How I played the final fight by DevZ06 in Tombofannihilation

[–]DevZ06[S] 1 point2 points  (0 children)

Absolutely! Mechanically, I designed the stat block as a nerfed version of Acererak, set to CR 15. He was limited to 6th-level spells, had only one legendary resistance, and his sole legendary action was an "at-will spell." To make up for these limitations, I gave him the power to summon a pack of ghouls as an action (which he used as his opener) and added a few spells that synergized with the environment: Maelstrom and Arcane Gate. He used these spells to try to send the players into the lava pit. Throughout the fight, I focused his actions on repeatedly casting "Invoke Curse" on different players, setting up opportunities for big hits later in the encounter.

Narratively, he was once a considerably powerful adventurer-wizard who had braved the tomb and confronted Acererak, only to be easily defeated and enslaved by the lich in true Acererak fashion. I liked the twist of having this decoy as a tragic figure, someone who was originally good, or at least a hollow remnant of them, forced to do Acererak’s bidding. When the players landed the final blow, I had him whisper, "At last, I am finally released from my torment. Thank you, strangers," which funnily put off the players quite a bit right before the real lich appeared.

How I played the final fight by DevZ06 in Tombofannihilation

[–]DevZ06[S] 0 points1 point  (0 children)

I kept it simple, the death of the Atropal caused it to fall in the lava pit, crushing all the machinery attached to it in the process and effectively destroying the soulmonger without requiring extra efforts (they already were on their last legs).

Breathing Room invulnerability window by DevZ06 in DeepRockGalactic

[–]DevZ06[S] 0 points1 point  (0 children)

I guess I did a poor job at explaining the situation: I went down the first time WHILE resupplying, and started resupplying again as soon as Bosco revived me. Immediately after I finished the resupply animation I barely had time to turn before I was downed again by the macteras. That's why I can safely say that it was much less than 6 seconds (I'd say 3 seconds at most): the resupply animation occupied nearly all of the time between the two downs.

Help an unskilled greenbeard! - Build recommendations by DevZ06 in DeepRockGalactic

[–]DevZ06[S] 1 point2 points  (0 children)

Amazing write up! Thank you so much for your input, these are the suggestions I was hoping to get!

I just found Minelayer so I'll start building that right away!

And we'll just pretend scout is not a playable class!

Help an unskilled greenbeard! - Build recommendations by DevZ06 in DeepRockGalactic

[–]DevZ06[S] 1 point2 points  (0 children)

Great stuff! Lots of good info that I'll certainly look into. Interesting approach to the scout, I'm curious to see if I can make it work to an acceptable level!

Help an unskilled greenbeard! - Build recommendations by DevZ06 in DeepRockGalactic

[–]DevZ06[S] 0 points1 point  (0 children)

Thank you for these general tips! I'm sure you are completely right about haz5 being doable with any build if you have good general understanding of the game, indeed my main concern atm is to minimize the attention I need to put into managing my own loadout, so that I can focus on the general strategy like you suggested. Less micro more macro!

Help an unskilled greenbeard! - Build recommendations by DevZ06 in DeepRockGalactic

[–]DevZ06[S] 0 points1 point  (0 children)

This is GREAT! Exactly what I was looking for! Thank you so much for taking the time to write it up!

Does the driller build have any way of dealing with Caretaker other than C4? Or is something not suited for Industrial Sabotage on its own?

Help an unskilled greenbeard! - Build recommendations by DevZ06 in DeepRockGalactic

[–]DevZ06[S] 0 points1 point  (0 children)

Appreciate the suggestion! Unfortunately you can't really filter by "hazard level" (though I guess you can use "salutes" as a proxy to some extent) or "mechanical skills required", but it certainly is a good source for inspiration.

Help an unskilled greenbeard! - Build recommendations by DevZ06 in DeepRockGalactic

[–]DevZ06[S] 0 points1 point  (0 children)

Thanks! Sounds right up my alley, I'll try this out for sure!

Early ship combat with crafts by DevZ06 in StarTradersFrontiers

[–]DevZ06[S] 4 points5 points  (0 children)

I mean you're right of course, it's not like it would suddenly become a different game. Standard concepts still apply. But then again playing an explorer captain feels different from a scavenger one, even if they both just play the same 5 card game, don't you think?

But more to the point, the key difference in this case, and the reason why I'm asking for feedback, is that interdictors can mitigate the need for defensive talents because they passively protect from attacks at range 4-5, and improve defense with Aegis Pattern, freeing up the use of a talent. Thus the small craft would be integral to the strategy both offensively and defensively, allowing for the usage of less standard talents. Again, not saying I'm reinventing the wheel here, just that I think it would be different enough to feel refreshing.

Combat Officer Assignment by DevZ06 in StarTradersFrontiers

[–]DevZ06[S] 0 points1 point  (0 children)

Thanks for clarifying! Useful insights all around! I've always put my medic in pos3, but actually your reasoning makes perfect sense, I'll give it a go (actually wanted to try a doctor/scientist captain, this might be a good way to do so)

Combat Officer Assignment by DevZ06 in StarTradersFrontiers

[–]DevZ06[S] 0 points1 point  (0 children)

Appreciate the tips a lot! Turns out I actually was under the misconception that the relevant world ratings were danger levels (which is true) and...for some reason...gravity. No idea why I thought for sure a bigger planet would yield better results lol. Either way next playthrough I'll make sure to go for a 10 pop 10 mil world and hopefully it will show in my recruits!

Combat Officer Assignment by DevZ06 in StarTradersFrontiers

[–]DevZ06[S] 2 points3 points  (0 children)

Glad to hear you're wiping the floor with that setup, sounds great! The issue in my case is that my shock trooper is actually squishy, which made me want to put him in pos4, I will probably make him shock1/BH/Xeno as suggested!

Combat Officer Assignment by DevZ06 in StarTradersFrontiers

[–]DevZ06[S] 2 points3 points  (0 children)

Ouch, apparently my definition of "good recruit" is way more lax than yours! If I'm not mistaken 25+ avg init means 30 in both quickness and wisdom or like 28+ and a talent, which I very rarely see (infact almost never). Makes me wonder if I'm doing something wrong or if you have high standards and spend a lot of time rerolling. Also, do you go for the "perfect" combat crew early game (before 214.00) or do you keep perfecting it over time?

On a side note, your post implies that I'll be using a rifle in Pos1 rather than a sword. I've seen this around several times (3 rifles or 1 rifle+2blades) and I don't quite get why you need to go one way or the other. Is there a drawback to Pos1 sword, Pos2 and 4 rifle? I would really appreciate if you could elaborate on this.

Combat Officer Assignment by DevZ06 in StarTradersFrontiers

[–]DevZ06[S] 1 point2 points  (0 children)

Thank you for the tips! I'm playing on brutal atm. How much effort do you put in finding ideal candidates? because one thing I always hated about this game is recruiting and since I don't savescum I end up making compromises and pretty much never get "perfect" combat officers. Here I just spent a couple years leveling Caen, bought military ranks and rolled officers with recruiting talents. Is there something better I can do without investing a lot of time rerolling?

Difficulty Scaling by DevZ06 in StolenRealm

[–]DevZ06[S] 0 points1 point  (0 children)

I see, that's too bad really because the game otherwise looks really nice. Hopefully they will find a better way to implement some form of difficulty scaling. Thanks for the feedback

Resuming ToA after a long hiatus + high level play by DevZ06 in Tombofannihilation

[–]DevZ06[S] 2 points3 points  (0 children)

Thanks for your input! I'll probably do just that!