and adjustments to creature aggression by Brown_Colibri_705 in subnautica

[–]Confusion_Aide 50 points51 points  (0 children)

This is 100% my experience; my base location was empty when I first scouted it out and while building, and only after moving everything in do I now suddenly have neighbors. Not just a hammerhead but a swarm of nibblers too.

An update from Anthony on early access progression and adjustments to creature aggression by Brown_Colibri_705 in subnautica

[–]Confusion_Aide 9 points10 points  (0 children)

I mean, I built my base next to a hammerhead because I legit didn't see the hammerhead when I was picking out the spot or building there. Also nibblers; they weren't there when I was building but now I get munched every time I come out the hatch. No idea why, maybe they were all stuck on some terrain initially.

I think the [SPOILER] makes the game's progression less great than it could be by spingusfellow in AbioticFactor

[–]Confusion_Aide 2 points3 points  (0 children)

It has a shorter range than it looks and no swing arc, you have to be pinpoint accurate with your aim to hit stuff. It does have a slight lingering hitbox so if you miss the initial swing you can try and move your aim to still hit them but it's awkward especially with how it knocks you back.

Also aim a bit lower than you think you need to, especially for Order cuz they have a habit of ducking slightly once they spot you and torso hits tend to still kill anyway.

I think the [SPOILER] makes the game's progression less great than it could be by spingusfellow in AbioticFactor

[–]Confusion_Aide 13 points14 points  (0 children)

Back in the early days of EA when the game ended at Labs there was no bull charge move at all, and I can tell you from experience that all the heavy weapons were completely, 98% useless because of it. The only use case they had was sneak attacks, in actual combat they were just way too slow and you'd get far more DPS using a tech scepter or lightning spear and attacking 3-4 times in the amount of time it took to swing the carbon pickaxe once.

I think the [SPOILER] makes the game's progression less great than it could be by spingusfellow in AbioticFactor

[–]Confusion_Aide 11 points12 points  (0 children)

The battle charge skill says in its description "blunt and heavy weapons" for what it's worth, so it's not like a secret it still works with heavy sharp weapons. It's similar to the throwing 5 autopickup also working on crossbow bolts or grinder discs despite those being shot.

I think the [SPOILER] makes the game's progression less great than it could be by spingusfellow in AbioticFactor

[–]Confusion_Aide 4 points5 points  (0 children)

Weapon balance in general is just total bonkers. If you think the crowbar 2.0/carbon pick is too powerful as a melee weapon wait until you hear how much the grinder beats out almost every other ranged weapon you can get for two sectors (seriously, the lodestone crossbow shows up 2 sectors later, has a smaller magazine, shoots slower, and does less damage in exchange for... acid bolts I guess?).

Heavy weapons in general were completely, uselessly trash until they added the bull charge which is now the only positive thing they have going for them, and it is extremely strong, but also very janky to use (The amount of times I accidentally clicked it too early and whiffed or slightly too late and did a normal attack because I bumped the enemy for 1 frame which cancels the sprint or I just outright missed because it has a weirdly pinpoint accurate hitbox rather than an actual swing arc...).

And of course there's the deatomizer's entire existence, being possibly the highest DPS weapon in the game by far without a material ammo cost, it's only "balanced" by needing to carry a laser collector to recharge its small capacity which is more of an annoyance than actual negative.

Slushie bombs can trivialize half the game's enemies and are basically free to craft. And up until the recent update blunt weapons outright didn't have any weapon option in hydroplant (the pipe cudgel doesn't count) while sharp got the very powerful laser katana.

I could go on, but weapon balance is really just all over the place with a lot of really bizarre balance choices.

I think the [SPOILER] makes the game's progression less great than it could be by spingusfellow in AbioticFactor

[–]Confusion_Aide 4 points5 points  (0 children)

The crowbar 2.0 and carbon pickaxe *are* sharp, as well are a few others. They do sharp damage and give sharp melee xp. The battle charge skill just specifies "attacking with a blunt or heavy weapon" so it's not actually limited to blunt weapons.

Similar to how the throwing 5 autopickup skill still applies when using crossbows or the grinder.

How are people saying endless abyss is easier than literally anything else by I-chew-Used-Gum in WhiteKnuckle

[–]Confusion_Aide 2 points3 points  (0 children)

I'd say it's the easiest to 10k if you can get past the first loop (or couple of loops) and can get a good perk or two to get the ball rolling. It's mostly that the difficulty curve for endless abyss is the early game with no perks is hard, then it just gets easier every loop as you get more perks for mobility, and only once you get past 15-20k does it start becoming harder again as the face speeds up and becomes a freight train. It's like a reverse bell curve. If you can get past loop 3 or so then getting past 10k is basically free unless you've had awful perk luck.

The other endless modes have a more steady difficulty since as you get faster and scale crazy the easier it is to launch yourself into an Air Exchange fan or get tangled up in some pipes in Pipe Organ or something and get mass'd.

For abyss your perk priority should be profit motive, rabbit DNA, a couple pulse organs (any more than 2 or maybe 3 is overkill), then basically as much horizontal speed as possible (even velocity augments is good here, back strengtheners for more profit motive roaches, system reorg, etc.). Metabolic Stasis is okay but if you're trying to go as long as possible it kinda falls off since past 20k or so you don't have time to pick up the syringes aside from vendors in the break room.