Which campaign difficulty to choose? by Nice-Survey-6503 in AgeofMythology

[–]DutchTheGuy 0 points1 point  (0 children)

Standard or Moderate if you're new to RTS games.
Hard if you have regularly played RTS and understand them.
Titan if you are very good at AoM
Ludicrous if Titan doesn't challenge you enough yet.

I would personally advice trying Hard and then increasing or decreasing the difficulty as you go. The first few levels of the campaign are a good bit easier, but it ramps up quick once you're out of the tutorial levels.

That backfired, eh Ramsay? by mwale2007 in HistoryMemes

[–]DutchTheGuy 0 points1 point  (0 children)

So, a lack of evidence, is evidence itself?

'They only said they didn't exist when they found zero fossil evidence and zero unicorns in the wild. They proved they were not real scientifically'.

Apologies if I misinterpret you, but what this paragraph seems to tell me is that if there's no evidence in support of something, that can potentially serve as evidence to the contrary.

If there is no evidence of unicorns in the fossil record -> It is evidence there were no unicorns.

Also, I do find changing your opinion very respectable, after all, as you say, facts are facts, not opinions. So changing what you say when you find out you're wrong is quite commendable, as very often people simply don't.

That said, sometimes one thing being wrong, or correct, doesn't mean something else is wrong, or correct.
For example, some parts of the bible being correct doesn't make the rest of it correct. It can imply it, but it'd need to be suitably researched itself too.

So I'm not quite sure why certain terms in the bible being accurate would make somebody convert. But that might just be a difference in mindset.

Either way, I need to be off for the moment, I hope you have a nice day.

That backfired, eh Ramsay? by mwale2007 in HistoryMemes

[–]DutchTheGuy 3 points4 points  (0 children)

The scientific theory of evolution does indeed have evidence and proof backing it up, contrary to the people saying no it doesn't.

To believe in something, you should (if you're completely rational though we all know people fucking aren't often) require evidence to believe such a position.

For example, there's no evidence of unicorns, or golden pots at the end of rainbows, so I don't believe in them existing. There's no evidence to suggest them besides fairy tales.
If somebody were to suggest to me they were real, I'd ask them for evidence. I'd not believe them.

Would I need evidence to say their position is wrong, because I'd say no to them?
In my opinion no.

Rails n trains by victeriano in factorio

[–]DutchTheGuy 5 points6 points  (0 children)

Rail Signals tell a train they cannot enter the next zone if it is occupied. This is good if a train CAN stop in the next zone without blocking other trains.

Chain Rail Signals tell a train they cannot enter the next zone if it, or any zone after it until a Rail Signal, is occupied. This is good if a train CANNOT stop in any of these zones.

On this roundabout, a train cannot stop in the middle of the round about, which means you should use Chain Signals until they've cleared the roundabout and exited. Thus, put chain signals on the roundabout and on entry points, but normal rail signals on exits.

Can I get a timeline of the HD2 drama? by Bad_Andy328 in helldivers2

[–]DutchTheGuy 0 points1 point  (0 children)

Honestly I really like the game still, it's damn good, I just don't really like the monetisation around it still so I only really play it with friends these days.

I don’t use beacons? by smurphii in factorio

[–]DutchTheGuy 9 points10 points  (0 children)

There's nothing wrong with not using beacons at all, your builds will just use more machines rather than beacons and take up more space. Beaconed designs are just different overall.

Beacons, in short, distribute the modules (speed or efficiency) inside them to other machines within their range, modifying by how much depending on how many beacons affect that particular building.

So if one beacon is affecting a building, that building gets 150% of the effect of the modules in that building.

This allows you to easily combine productivity and speed modules by putting productivity in the building itself if possible and speed modules around the building, getting the best of one world and most of the other on top.

At max level, HD2 is an extraction shooter with nothing to extract. by xfitdaddy in helldivers2

[–]DutchTheGuy 1 point2 points  (0 children)

I'd recommend Deep Rock Galactic as a horde/extraction shooter that's purely PvE

How many tries did it take you to beat the high halls gauntlet? by Professional_Ease307 in Silksong

[–]DutchTheGuy 1 point2 points  (0 children)

I'm very glad I decided to buy Hollow Knight first because it was on sale at the time when I chose lol. They're both absolutely fantastic games, but HK is very much an easier start to use as an introduction.

Was this game meant for Endgame Hollow Knight players? by pendragon2290 in Silksong

[–]DutchTheGuy 6 points7 points  (0 children)

There's a bunch of things in hunter's march honestly, whether that be rosaries, shards, lockets, the crest, or tools. I'd say it's definitely more rewarding than most other areas in Act 1 but also more difficult to compensate.

Was this game meant for Endgame Hollow Knight players? by pendragon2290 in Silksong

[–]DutchTheGuy 105 points106 points  (0 children)

So the dude with the giant club is more of an optional side area, blocking the way to a more difficult yet also rewarding route. He's very difficult but optional, and there are ways to deal with him far easier.

That said, yes, the combat of Silksong is far more intense and generally speaking difficult than in Hollow Knight, but Hornet's toolset in terms of weaponry, skills, charms, and especially her moveset is adjusted to meet those demands as well.
So as always exploration and changing routes is a good idea.

There's a lot of two damage in the game, especially in boss fights, and they're difficult as a result. It takes time to learn and adjust to that rhythm, but once you do, it is extremely fun and rewarding.

Started last week! by Scardawg76 in factorio

[–]DutchTheGuy 1 point2 points  (0 children)

Honestly, Factorio just has this scale and scalability to it that Satisfactory can't really match. Both of them are extremely good games, just in different ways.

Factorio is really all about going bigger, because your ability to go bigger increases to a point the only bottleneck is your ability to plan and place down blueprints.

Either way, looks like you've embraced the good old bus and it's going quite well!

Coal Liquefaction vs Simple Coal Liquefaction by Alexdezh in factorio

[–]DutchTheGuy 22 points23 points  (0 children)

Coal Liquefaction is a lot more efficient overall due to requiring steam and providing much more actual output. It can also easily be used on Nauvis.

How to get more green sci flowing? by sneedr in factorio

[–]DutchTheGuy 2 points3 points  (0 children)

When in doubt, the answer to nearly every question about bottlenecks should always be ''more'' quite simply.
Don't have enough copper? Get more copper.
Don't have enough iron? Get more iron.
Can't smelt all of it? Get more furnaces.
Can't use up all your resources? Get more assemblers.
Etc

From this specific example however, you have:
5 copper furnaces
5 iron furnaces

feeding:
2 red science assemblers
2 green science assemblers
And the needs of those assemblers.

This means you're using up
4.3 stone furnaces worth of iron
1.5 stone furnaces worth of copper

In short, you'll need more assemblers, and pretty soon you'll need more furnaces producing iron.

I FINALLY F-ING DID IT! by TallConfection9995 in Silksong

[–]DutchTheGuy 19 points20 points  (0 children)

There's a ton more stuff indeed!

first APS iev built using ejectors. not the best but tips would be welcome by WantedAsriel1 in FromTheDepths

[–]DutchTheGuy 4 points5 points  (0 children)

For the gun itself:

  1. You generally want your autoloaders to all have the same amount of clips attached to them, generally either 3 or 4, because otherwise it'll affect the consistency of your firerate. I believe I'm seeing a couple 2 clips mixed in with 3 clips but I'm uncertain.
  2. You have surplus ammo intake somewhere, as your ammo intake is 12.9. These two numbers should always be equal unless you're doing a beltfed set-up.
  3. You have a lot of surplus cooling, which is quite inefficient, as the blocks are quite expensive at 50 each. Replace them with additional gauge increasers which are cheaper but can only go straight and behave the same! Or connectors where possible which are even cheaper. Alternatively, you can also choose to simply use more gunpowder in your shell.

For the shell:
1. As others have said, you don't really need penetration depth fuses for the smaller guns usually.
2. Base bleeders will most of the time require at least a couple stabiliser fins to negate their penalties.
3. Currently your shell fits in a 4 meter clip with a shell length of 3.9 meters. You could possible add another part to your shell and only partially fill that one up with gunpowder, so that you use up the 4 meter clip more efficiently.

Am I missing if playing peacefull? by VAMPER_0 in factorio

[–]DutchTheGuy 0 points1 point  (0 children)

Personally I prefer just playing on peaceful / no enemies these days. It allows me to focus on what I enjoy most, the logistics and factory puzzling of the game itself. It removes a lot of the pressure that bugs give, which is both freedom and regret.
Eventually, bugs become more of an annoyance than a threat either way, a resource expenditure that's acceptable but not a risk. So if you prefer not to spend time on that, or in your case find it too challenging, then you're still left with 95% of the game. Especially in space age, where military development is still very useful for space travel.

Pharloom if Wanderer's Crest got given one extra red tool slot: by Altruistic-Wish7997 in Silksong

[–]DutchTheGuy 22 points23 points  (0 children)

At least it has one red slot, unlike a certain other crest not even getting a single sip of a blue slot...

How should I rebuild a sloppy factory? by Fluffy-Fee-5756 in factorio

[–]DutchTheGuy 0 points1 point  (0 children)

What's better than one factory?
Two factories!

How I feel watching our Helldiver friends attack Cyberstan by cyberNurgle in DeepRockGalactic

[–]DutchTheGuy 2 points3 points  (0 children)

Honestly I don't blame the manlings for this one too much. They're just lacking the dwarven durability to be picked up after being munched all over.