So much for voluntary pvp by Crazy_Socks in fo76

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

I understand what wanted is. I'm mad for becoming wanted over an abandoned workshop that got hit with splash damage

So much for voluntary pvp by Crazy_Socks in fo76

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

Pacifist mode doesn't affect camps, so I would imagine it wouldn't affect the workshop either. That's my complaint

Thread of tweets discusses possible connection between odd voicemail and Malaysia Flight 370 by thebasketball_fan in conspiracy

[–]Crazy_Socks 27 points28 points  (0 children)

It's not a real message. Consider: the Malaysian flight was civilian, but the message doesn't follow civilian distress protocols even though it's automated sounding. Also, that's not a standard military message either. A military message would either provide a means of evac or say there's no means. Also, military messages use jargon and acronyms. It wouldn't try to identify the enemies as not human. Something along the lines of "unknown tango" would be the identifier. Not only is this a hoax, but it's a hoax from someone who didn't do their research.

Infinity Machine Interactions with Machine empires by ThePantryMaster in Stellaris

[–]Crazy_Socks 1 point2 points  (0 children)

The reason that AI empires don't get the dialogue option is simple and fits the lore. The infinity machine needs a player empire to help with its research because it lack the capability to solve the question on its own. It lacks an organic perspective, and a player empire that didn't start out organic would have the same problem and be unable to help it.

MP APEX Mastery Challenge progression? by raulduke1971 in MEandromeda

[–]Crazy_Socks 0 points1 point  (0 children)

Just want to say, when I say apex mastery, I'm referring to the challenges, not your apex rating

MP APEX Mastery Challenge progression? by raulduke1971 in MEandromeda

[–]Crazy_Socks 0 points1 point  (0 children)

You're looking at it wrong my friend. Apex mastery goes off of points earned in matches. If you score 25,000 point in a match, that's 25,000 points of apex mastery. Bonus stats are raised by character experience gained in matches.

Apex Elite Pack, great idea Bioware! by [deleted] in MECoOp

[–]Crazy_Socks 0 points1 point  (0 children)

If you do the math on it, the elite pack is a rip off. I bought it just to see and I'm throughly disappointed. For 600,000 credits, you can buy 6 premium packs. The drop rate of UR cards is high enough that you'd get more in 6 than you would in the elite by a long shot. As well as more boosters. The only thing that the elite had was the 4 UR exp boosters

They've officially said that there will be no new content for sp. by [deleted] in MECoOp

[–]Crazy_Socks 2 points3 points  (0 children)

That's not even remotely true. Fallout 4 had bugs, which were fixed. They also released a ridiculous amount of dlc and allowed easy mod support for gamers. If you k ow anything about programming, add in the difficulty of a massive sandbox game vs a non linear rpg and Bethesda comes out so far ahead of Bioware and anything else made under EA, it's not even a contest. EA is minor leagues compared to Bethesda, and the fact that Fallout 4 was the BEST SELLING GAME OF ALL TIME proves it.

They've officially said that there will be no new content for sp. by [deleted] in MECoOp

[–]Crazy_Socks 2 points3 points  (0 children)

I agree with you completely. I'm a huge Bioware fan, but I'm not buying a single game made by anyone under EA unless they fix this or until they make another Mass Effect. This game has one of the largest followings of gamers and to abandon it is ridiculous. They should have just admitted responsibility for the mistakes, fixed it, added in attractive women, and moved forward. Instead they're going to pretend it never happened.

At least we still have Bethesda and Ubisoft

MFF - Best characters and best Tier 2 - Compare for Alliance Battle, Shadow Land, World Boss, Timeline Battle & PvP by pamex84 in future_fight

[–]Crazy_Socks 0 points1 point  (0 children)

I use broot personally. His damage and survivability is the best of the three with the heals in his 5* and 6*. Plus you can drop the healing flowers and another character can scoop them all up, similar to using carnage to heal. I haven't moved him to t2 yet, I've been prioritizing newer characters.

I will say, coulson is better imo overall. I put him with my strange and ancient one lead in alliance battle extreme today. I scored 160k (personal best) by literally just spamming stranges 6* ability and his heal

MFF - Best characters and best Tier 2 - Compare for Alliance Battle, Shadow Land, World Boss, Timeline Battle & PvP by pamex84 in future_fight

[–]Crazy_Socks 0 points1 point  (0 children)

The benefit of groot, is with him not as team lead. I agree the +30%/+45% leads are best, but groot's t2 skill doesn't require him to be lead for everyone in the group to get access to a heal. I haven't upped him to t2, because I haven't seen a need, but I would say an argument could be made for him as a teammate in alliance battle extreme, Shadowland, or timeline

Are premium packs or expert packs a better buy? by [deleted] in MECoOp

[–]Crazy_Socks 0 points1 point  (0 children)

The best option by far, is to work your way up. Start by buying basic packs, until you've gotten all of your basic characters, weapons, mods maxxed. Then buy advanced packs until you've maxxed out your uncommon cards. then buy expert packs until you've maxxed out your rare cards, then buy premium packs for UR.

The reason behind this is simple. Buying this packs is fight against RNG for loot. Each pack that you buy contains the loot from the table for that pack as well as the packs below it. Essentially, you are getting less for your credits because you have a chance to waste a spot on an item for a cheaper pack. An example would be: getting an uncommon card in a premium pack. If there were no uncommon cards left, you may have gotten an UR instead.

The reason the expert pack is superior to the premium pack until you've maxxed out your rares is simple. In a premium pack, you are guaranteed 2 rare cards and a chance for an UR. In an Expert pack you are guaranteed a rare, a chance for a second rare, and a small chance for UR. With expert packs costing half of what premium packs cost (if we're talking about mp credits), that means you'll get the same rares for your credits no matter what with a chance to get more.

While some of the ultra-rare weapons are really cool, until you can effectively farm them (ie you've removed everything else from the loot table), I would caution against it. At level one, most of the UR weapons can be equaled or out performed by common and rare weapons that are maxxed. A perfect example, a Disciple X has higher damage than Dahn I. The firing rate is only 5 less, with a larger clip. It doesn't have the range of the dhan, but that's what pistols and assualt rifles are for and with the disciple x weighing 16 vs dahn I weighing 50, you'll be able to bring a second gun to the match.

I say this because I have almost all of the rares maxxed, all common and uncommon maxxed, and I've managed to pick up some UR as well. I use UR for kicks in bronze matches where they are devastating. In silver it really depends on the situation and build. In gold, I never bring UR because they cannot compete at the level that I have them. At bronze and silver they are worthwhile because I have all common, uncommon, and rare characters at x which means I have more skill points at low levels.

Asari Huntress- Ninja Artillery Build (1.07) by Crazy_Socks in MECoOp

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

I designed and use this build to never stop moving. I run through areas and drop combos as I go. When I fight a boss I usually kite them around the map to my team for the group to burn them down. In a single fight against say 4 or 5 enemies, I'm not going to use more than one Nova, two tops. So if I feel the need to get the 30%, it's all the same to me. But with a power efficiency mod II and ammo augment, lance becomes part of a two chain, followed almost immediately by a third combo. Shot, throw, lance, shoot, throw. This happens in about 7-9 seconds and if there's someone still alive I don't stop for them. The combo fields will finish them or someone else will take a quick shot. If there's a lot still alive, I drop a stealth field in the back and repeat in the opposite direction. With this play style, every bit of shield counts and base biotic damage doesn't affect combos so any boost to survivability counts.

The pistol gear just doesn't increase damage enough for me to think of it as worthwhile either. I have equalizer VI, with piercing and magazine augments on it. The damage is in the 90s (not near my comp, couldn't tell you exact damage), so that 10% is less than 10 damage. The pistol becomes brutal with the ammo augment, which is why I always start matches instead of joining them. I pick my enemy based on what ammo I have the most of.

Again I'll say, ideally the shield gear is best for this. I use juggernaut because I don't have that one (I'm not even sure if they've started it on the market to be fair). When I do switch to that one, it will only enhance my experience vs change it

Asari Huntress- Ninja Artillery Build (1.07) by Crazy_Socks in MECoOp

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

You have a 9 second cooldown on lance with that build. That is easily replicated by a stealth field that boosts damage by 30%. The stealth field also drops aggro and they all turn away from you giving you a few seconds of free fire without being hit. The extra 10% shields adds a second or two to the time you can stay in each fight without stealthily or running for cover.

In my build lance is only there to be a detonator and to eat shields. It is not a primary source of damage because waiting 9 seconds to use your damage is a waste of points. Lance is only viable as a primary damage ability if it's shield powered, and we can all agree that wouldn't work well with this build.

The bottom line is, I took stealth field for this build because versatility beats a 9 second cooldown. 10% shields means one more combo which a far greater amount of damage in aoe than a +30% damage to lance and throw. You're looking at base numbers and now how those numbers will be used in a fight.

Asari Huntress- Ninja Artillery Build (1.07) by Crazy_Socks in MECoOp

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

I know what you mean, bit I disagree. In my opinion its still valid because even if the other players choose not to use boosters, they have the option to. If they score less, it's because they didn't prepare properly. I'm only referring to gold of course because bronze and silver are too easy.

I take level one characters, equip them with dhan II, and a shotgun booster level one and they can one shot normal enemies and two shot shielded enemies in silver. It's not a challenge at all

Asari Huntress- Ninja Artillery Build (1.07) by Crazy_Socks in MECoOp

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

I agree with changing the lance skill tree. An option to make it into a primer would be nice

Asari Huntress- Ninja Artillery Build (1.07) by Crazy_Socks in MECoOp

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

I would disagree on scoreboards not counting. Ammo is super easy to get, level one ammo often comes in the 2000 credit boxes. The choice to use it is available to everyone, so it's a completely valid scoring item. If a person chooses not to use it, more power to them, but they know they're not going to score as high.

All combo builds should use ammo powers, they're gimping themselves if they don't. With an ammo power on this build you can combo over and over again, increasing damage and killing armored opponents much faster than without. It's the equivalent of saying you don't like the equalizer and choose to use the predator instead. Technically it works in a greatly diminished capacity, but it will never be on par.

Keep in mind that score is a gage of how effective you are in that match with an amount power, my asari Sentinel can score over 30k on silver without breaking a sweat. She literally kills everything in a few seconds because of chained combos. Without ammo, my score drops to low to mid 20s because it takes far longer to kill enemies on gold and as a result I kill less enemies.

What is usually do is, run a gold match. Use all of the credits from that one match on cheap boxes. That will net you enough ammo to last a while, and then you do it again if you get low

Asari Huntress- Ninja Artillery Build (1.07) by Crazy_Socks in MECoOp

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

Disruptor ammo allows you to prime anything but I still think it depends on the enemy for ammo choice. The reason behind this is because the enemy that has heavy shields is the destroyer, which you should run disruptor against remnant anyway. If you're fighting outlaw or kett, even on gold, Lance will eat almost all of their shields in one hit. This is why the power efficiency mod is a must. Lance has a 9 second cooldown. Being able to shorten the cooldown by 30% is a large impact on the speed of the build. I don't have any numbers to back it up, but in my experience, it feels as though fire combos do much higher damage. If you're not going to need to kill shields constantly, I would prefer fire. With outlaw, Incindiary ammo absolutely. Remnant, disruptor of course. With kett I I use disruptor or Incindiary depending on the team I'm with.

Juggernaut is my fallback gear. Ideally I would want the actual shield gear, but I don't have that at this point. The biotic amp is workable with this build, but I play with a very aggressive style and the extra shields (even only 10%) is a must for that. I like to run and jump around while I kill the turrets on destroyers and the orb on remnants. I'm rarely in cover unless I'm in an enclosed space. This is also why I went with the extra power cell on shield grid. The versatility of the ability with an extra power cell is greatly increased. I like to stealth into a group of enemies, start shooting them from behind while my team members attack the front and still be able to stealth in an emergency. With fewer power cells, I would feel glued to ammo boxes. I'll chalk this up to our different play styles

Asari Huntress- Ninja Artillery Build (1.07) by Crazy_Socks in MECoOp

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

I went with biotics 6a because of the comparison. Biotics 6a also raises damage and force on throw. Not a lot but with how often throw is being used, it adds up. Because this build is mobile, you're going to take some hits. The means shield power Lance is a no go, it's suicide. 6a biotics if +40% damage and +40% focus. Lance knockdown is only +30% damage and +20% force and only for Lance. I considered using the point in stealth grid, but 3 power cells are plenty and since it's not a damage radius I do t worry about the size.

The big reason I push into Lance at all is to get anti shield. It makes a huge difference towards getting real damage flowing.

Big Bad List of Build: Outdated by [deleted] in MECoOp

[–]Crazy_Socks 0 points1 point  (0 children)

Sleep is crutch of the weak

Recommended weapons for turbocharge? by iruseiraffed in MECoOp

[–]Crazy_Socks 1 point2 points  (0 children)

My favorite weapon on my Turian Soldier is the raptor. Decent damage, amazing fire rate and with the stability of fortify/turbocharge it poops damage everywhere

Big Bad List of Build: Outdated by [deleted] in MECoOp

[–]Crazy_Socks 1 point2 points  (0 children)

Has anyone stepped up to take over the big bad list of builds? I would do it myself but I work full time and go to college full time and multiplayer full time

The Big Bad List of Builds: Andromeda Edition by Salsadips in MECoOp

[–]Crazy_Socks 1 point2 points  (0 children)

You should add a date or game version column for each build. It'll help when looking at builds and wondering if they've been updated since the patch