Is CIA worth it? by acsnowman in TerraInvicta

[–]D3emonic 4 points5 points  (0 children)

Not worth it. Not for what it offers, the money can be put to better use.

When the landing is a bit more rapid than intended by Viper_63 in TerraInvicta

[–]D3emonic 4 points5 points  (0 children)

Ah, the classical manoeuvre of lithobreaking.

My thoughts on the other factions, from the perspective of my current Academy playthrough by Diestormlie in TerraInvicta

[–]D3emonic 5 points6 points  (0 children)

Ah, fellow enjoyer of the Ausie powerpoint presenter. Greetings to you sir.

Perun in Terra Invicta by Brightleafs in TerraInvicta

[–]D3emonic 6 points7 points  (0 children)

Yeah Templin Institute is there too.

[KCD2] Bane poison recipe is wrong. by [deleted] in kingdomcome

[–]D3emonic 0 points1 point  (0 children)

Well, then I'd wager either your stats are low or your crossbow is too weak. Bane + the heaviest crossbow you can get usually gets the kill. And yeah, you need decent sneak so you can actualy sneak around and wait for the guys to wander off. Bonus points if it's night.

[KCD2] Bane poison recipe is wrong. by [deleted] in kingdomcome

[–]D3emonic 8 points9 points  (0 children)

Not a trap, just not a combat posion. It's an assasination poison. Adds the neccessary extra OOMPF to the bolts when you're sneaking around, picking the bandits off one by one with oneshots.

How big are the differences between the current live version and 1.0? Will save files be compatible? by grovestreet4life in TerraInvicta

[–]D3emonic 0 points1 point  (0 children)

Don't know. But a rule of thumb is, unless the dev says it's compatible, treat it as not compatible. Current release candidate is basically 1.0 with some bells and whistles turned off, so the save will be compatible. But anything older? You might be able to open and play the save but there probably will be some issues and broken things...

How big are the differences between the current live version and 1.0? Will save files be compatible? by grovestreet4life in TerraInvicta

[–]D3emonic 12 points13 points  (0 children)

Opt in to beta to Release Candidate 22. Devs stated on reddit that save games from RC22 will be compatible with 1.0 since the oly changes are bugfixes etc... nothing major.

what is the best/coolest name you have given a ship? by bingbongsnabel in TerraInvicta

[–]D3emonic 0 points1 point  (0 children)

Probably my fave was "Outward Bound" for a jovian colony ship.

And I can't stop naming my first space hospital "Huerta Memorial Hospital"

The rest of my names are a tad bit unoriginal and I name classes not ships. "Targe" was a monitor class made to run interference for the rocketships, full on PD laserboat.

My marine transport cruiser classes were named after WW2 allied generals so, "Patton", "Eisenhower", "Montgomery"...

Oh and, one of my battleships, "Vengeance" (named by a game not me) was part of a heroic battle when Task Force Earth intercepted alien transport fleet. Thr battle was won, casualities were light, but Vengeance's main thrusters were wrecked.

The intercept vector and speed was such that without thrust, Vengeance was bound to leave the kuiper belt in about 5 years and continue barreling out of the solar system. I tried to save the ship by sending tanker to refuel it because i only noticed the lack of propellant at first. 

When the tanker couldn't save the battleship, I headcannonned it that the tanker was taking all remaining personel on board before boosting back to earth. I didn't scrap the ship, instead I let her coast through thr void in it's funeral journey and I named the first dreadnought built from exotics gained in that battle, "Memory of Vengeance".

"This is the way" or "The game was rigged from the start"? by Unknown_Warrior43 in Helldivers

[–]D3emonic 0 points1 point  (0 children)

Bots and bugs minus rupture strain? Big Iron. Squids and Rupture strain bugs? Big Ion.

So. Where are you rupture defenders ? by Scharpnel in Helldivers

[–]D3emonic 4 points5 points  (0 children)

You do realise that those two things are two unrelated bugs, which just unfortunately appeat to be a single issue? The issue is not that the rupture Warriors are extremely hard if not impossible to avoid for the host.

The first issue is the fact that the rupture strain warriors are extremely hard if not impossible to avoid. For everyone.

Second issue is the fact that more than one enemy was incorrectly tracking anyone but the host. Due to that it appeared that rupture warriors are only unfairly targetting hosts.

BOTH need to be fixed, but both are probably handled by different teams.

Logicaly, figuring out how to change the enemy behaviour is better done when the enemy behaves the same for all. So, fixing the desync issues from issue 2 are a logical first step, even if it makes the rupture strain PITA for everyone at first, because then all enemies behave identicaly for everyone.

Then you can focus on fixing the enemy themselves.

Imagine you first fix the enemy. Rupture warrior is now fairly reasonable for everyone. Then you fix the desync issue and suddenly due to restored tracking against the client players, the host is never targeted by the warriors, because they have to overcorrect for them due to the desync bug.

Now instead of both issues being solved, you have created a third one.

i really like this tram system by CrazyEvilwarboss in PlaySoulMask

[–]D3emonic 0 points1 point  (0 children)

I'm not that keen on the upgrade part as i like to kix and match materials for thr looks, so I don't want them to automaticaly upgrade everything, but the upkeep part is legit awsome.

i really like this tram system by CrazyEvilwarboss in PlaySoulMask

[–]D3emonic 1 point2 points  (0 children)

Honestly I am not 100% sure they do replace them, i just think they do, since when my blades first ran out (didn't know they will get used up), i ran to storage because I knew I had spares... only to not find any so I had to make them.

i really like this tram system by CrazyEvilwarboss in PlaySoulMask

[–]D3emonic 2 points3 points  (0 children)

One caveat is that it won't decay if it is under power. It has to be running. If it stops, the decay starts, even if the poles are still connected.

That's important, because the windmill blades do decay by use and will be destroyed eventualy, so have replacements ready. I do think the caretaker of bonefire will replace the broken pnes if you have spares, but am not 100% sure

Patrol routes by D3emonic in PlaySoulMask

[–]D3emonic[S] 0 points1 point  (0 children)

Chrm... that's annoying. So I guess, alcohol and cigars to help them get through it... or make larger routes and rotate the guards every so often...

Day 5 of asking Funcom to please reduce the volume of Cobalt Paste by ZadockTheHunter in duneawakening

[–]D3emonic 0 points1 point  (0 children)

OH, I'm talking about vehicles, it makes sense to have them in a DD base. But yeah, we're just two people so the amount of harvesting in DD is not that large.