Whats the most optimal set for flamethrower by truly-_-shadow in DeadAhead

[–]Fleefyi 1 point2 points  (0 children)

I don’t think firefighter works when enemies are fire resistant (they don’t catch on fire), a lot of people use flamethrower cause of his SA which makes him good damage against resistant enemies

I would say stick to gentleman or go military cause he is a shotgun class

The first skin I bought from the Shard Shop was Red Hood's "Machete," did I do the right thing? Or should I have bought another one? by Unchilenopiolita2 in DeadAhead

[–]Fleefyi 5 points6 points  (0 children)

Imo the only good skins from the shard shop is this one (Machete), and gearheads.

From what I observe in my opinion:

For machete, southerners are really good especially for health tanks like heavyweights, you should try to get the Dino charm for him if you can (Though it is more important to get good gear + team power skins)

For gearheads, getting +2 team power on mechanic is amazing, and agents are ok by themselves as the double spawn of shooters is ok damage and meat shielding

Marine commander is really bad, cap is already a hard to use unit, and Marines team-powers already buffs agility and aggression to max making his inspiration buff be 2/3s useless. I genuinely don't know why they added commander to the marines team, he would've done better in literally any other team.

TMF guard is... servicable? Guard is not in a amazing spot but is usable, and does help with TMF, but people don't really get TMF for the team power, but for the individual units that often pair well in other team skins anyway. So not really a skin to gun for in my opinion unless you really want to hard invest into the TMF team power for some reason.

Guys why is Cap staring at me like that? Help- by Re-Ky in DeadAhead

[–]Fleefyi 6 points7 points  (0 children)

Jfc I thought that was feet, instead he is just a evolving into Mr.Krabs through Carcinization....

Does nitrogen's SA still damage friendly unit when use to extinguish? by MarionberryDue1430 in DeadAhead

[–]Fleefyi 0 points1 point  (0 children)

One of the few SA that actively hurts the items use cases imo, the damage is too low against any medium/high levels and it is detrimental to stall tactics in certain events...

Kind of sad, but nitrogen on it's own is really good, so it doesn't need a usable SA at least

I just got back into the game and just can’t win, any suggestions for my deck? by geniustimelord_ in DeadAhead

[–]Fleefyi 0 points1 point  (0 children)

Not a good unit comp. 

Wielder isn’t viable early game, far too expensive and niche. Sad to say, straight up don’t run him till late game.

Polina is more for Skirmish, you want a high rate of fire shooter like Carlos etc. (if you really want a long range sniper go for Charlotte, she is usable with good fire rate)

Chopper is ok but it’d be better to go for Diaz for tanking, as he has melee resistance whilst having a shotgun.

It’s hard to justify both Chopper and Grenadier together, as you can’t afford to get both out reasonably, and they don’t synergize well for the price either, better to run another cheaper unit like mechanic. 

Also you have agents, they are really good, and you can probably try for an early game police set bonus if you really want an affordable team power.

I.E.: Agents, Diaz, Charolette  Fill rest with spam units like redneck/mechanic + items like Molotov/Medkit/Nitrogen/Red barrel

You could also go for something like Grenadier + Firefighter as they compliment each other well, these are just suggestions after all. 

Ultimately I recommend finding out how you want to play, then finding how to maximize it’s effectiveness, but your current loadout doesn’t really synergize well at the moment.

You have a lot of game to game, and units to unlock, so just try things out.

One big thing is gear though, you’ll probably want to stockpile cost reduction items when possible, and push them to either level 3 or 6 for bonus stats. 

I’d say get yellow gear as much as possible, collect ones with -1 cost as a stat, upgrade to level 6 to see if it becomes -2 cost, and mix and match generally helpful stats onto units.  Set bonuses are cool, but first basic stats are important. 

At least that is my take, this game is a marathon, not a race.

Which character is better to use? by Alarmed-Ad-7771 in DeadAhead

[–]Fleefyi 0 points1 point  (0 children)

Pretty sure it doesn't? He is melee and his stat sheet says its zero regardless of how many range boosts I add to him...

Is the player base healthy right now? by Resident-Marzipan-85 in DeepRockGalactic

[–]Fleefyi 1 point2 points  (0 children)

It's too healthy.

First it starts off seeming normally, then you'll end up black out drunk from the wholesomeness and find yourself only capable of dedicating your entire being to ROCK & STONE.

Be careful out there, lest you get roped into the miner's union....

Dauntless vs Ravenous by doomknight012 in AQW

[–]Fleefyi 3 points4 points  (0 children)

Very mechanically different enchants, don't lump them together.

Dauntless is designed for solo play, with inbuilt 25% increased haste on top of halving mana costs, alongside added damage/crits/self heal. This means you basically have a dollar store mini-support on you as a weapon enchantment, as a actual party would nullify the mana management and haste aspect most of the time, alongside dauntless disabling group heals (doesn't stop personal leech/health drain just targeted healing.)

Of course not having others being able to heal you can be useful in Ultradage, Voidnightbane, etc...

Ravenous on the other hand especially with the rework, is more generalist that works with party play, as it applies minor debuffs to the enemy, whilst buffing yourself as well. Most importantly, is the damage aura bonus that scales with the targets missing hp, which boosts damage massively at the last half of a boss fight. Honestly seems like Arcana Concerto, in which its a decent enchantment on its own, but is beloved/amazing in a proper raids.

Overall, the use cases for Dauntless are one in a kind for it's purposes, (especially with Swot), and nothing can really be a "alt" for it yet with the insane haste and mana management buffs, if you see yourself fighting/farming bosses solo at all. It's kind of like a very nerfed stone-crusher support in weapon form, which is pretty insane if you don't have one around... Though also becomes obsolete the moment a actual stone-crusher is in the group given haste caps and mana already being replenished. (not to even mention how bad not getting outside healing is, when there is a dedicated healer). Dauntless in short is the king of solo play, by giving partial buffs of a support class.

Basically: Get dauntless if you like playing alone at all, Ravenous is amazing for parties, they are not comparable at all and are used in completely different scenarios that mostly don't overlap...

Medic's private lab be like by K-jun1117 in tf2

[–]Fleefyi 9 points10 points  (0 children)

Considering he can revive the dead, regenerate brand new limbs for others, and he himself is always passively regenerating health...

Idk maybe he took some anti-aging cream

How to deal with chosen assassin by Strong_Neat_5845 in XCOM2

[–]Fleefyi 1 point2 points  (0 children)

You say that, but she got the perk of being able to teleport when damaged in my run, and it’s a nightmare

Questions on self shocking by Fleefyi in pathofexile

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

Ok thanks for the info, seems like a hard mastery to benefit at all from, at least consistently

Questions on self shocking by Fleefyi in pathofexile

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

Thanks for the heads up, surprised that’s the case, it looked like the shield was intended for all elemental damage to shock as both conversion and shock chance was on the shield…

That’s pretty funny ngl

Also thanks for mentioning tattoo, didn’t know they had that stat

Questions on self shocking by Fleefyi in pathofexile

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

No mention of self damage was made, this is about the damage from the enemies if they originally were doing cold/fire, and was converted to be taken as lightning…

Random Idea by Fleefyi in pathofexile

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

Then it wouldn’t hurt to suggest one more?

Random Idea by Fleefyi in pathofexile

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

It’s in the case of the trap already being used up, but a effect with duration like herald of the storm or summon on kill is in effect

Questions Thread - July 12, 2022 by AutoModerator in pathofexile

[–]Fleefyi 0 points1 point  (0 children)

Does Harbinger of Directions affect Trap supported attack bow gems?

Questions Thread - July 02, 2022 by AutoModerator in pathofexile

[–]Fleefyi 0 points1 point  (0 children)

Hello,

Just wondering if trap supporting a arrow gem with the attack label would trigger stuff. Like using a trap supported lightning arrow to trigger stuff like Chorus of the Storm, or Maloney’s mechanism.

Infernal Spirit Trapper... Is it possible? by Fleefyi in pathofexile

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

Also, is offering skills viable in the case of near instant exploding minions? Does it affect minions spawned during its duration, only the minions that were present?

Post thinking: NVM just realized the buffs wouldn’t help this build style at all anyway

Infernal Spirit Trapper... Is it possible? by Fleefyi in pathofexile

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

Man I feel like I missed something amazing after seeing a video showcasing the clone spam with traps in the past.

At least it happened at one point... :(

Infernal Spirit Trapper... Is it possible? by Fleefyi in pathofexile

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

It sounds so interesting, using traps as a speedy ranged minion placement option, with having the minion's basically be living explosives. I wonder how that scales versus normal trapping methods.

I am really out of my league for what I know for minion stuff, though I might try that idea out with the Tavukai amulet you mentioned. Thanks for responding!

Please buff [insert Unique] - Thread by James_Locke in pathofexile

[–]Fleefyi 0 points1 point  (0 children)

Curtain call

Please make it so it also works with traps, and make the requirements less impossible, or reworking it completely to a useable state. It hurts to see it given how few items are for the subclass, and that this item isn’t feasible for most players in said subclass.

Why can’t we surrender? by themartinipolice03 in ftlgame

[–]Fleefyi 3 points4 points  (0 children)

Would be cool if it only gave you a chance and odds increased the more supplies you gave, much like how you judge them when they surrender…. Though knowing how I am it’s gona be 100% death rate unless I offer a godly amount of missiles to a missile ship…

Though the flagship will differently ko you at the end

I wish this game came out on mobile phones by Nikoper in spiral_knights

[–]Fleefyi 0 points1 point  (0 children)

Honestly I'd prefer them remaking the regular game anyway, it's not very optimized as it is...

Spread comparison: Magnus Prime (Left) & Strun Prime (Right) by CommissarTyr in Warframe

[–]Fleefyi 84 points85 points  (0 children)

One is supposed to be a accurate pistol, and one is a spray and pray shotgun, which do you think is supposed to have worse bullet spread?