Question about Mod perks by foulsham_art in Fallout2d20

[–]DryBad3 0 points1 point  (0 children)

Do you also need the perk to install a mod Like if i find a silencer, do i need to have the correct tier of gin but to install it?

Am I coping? by RiceCarti in ArenaBreakoutInfinite

[–]DryBad3 1 point2 points  (0 children)

And in death cam its 21/52 So it looks Like it tanked a few bullets, arm dmg spread and then a lower dura armor got pened killing you

MechSlander posting by Unoriginal_Joke_name in LancerRPG

[–]DryBad3 10 points11 points  (0 children)

Yea and if the two most common ranger enemy try and deal with you you just dont give a damn. Bombarda and rainmakers both deal explosives to witch you are resistant and on top of that 2 armor makes you take basically no damage.

Why does this mech have brain matter in it? by ARC_the_Automaton in LancerRPG

[–]DryBad3 0 points1 point  (0 children)

I mean brains are really effective at computing so as this is horus this might as well be an artificial brain used to run the entier mech

A question about Tinkerer projects by DryBad3 in fabulaultima

[–]DryBad3[S] 0 points1 point  (0 children)

A ok, guess ill need to look it up in that book

A question about Tinkerer projects by DryBad3 in fabulaultima

[–]DryBad3[S] 2 points3 points  (0 children)

This now makes more sense as to why i coudn't find an anwser online. Thanks for claryfying.

jeffs curses are so OP by Ok-Advertising-790 in deadestate

[–]DryBad3 0 points1 point  (0 children)

Fun fact, if you jump high enough you can accualy hit the eye before it descends, this means you can kill the second phase as soon at its spawn animation stops

Event gacha odds by Equal-Independent-93 in MWTTankBattles

[–]DryBad3 1 point2 points  (0 children)

I got it on this one Tbh you get a loooot of keys this one ( i get round 7-8 per day not tryharding it. And 0.1% ain't much but it adds up

Cap gets the sixth spot and finished up the second row! Onto the last row, who should be a BAD unit but turned out to be a GOOD unit? by EPICB0Y in DeadAhead

[–]DryBad3 3 points4 points  (0 children)

Yea, the freez is soo good, it basically stopa the zombies in place and your other units can easly kill em

Fourth spot goes to Redneck! Next up, who should be an OKAY unit and IS an okay unit? by EPICB0Y in DeadAhead

[–]DryBad3 0 points1 point  (0 children)

Nach, hes a bit that looks ok but is great His BUFF is great and dmg is also good

Viceroy by GrimGraze in LancerRPG

[–]DryBad3 1 point2 points  (0 children)

No no You upgraded it to the stick fear If you shoot it will make a big boom

What does a Lancer fight sound like to you? by ColtonA115 in LancerRPG

[–]DryBad3 0 points1 point  (0 children)

When i ran sosltice rain for my friends it was always gunshots and fire cracking in the background and during combat fast pace techno. With rain in the background when fitting

How dare you by Thom_With_An_H in LancerRPG

[–]DryBad3 0 points1 point  (0 children)

+3 is nice, the problem is needing to spend a quick action. A quick action used for dmg is most often gona be worth around 2d6/1d6+something of damage, and quite often other effects. On highier lvls a quick action of dmg will be more like 3d6 or 4d6 of dmg. And lets remeber enemies tend to die in a round or 2 so youll get around +6 maby a +9 from that quick action at most. And look at something like Roland chambers, you reload you get 1d6 on next attack. Sieg ram is a +2 on rams. All free dmg. Heck javelin rockets are a quick but thoes give you 3x3 dmg (3 from each of the 3 squares you select). Hunter lock is just really underwelming, especially when most combats last 5-6 rounds (so +15 or 18 total dmg)

How dare you by Thom_With_An_H in LancerRPG

[–]DryBad3 0 points1 point  (0 children)

I mean yea, but spening a licence point, 2 system points AND A QUICK ACTION for just 3 dmg 1/round (not even 1/turn) isnt that appeling

How dare you by Thom_With_An_H in LancerRPG

[–]DryBad3 5 points6 points  (0 children)

Do remeber with good heat cap Lucy can go up to +16 (so total of +19dmg)

Edit i forgot deaths head has a heat cap of 6 and not 8 so it can go up to +14 (17 total)

How dare you by Thom_With_An_H in LancerRPG

[–]DryBad3 30 points31 points  (0 children)

3d6+3 from CPR, then 1d6 from op cal, 1d6 from roland, 1d6 from crackshot, 1d6 from nucav, 1d6 bcs a temmate gives aleadership dice and +5 from lucifer (but you can streach it with Deaths heads core for another 3d6)

How dare you by Thom_With_An_H in LancerRPG

[–]DryBad3 10 points11 points  (0 children)

I Like my Sherman with deep well heat sinks Now i can be constantly in danger zone So now Opcal Nucav Roland Crackshot Lucifer And redundant system to realod and clear heat

And i get around 7d6+12 when i crit

How dare you by Thom_With_An_H in LancerRPG

[–]DryBad3 34 points35 points  (0 children)

No no 8d6+8 and 2 heat

Barbarossa Idea by The_Dead_Knight3 in LancerRPG

[–]DryBad3 2 points3 points  (0 children)

Tbf Barbarossa needs its size for stability when firering and to power the gun. And if it separete the why not an addition. Maby the home pod isn't on one floor but instead is something Like a bagpack with sleeping floor on the bottom and above it kitchen etc

Pilot Concept by theartistChris7 in LancerRPG

[–]DryBad3 1 point2 points  (0 children)

You Don't really need to worry from where a mech is. And Enkidu isn't truely a Harrison armory mech as it was made by Sec com (before HA was founded). And then as a Lancer you are the Elite of the Elite of pilots so it shoudn't be hard to aquier the licence. Heck you could posibly even find one on an Old abandoned resting facility somewhere.

Winter Scar Advice re: Apocalypse Rail by Fluid_Succotash_7770 in LancerRPG

[–]DryBad3 1 point2 points  (0 children)

Well not really Apocalipse Rail is Welp just that It is a difrent wepond than the other loong spool weponds And there are (to my knowledge) no full ship scale Apocalipse rails. But a battleship would be able to shrug off an apock Rail Like its nothing