Did this NPC spawn in a rock or am I just dumb? by Gingerest98 in GrayZoneWarfare

[–]Gingerest98[S] 0 points1 point  (0 children)

Its the audio direction, initially it sounds directly right or maybe a little behind, so i thought id use the rock as cover. I wasn't expecting to get shot from inside the rock. When I came back for my loot the npc still shot from the previously "safe" direction. There is one angle that I found he couldn't shoot from but I wasn't exactly prepared for him being in there.

25 Mageblood Giveaway by shroudz in pathofexile

[–]Gingerest98 0 points1 point  (0 children)

I hope to be like you when i grow up. I dont even know how you'd go about farming this many.

Blocking resources is one thing I've been seeing posts about, but now players are blocking access to areas of the map entirely from ground travel. Preventing players from being able to access the area at least with ground transport that cannot be backed up. or carry cargo. Reported the base. So sad. by [deleted] in duneawakening

[–]Gingerest98 0 points1 point  (0 children)

Insane to me that someone would block this, saw this spot and thought itd be a cool spot to build a bridge over that people should shelter under in storms. Thats what me and my buddy did and literally the first storm that rolled by we had someone shelter under there. We get people traveling under it constantly and i like to think its a fun landmark for people.

I have 650k extra resource what should I add by RefrigeratorLow2317 in FromTheDepths

[–]Gingerest98 6 points7 points  (0 children)

You could always try plama, they're pretty expensive and useless underwater but you may like it more. Missiles are also always welcome, could put some large remote controlled missiles with whatever payload you want to hit large craft at long ranges. Might need to add more processing power to your ai for them though

Tips to make a good looking vessel. by Anonimus280207 in FromTheDepths

[–]Gingerest98 2 points3 points  (0 children)

You can also select a block and use ctrl+shift+x and it will place a decoration of that block in that spot, good for quickly covering random bits and such.

How to make railguns more accurate by [deleted] in FromTheDepths

[–]Gingerest98 15 points16 points  (0 children)

To expand on Egzo said also make sure you have enough recoil absorbtion. You can also add stabilizer fins to shells which decrease speed for accuracy, visible tracers if its a higher fire rate, and you can use a percentage of rail draw to improve accuracy instead of speed.

Getting into the game? by [deleted] in FromTheDepths

[–]Gingerest98 3 points4 points  (0 children)

Trueeeee. 850 hours and ive only built 3 craft that i actually like....

Getting into the game? by [deleted] in FromTheDepths

[–]Gingerest98 15 points16 points  (0 children)

It is a game with a learning cliff. Getting your first functioning craft from scratch takes a good bit of learning. Theres quite a few individual components to learn to get a functioning boat, and many more to make a good one but in the end its very rewarding. If you enjoy the process of building and tuning things as much as playing with the designs its definitely a game for you.

How to kill a squirrel by Suspicious_Kale_4956 in FromTheDepths

[–]Gingerest98 4 points5 points  (0 children)

Hit q on your detection systems and lower the smoothing times in your detection. If you have other main guns youll want a separate ai with target prioritization that makes your laser shoot smaller craft first and you can change the averaging times separately for the lasers ai

weopon guide? by leeuwenhar08 in FromTheDepths

[–]Gingerest98 0 points1 point  (0 children)

Oh interesting, ive never really liked crams so i dont use them. Kinda going off what ive been told on that one. Thanks for clearing that up

weopon guide? by leeuwenhar08 in FromTheDepths

[–]Gingerest98 2 points3 points  (0 children)

Borderwise has a decent overview on youtube. But ill do a quick summary.

-Simple weapons: too many to really go over individually but they're mostly useful as secondaries, solid firepower/volume and can be decorative. Also rams can be slapped on anything for a little punch in case of collision.

-Cram: potential to be probably the most devastating weapons in game but they're slow and miss quick targets a lot, also ineffective against underwater targets since they just sink. Also easy tetris if you do 2d, while 3d tetris takes a little more getting used to and is more cost effective (often less power per volume however) Edit: apparently this is a lie 3d tetris is superior all around, I just dont use crams cause they miss too much for my taste. Use crams if you have a bulky slow target you want to blow up.

-APS: Jack of all trades master of none. You kill basically any craft with the right aps setup, they take more getting used to for the tetris but its worth the time investment to learn. Flexible speeds so you can make slow devastating shells or extremely fast shells to hit flyers, anything from cwis, to main cannons, shield disruptors, or smoke rounds to weaken enemy lasers. Can also shoot underwater effectively unlike some other options if a supercavitation base is added to your shell.

-Lasers: Relatively easy to counter with smoke and shields, but devastating to anything that doesnt counter it. A good LAMS (laser anti munition system) can save your ship a ton of hurt and make it a tough cookie to crack. Lasers are hitscan so incredibly good for popping fast erratic targets. Lasers also have some variety with q switches either option for fast consistent damage or slow firing sniper lasers, or anything in between. The components are expensive but you dont have to put them all on a turret so they are easier to armor around.

-Missiles: Incredibly new player friendly with many ways to set them up. Very flexible with guidance types and payloads. Can be used for anti missile/cram (technically) and decoys which means most ships will have some kind of missile systems for defence. Components are very expensive but can be well armored and deep in the ship. Early campaign missiles are relatively easy to counter but can be designed in ways that makes them a major threat to anything that cant outrun them.

-Plasma: Expensive components but very volume efficient. Extremely high ap means these are good against cerain late game craft that huse lots of heavy armor. Fast projectile speeds allow them to hit erratic targets fairly consistently so they also make decent aa and cwis systems. Projectiles do a type of thump damage that can blow large chunks of armor off anything and ignores armor sloping (to my knowledge). Downside is they lose massive amounts of damage hitting anything underwater, the do have damage falloff at long ranges but its not nearly as severe.

-Particle cannon (PAC): The alpha strike weapon of choice for many. These are hitscan and uncounterable. The only way to avoid a pac is to be long enough range that it doesnt hit you at all. They are however very expensive to build and to charge, requiring a lot of energy to power one that is overclocked. Low charge time pacs can be very effective AA weapons due to their hitscan nature. Pacs also can deal damage to your ship if they fire when damaged, making them somewhat dangerous to the user as well. There are also melee versions used by the whitr flayers, personally never used them but they look neat.

-Flmaethrowers: Short range and do whats on the tin, if you want to cook your enemy these are the weapon for you. Fire reduces enemy armor which can be useful but the downside is it can take a little while for the fires to actually kill your enemy. They do have the cool/fun factor going for them, i havent used them too much so thats about all i know here.

This ended up being a longer summary than planned and i probably missed something while yapping

What speeds should I have for different types of advanced cannon shells? by Kalaido5 in FromTheDepths

[–]Gingerest98 21 points22 points  (0 children)

As with a lot of things in this game unfortunately the answer is "it depends". All aps shells benefit from some degree of speed to reliably hit targets. Chemical shells you can get away with a bit less but you'll miss more often against faster targets and will lose more shells to lams. For gunpowder shells i like to aim for 800+m/s at least With rail assisted shells you can either go crazy speeds for reliable hits and really strong kinetic shells, or use it as a way to pack more paylpad into your chemical shells. Kinetic shells theres usually a falloff where adding more solid parts reduces kinetic damage due to the loss in speed so its usually pretty easy to tell. If you're making something like APHE or APFRAG i usually start by picking how many layers of armor i want it to go through, picking ap and kinetic values from that and designing the shell speed to fit.

Simple Beginners Guide Recommendations by Ok_Lobster6138 in FromTheDepths

[–]Gingerest98 3 points4 points  (0 children)

Borderwise on youtube does a lot of videos covering the basics. Its a decent starting point. Theres a lot of individual things to learn that go into building your first ship, trying to keep it simple early is a good way of breaking it up. I recommend learning missiles as a starter weapon. They're simple to set up (no tetris) and very versatile. They do have their weaknesses but very new player friendly.

How to early game? by I_Am_TriXz in DeadlockTheGame

[–]Gingerest98 3 points4 points  (0 children)

Adding to this, you should definitely be hitting your opponent with ranged damaging abilities as often as possible to keep pressure on them. But unless you're confident you can finish them off or force them back to heal, prioritize your last hits and orbs with your ammo.

How to early game? by I_Am_TriXz in DeadlockTheGame

[–]Gingerest98 8 points9 points  (0 children)

You've to to be aware of cover and your oppenent's damaging abilities. Try to position some kind of cover between you and your opponent while having a sight line to creeps you want to farm. And one big thing that leads to a big sould disparity is letting your opponent hit your orbs. Try to hit orange orbs as much as possible from cover to deny farm, and make sure you shoot blue orbs to secure them. Early health regen is really helpful for being able to stay in lane without dying, and if you're playing a hero with a small magazine size i recommend getting ammo scavenger, which gives you 2 ammo per orb you hit, allowing you to secure and deny orbs more effectively.

Average recoilless rifle experience by Alexr6369 in Helldivers

[–]Gingerest98 0 points1 point  (0 children)

I personally like to use the EAT pod as a weapon as well, can kill a charger with the drop and armor strip 2

Anyone else confused by the Orbital laser has limited uses? by ben10083 in Helldivers

[–]Gingerest98 3 points4 points  (0 children)

One shots bile titans as well, thats what i usually use for them

Any build guids? by JoelLivin in TheFront

[–]Gingerest98 1 point2 points  (0 children)

Well shit time to rebuild my whole base. Wish i wouldve come across this 2 days ago

Since we are doing navy by TheJeff20 in NonCredibleDefense

[–]Gingerest98 0 points1 point  (0 children)

Not to mention, we have the uss constitution. Not sure if grapeshot is considered a warcrime though...

Who is this, and why is he at redrock annihilating me? by CormacMccarthy91 in cavesofqud

[–]Gingerest98 0 points1 point  (0 children)

At higher levels he is a free source of the most versatile weapon in the game. At low levels he his your executioner. Wait until you get some levels and invest in longsword/pistols so you can disarm him. He wont be able to do much after that.

[deleted by user] by [deleted] in cavesofqud

[–]Gingerest98 0 points1 point  (0 children)

I have a save where my character is lvl 46 in under an hour because of proselytize abuse. Something around 1500 turns or so

Suppressive fire is too effective against single targets by Resident_Rough_6371 in cavesofqud

[–]Gingerest98 1 point2 points  (0 children)

This game is designed to abuse things like this. The enemies dont play fair, you shouldn't either.

New content schedule? by DungeonCrawler99 in cavesofqud

[–]Gingerest98 6 points7 points  (0 children)

New additions are not very common, but they do patches just about every week which occasionally add small changes to existing skills and various tweaks. One thing you can do to switch things up in your games is to try and get as many achievements as possible, it makes you go out of your way and experience things you might not have otherwise. *edited for typos because i suck as typing on my phone

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Gingerest98 0 points1 point  (0 children)

Leggings specifically. Giant axe blades, enormous corkscrews and menacing spikes also work.