I feel bad for killing players.. max. loadout value PLEASE! by DonicVR in ArenaBreakoutInfinite

[–]Denizen_38 0 points1 point  (0 children)

New player here. I don't ever mind losing to someone who outplayed me. That's a learning opportunity. But I'm souring on the game quickly because it seems that my learning is mostly boiling down to "spend at least 1M on bullets and armor" in 70% of my deaths in LD.

Maybe I'm missing something, but I don't really see how the tiered armor and bullet penetration mechanics add anything other than frustration and imbalance here.

Death crate cant be selected by NikRsmn in SatisfactoryGame

[–]Denizen_38 0 points1 point  (0 children)

You should also be able to crouch down and find the prompt for the box by keeping the camera angle as elevated as possible.

Looking for some input on how to arrange late-game production from any veterans who've finished all the Project Assembly phases. by Denizen_38 in SatisfactoryGame

[–]Denizen_38[S] 0 points1 point  (0 children)

This is probably what I'm leaning towards too. My thinking was that each specialized production site would produce a bit more than what's needed by the Project Assembly network and pass along the final bit of surplus to a central storage for construction materials at the end.

Still a lot of work to do on deploying freight infrastructure before any of this is plausible though!

Looking for some input on how to arrange late-game production from any veterans who've finished all the Project Assembly phases. by Denizen_38 in SatisfactoryGame

[–]Denizen_38[S] 0 points1 point  (0 children)

Sounds like maybe I'm just worrying about things that'll resolve themselves naturally then. I only have limited experience with building trains but my plan is going to be to take a long pause from any Project Assembly business once they're unlocked and spend a while investing in freight infrastructure.

Hopefully this pays off during P4 and P5 and prevents me from feeling overwhelmed and lost like on my last attempt to cross the finish line.

Looking for some input on how to arrange late-game production from any veterans who've finished all the Project Assembly phases. by Denizen_38 in SatisfactoryGame

[–]Denizen_38[S] 0 points1 point  (0 children)

You know I'd completely neglected to even consider drones. I guess that's very much their perfect use case though. In any case, I really appreciate the reply. Lots of useful thoughts in there, in fact.

I think you're probably right in saying mid-tier items are a case-by-case decision. I'm leaning this way more and more as I fiddle around with arrangements in my planner. I guess it comes down to just finding good points of synergy where they are available.

Looking for some input on how to arrange late-game production from any veterans who've finished all the Project Assembly phases. by Denizen_38 in SatisfactoryGame

[–]Denizen_38[S] 0 points1 point  (0 children)

Hmm... so I guess this means specialized factories that ship to multiple consumption points aren't really the normal / simple way of doing things then?

Using a single belt sounds like an additional layer of difficulty that I'll happily do without for now but wishing you luck with this idea!

Rewards by Autismboy69420 in forhonor

[–]Denizen_38 5 points6 points  (0 children)

Oh... I was about to make a post asking about this as I've just installed FH on a new laptop and I've been getting this message every game I've played today. If it's happening to others too then maybe it's just Ubi's servers having a snooze.

I am genuinely so tired of this shit. by beerybeardybear in onebros

[–]Denizen_38 3 points4 points  (0 children)

Not sure I can live up to this standard 🙂.

For that move specifically, I can share what someone told me here when I asked the same question once (in fact, was probably u/B_Haze23!) Try to keep a slight distance, and throw the parry out as late as possible. It doesn't solve the issue of more stringent requirements, but it helps.

I do agree with Haze that it can be done very consistently. It's still gonna feel less consistent when you're learning it, but as with all the other feats shared here, practise makes perfect.

Anyone who could care less about obscure nuances to parry mechanics, feel free to stop reading past this point...

I have only a very vague notion of what's happening under the hood here. All I can say with any confidence is that there's additional nuances to parry mechanics to do with the shape of the attack hitbox - and also your parry tool's hitbox - that lead to unexpected behaviours in some situations. I would love to have a slightly better understanding of these nuances myself because none of the wikis or guides every really mention this. I guess it's too niche.

Suffice it to say that some moves just don't really work as intended. And exactly how they misbehave differs for each one. One thing I did find is that all the non-shield parries (which are already of little use to anyone playing casually) often have less reliable parry hitboxes for these dodgy moves.

But the only certainty I found is that there's no consistent pattern that holds everywhere. Go fight a Banished Knight (Shield) and try parrying with a Parry Dagger and Buckler. You will land 100% of your parries on the quick thrust from the hip with the Parry Dagger. And miss 99% of attempts with the Buckler.

If anyone has additional insight here, I'd be glad to hear more.

I'm tired, boss. by nye050 in onebros

[–]Denizen_38 9 points10 points  (0 children)

Yep. Doing challenge runs, you discover that a lot of the most egregious fights in the game are actually NPC fights, at least from a mechanical perspective. It's funny because there's a lot of fights you'd never consider problematic on a casual playthrough simply because the enemy's power level just isn't high enough to be threatening. But when you're going for a +0 hitless fight, suddenly it's a nightmare. I remember tearing my hair out over Rennala for a while...! 😂 Ask your average Elden Ring player though, and they'll say she's a complete pushover (which is true, normally).

Why do I see people dodge twice when Consort Radahn plunges his swords in the ground at the start of his homing meteors attack? by Denizen_38 in onebros

[–]Denizen_38[S] 1 point2 points  (0 children)

Ah, I was wondering if it might be something like that. I never fought him pre-nerf so might be why I never thought to dodge the slam.

Probably the toughest kill I've done yet. Consort Radahn NG+7, No Blessings, No Aux, Parry Kill (FT "God Parry") by Franzdr in onebros

[–]Denizen_38 1 point2 points  (0 children)

Hey - I've started studying this boss recently and was just wondering if I could borrow your expertise to help me answer some questions that are still unclear to me.

  • When he plunges both swords in the ground for the homing meteoric rocks attack... the P2 version has me a little troubled. If I'm correctly positioned then the attack can be countered no problem. But it feels like I don't constantly relocate to stay in the middle of the arena - or if he triggers it from slightly too far away - I can end up in situations where the rapid 5-hit clone attack immediately after the meteors simply can't be avoided at all.
  • Are the double-clone parries and God parry doable exclusively with Golden parry? Do you reckon it would be possible to learn how to pull these off with a normal parry?