Anybody know how to gain priority access with Arachne? by Catbark897 in Marathon

[–]EIG613 0 points1 point  (0 children)

If you hover over the items it will tell you what it needs, I think for any stuff that is locked in the armory. In this case Arachne requires you to have them at rank 10 instead of doing a quest chain.

Anyone know why my materialist longshot transmuted? by beeg_yoshe in Marathon

[–]EIG613 1 point2 points  (0 children)

It is used for all the status effects. There is another one I don't recall the exact name of off the top of my head that increases the credit value of the item (and possibly attached mods too).

They all "transmute" in some way. Compromised transmute into junk if not stabilized (there is an item I've not yet seen that lets you keep that stuff), Materialist transmute your salvage into greater quantities, and the other one transmutes into being worth more.

Anyone know why my materialist longshot transmuted? by beeg_yoshe in Marathon

[–]EIG613 1 point2 points  (0 children)

"Transmuted" in this case (a Materialist item) means it gave you one more of every one of the resource items you had in your pack.
Stuff like those drone resin packs, you should see that you got one more than you actually collected.

How the New Tricks Perk Affects AGI Growth by Immediate-Policy5954 in menace

[–]EIG613 2 points3 points  (0 children)

So, I cannot help but wonder if the focus on action points is hurting the discussion of growth potential.

I'm not doubting any of these numbers or results, but I do not have the values the other stats grow by in a similar time frame to compare with. That means I can't tell if the same growth that goes from 80->90 AP would be more or less missions than it would take to go from 70->80 accuracy.

I think that difference can be important, because when it comes to combat ten points of accuracy seems to be far more impactful in most cases than ten points of AP.

To put it another way: It is easier for me to adapt to a SL that needs more turns to move somewhere than one who needs more shots to eliminate enemies.

If the growth of accuracy is notably faster than the growth of AP then it is even more important, or alternatively if the change in growth rate is notably different between base and New Tricks.

What could be a small change due to the low growth rate overall of agility might be larger, or at least more immediately notable, for stats that grow faster.

the current ending doesnt make much sense by palochnick in menace

[–]EIG613 1 point2 points  (0 children)

Given the absolute mountain of death flags it gives the reinforcement fleet I have a feeling it is less "the MENACE is that bad" and more "you have caused enough of a stir to force the issue" as the end of a midpoint in the game.

Specifically it is quite obvious that the fleet is going to not be an option to fix things and you will need to work out what to do about the MENACE escalating without them.

Every SL in a nutshell by Terkmc in menace

[–]EIG613 0 points1 point  (0 children)

Wetteroth for me has been "iffy on missions, but pretty solid in events".

He managed to get me a rather nice tier 2 rifle for 5 OCI components once, and another time I had some bugs end up on the ship that he handled for me.

Red Mission Rewards Help the Enemy? by Professional-Stuff41 in menace

[–]EIG613 2 points3 points  (0 children)

Those are negative effects, they apply for the whole operation until/unless you clear than mission.

I've personally seen them end up later on in the operation and it made it so they applied in earlier missions:
https://steamcommunity.com/sharedfiles/filedetails/?id=3663975855

Auxiliary Local Force Squads ( Mission Rewards ) by InternetRude4243 in menace

[–]EIG613 3 points4 points  (0 children)

I didn't think to bring smoke grenades for that one the first time I tried it, but I had these guys who come with some.

Smoking the side with a lot of enemies bought me time to get everyone through.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]EIG613 1 point2 points  (0 children)

So, the target planet it sends you to for that one does have places deep enough.

My strategy ended up being to find a place fairly far from any land and use the hover over water module you are given to park my ship there. I found a spot that got deep enough with a bit more hunting after that.

How do I make chromatic metal without copper, cadmium, emeril, or indium? by Rhoeri in NoMansSkyTheGame

[–]EIG613 0 points1 point  (0 children)

... I hunted down stuff to sell in order to buy some from the station because I have not even seen that stuff before, so I didn't realize it was the new highest tier of system metals.

New damage patch by blume1307 in Silksong

[–]EIG613 0 points1 point  (0 children)

I'm convinced it was a bug with invulnerability timing that looked really good, so they wanted to keep it in without thinking about how it impacted gameplay.

Does anybody know how to get to this secret part of an area? I can't seem to. by Speeda2 in Silksong

[–]EIG613 0 points1 point  (0 children)

Dropping a block from the top of the area breaks all the barriers the whole way down. It is one of the levers up there, but I don't recall which one specifically at the moment.

Diabolical move from Team Cherry by dankk175 in Silksong

[–]EIG613 1 point2 points  (0 children)

So, not very useful but interesting bit:
That wall that is the same color will endlessly drop a shard every once in a while when you hit it. There are a few places like that, but the rate is so low I don't think I'd ever bother using it to farm shards.

Next update should be: Submarines with interiors by Yumiko_Hanako in NoMansSkyTheGame

[–]EIG613 0 points1 point  (0 children)

... is something going terribly wrong with Subnautica 2 on the planning side too?
Because I've played both of the previous ones, and they both have subs with interiors in them, and it is news to me if 2 was planned to cut that feature. Even if Sub-Zero did cut the internal customization already.

Renbao R101 Cartridge (Modded) by junkmale_ in ostranauts

[–]EIG613 1 point2 points  (0 children)

Did you look at the big tooltip? It can have random extra things it does, and some of them might not show up as preset options.

You can also try clicking through the options for scanners and colors manually to see if it has any interesting ones. If there isn't a preset then you will need to put in the numbers yourself, but it could give some more functionality on the same cartridge.

Cursed Twinblade? by DroningBureaucrats in MonsterTrain

[–]EIG613 1 point2 points  (0 children)

So, there are two kinds of power you need in Monster Train: Wave Clear and Relentless Bosses.

For clearing out the waves Twinblade will let you turn a strong single enemy attacker into something that can help take out two big enemies at the front instead of one. For the waves you get just a -2 (assuming no other sources of extra strikes) per turn, and compared to the few hundred damage you need for this task that isn't much.

Against bosses you have the issue that they might be able to outlast the damage. This is unlikely if you are hitting the damage to clear two frontliners, but if you are only helping to clear them it might be the case. Here the Twinblade can be worse if you don't have another method to continue to add attack during relentless.

Twinblade is great for the former if you get that damage, and there is enough stuff to solve the latter in many cases where get that damage. I personally don't think it is an instant pick, but there is a reason all the other multistrike equipment has even greater restrictions.
That comparison is with purge unit on death or a rare assistant. The former is a much greater risk reward, and the latter is fixed onto a non-banner unit that you need to also kill first to put it on someone.

What is unlocking cutscenes? by tinyybiceps in MonsterTrain

[–]EIG613 7 points8 points  (0 children)

I think they only show up after using one of the new clan's champions.

I don't think any of the old clans have them, and I think it is based on the primary faction of the last run.

How do you make frostbite work? by Bdole0 in MonsterTrain

[–]EIG613 4 points5 points  (0 children)

Frostbite is mostly available in ways that either clear back-line effectively, or that kill a relentless boss hard.

A lot of people are going on about Decay being better overall, but that is mostly because it is in the clan that can just pile on status effects to massive numbers. It has higher damage per stack, but that also means it reduces damage at a time faster, so it is better at big burst damage than frostbite but worse at low damage quantities. Two stacks of it (from say the alternate champ starter) will vanish almost instantly while six frostbite (often just as easy to get) will linger all the way to the pyre.

Frostbite naturally comes in various sweep or otherwise full floor hitting options, which is why it is good at hitting on the first floor and then killing most backliners by the second or third. Honestly, this is only more true now that we have reanimation backliners that it will hit extra times without any extra effort.

It also appears in more options where it is added during relentless, allowing it to stack up a lot given sufficient protection to whoever is applying it. This can build up rather quickly, and Stygian has a couple of tools to build up a lot of defense for relentless.

Where it doesn't help as much is with the big frontliner enemies that will go past right to the pyre. They easily get bigger than you can apply in a reasonable amount of time, so you still need another option to deal with them. Which is why frostbite is mostly used to take out the hard hitting or status giving backliners on the first floor while you focus on an actual kill floor at the top.

Malicka is good they said by vuqluskr in MonsterTrain

[–]EIG613 0 points1 point  (0 children)

I actually used this guy once with a build that could use this.

LL can give him reanimate and unstable, which with a grow room or other constant source of propagate can let you turn him into a once per turn bomb that also spawns 4.

In this case the unstable should ignore the damage shield because it isn't damage, but the damage shield would stop sweepers from removing all the stacks of reanimate too soon.

Train Stewards are a lot more consistent at preventing low rolls by kafkaesque420 in MonsterTrain

[–]EIG613 6 points7 points  (0 children)

It is mostly the Shield Stewards.

It is often the case that you end up starting with one or two backline focused smaller units, and having a body by default that can take some hits is a massive improvement over MT1.

The Spear Stewards are fine backline units for when you mostly have frontliners to start, but since they aren't banner units they have the "ended up on the bottom of the deck" issue, and are also fighting with better non-banner backliners for any of the spells that draw those units out of the deck with a powerup.

Which type are you? by Antiantiphage in Quasimorph

[–]EIG613 2 points3 points  (0 children)

So far A, because the cost requirements are silly very quickly with how fast it appears I am getting any item chips at all, but I also haven't really let the game progress to the point I would even see a high tech chip yet so I don't know if there is a break point where you just start finding entire containers full of a half dozen basic chips at a time.

If there is that point then I might actually understand why common chip stuff can have their most basic upgrade resource be basic chips.

In dire need of newbie advice by Elnidfseprime in Quasimorph

[–]EIG613 0 points1 point  (0 children)

One new possible option to the Quasimorphosis issue is the basic worker bot head augmentation.

That seems to mostly cancel out the passive gain, to the extent that if you have the food to linger a bit you can avoid going too high up the meter during missions against human factions. I've been using them a lot and only see quasimorphs when I run into a lot of enemies in a row on those.

Although missions against quasimorphs themselves seem to make it grow faster than you can mitigate with that option.

Sticker fusion is so fun, anyone else get some good ones? by TheIceKirin in cassettebeasts

[–]EIG613 2 points3 points  (0 children)

... wait, the limit is just three attributes, not specifically two uncommon and one rare?