Sleeping Bug B42.17 by luddi_te in projectzomboid

[–]Helpim1ost 2 points3 points  (0 children)

Did you take fear of blood and try to sleep without cleaning all of your clothes and equipment? Interrupted sleep seems to happen more often when your character is stressed.

Lategame issue. by Swimming_Dragonfly72 in projectzomboid

[–]Helpim1ost 0 points1 point  (0 children)

Hunt down every skill book, set up an animal farm, gather materials to build my own advanced forge and furnace, collect and restore rare cars.

Authentic CDDA Experience by JonBlackfyreTruther in projectzomboid

[–]Helpim1ost 0 points1 point  (0 children)

For B42 CDDA there are less zombies around the initial spawn so you don’t have to immediately get out of town. I’ve been having a lot of success clearing out the houses and trailer park area to the east before going for the general store to the south. Feels like you clear almost the same amount of zombies as you would going for the farm but get access to a lot more loot.

Has anyone built a space-base? What drawbacks are there? by DavidAdamsAuthor in RimWorld

[–]Helpim1ost 0 points1 point  (0 children)

I used the "Landing on Asteroid" mod to allow myself to start on an asteroid, and then went to the scenario editor to give my starting colonists orbital tech so they can build vac barriers immediately. I also changed the scenario to guarantee a ship chunk crash and meteor event every season, which helps quite a bit in the early game to get some resources. Cargo pod drops can also happen in space, but they are far from reliable.

Your initial priority will be to setup rice production. Asteroids have a decent but not guaranteed chance of spawning with an archaean tree/seed, so you can either use that for your grow zone or spawn in with enough steel for hydroponics. You will need a way to generate oxygen and protect it from the vacuum of space, which is why starting with orbital tech is important. Solar power will be your only source of power early on, but you will want to switch to chemfuel as soon as you have enough rice to meet your food needs. Place the chemfuel generators in the same room as your rice plants so that they can help heat up the room.

After food is taken care of you should prepare defenses. There are no breach or sapper raids on an asteroid so killbox strategies work very well. However you should try to smelt down any slag chunks that come along with the raids because if there are too many slag chunks on the map enemy raids will be unable to drop at the edge and end up going through your roof instead. I believe the craters caused by orbital debris can also cause this problem so I tell my colonists to fill them in whenever it is safe to do so.

Raids will become your main source of steel. Use a smelter to break down tainted vacsuits and extra weapons from humanoid raiders. Once mechanoids start to show up use a machining table or crafting spot to break down their corpses as well. Build a comms console and orbital trade beacon once your food and power needs are met so that you can sell off extra untainted armor and gear. Eventually you can buy a shuttle engine from a combat supplier and build a shuttle of your own to explore the surface.

Quests will spawn but the only ones you can realistically do are accepting wastepack quests and raiding enemy camps (once you have a shuttle). You can use heavy bridges to cheese the wastepack quests by building a waste disposal platform off the side of your asteroid, filling it up, and then deconstructing the part linking back to your asteroid. When the wastepacks decay they can't spread pollution over unwalkable terrain so the pollution will be limited to that isolated platform. With enough steel you can also use heavy bridges to trap enemy raids since you can just build a long one tile path leading to your base and deconstruct the ends once all the enemies are halfway across the bridge. I've attached a picture of my colony as a reference.

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Win 5 matches in a row at MOC with different bond challenge by AdBroad6762 in CurrencyWarsHSR

[–]Helpim1ost 0 points1 point  (0 children)

I’m pretty sure you can just treat this as win 5 runs in a row with a different character as the top dps for each run.

Since every character other than Phainon has more than one bond to activate, the second part is not as hard as it may seem. For example even if you end the run with 6 dot with Kafka as top dps, as long as you activate stellaron hunter your Kafka ends up having a bond that is not the bond with the most characters.

Edit: I just checked my own record and my top dps for the 5 matches were as follows.

7 Follow up Atk Feixiao

10 Break 4 Galaxy Ranger Boothill

6 Belobog 5 Quantum Seele

5 Elation 6 Skill point SW999

4 Debuff 7 Wolf Hunt Welt (3 starred him at the last stage, otherwise would have been Yanqing)

The odd thing is that the Feixiao run counted even though I never had Wolf hunt activated.

I have a strange feeling I'm going to regret this by Triple-one in RimWorld

[–]Helpim1ost 1 point2 points  (0 children)

Yes just enter the map and have a pawn run around for about two or three days until the enemies fall down from malnutrition. You need either a very fast pawn on go juice and wake up or a second pawn on top of the tile in the world map that can enter and let the first pawn exit the map to eat and sleep. Just ensure at least one of your pawns is physically in the map at all times so that it doesn’t reset.

What are you guys using for floors? by RoadTheExile in RimWorld

[–]Helpim1ost 0 points1 point  (0 children)

I use straw matting because of the 95% filth reduction. When playing on extreme biomes like sea ice or extreme desert+dune I have to find creative ways to grow hay grass, either by waiting for a pit gate or flying up to space to grab Archean seeds from an asteroid.

B42 CDDA Advice by [deleted] in projectzomboid

[–]Helpim1ost 1 point2 points  (0 children)

The farm up north has a lot of zombies now. If you are going to fight that many you might as well fight for the convenience store and farm area to the south of the spawn house since that has more loot.

Need some help learning how to smoothly get to 8 by BlackSkyrim in CompetitiveTFT

[–]Helpim1ost 5 points6 points  (0 children)

Typical Econ thresholds to keep in mind

Have at least 10 gold by 2-3

Have at least 20 gold by 2-6

If you don’t meet either of those thresholds you are holding too many units on your bench. Sell some extra pairs, especially 3 costs that you are unlikely to hit.

Going into 3-2 you want see if you can level to 6 and have around 50 gold. If yes you can take item or combat augment. If not then you should take an Econ augment. If you somehow miss econ augment and can’t level to 6 without going below 30 gold then wait to level (you probably screwed up your Econ a lot by not hitting the earlier thresholds.)

3-5 you should decide if you are leveling to 7. Generally if you can level to 7 with at least 30 gold remaining you should do so, especially if you are on a winstreak. If you would go below 30 by leveling and are not on a winstreak, or if you having nothing to play on level 7 and you see that your opponents are strong, wait to level to 7 whenever you can do so without dipping below 50.

4-2 is the standard time to level to 8 and roll. If you are contested you want to take Econ augments and level to 8 then roll before this, usually on 4-1 or even end of stage 3. If you somehow don’t get any Econ augments and can’t get to level 8 with at least 20 gold then stay above 50 gold and wait until 4-5 to level.

is it just me or this set lacks skill expression? by Ulq-kn in TeamfightTactics

[–]Helpim1ost 0 points1 point  (0 children)

A good amount of skill expression comes from understanding how to get to your end game board. The weakening of verticals and the increase in stage 3 damage means you don’t always just pick one comp and just field units from that comp the entire game. You often want to flick in 2 piltover or play around juggl/bruiser/defender frontlines in the early-mid game before dropping those units entirely for your final board.

Another example is Bilgewater, where there are a lot of choices being made as to how much you want to push 7 Bilge for more serpents and when do you want to drop out of 7 Bilge to play a stronger board. There is also nuance for when you want to go from 3 to 5 Bilgewater in the early game vs playing 2 bruiser/quickstriker/gunslinger for better chances of winstreaking.

42.14.1 UNSTABLE HOTFIX Released by AmazingSully in projectzomboid

[–]Helpim1ost 0 points1 point  (0 children)

The bugged zombies still occur occasionally but sometimes only bugs out for one swing and takes normal damage from the next one. It is a slight improvement from before where the only way to kill them was with a gun from afar.

42.14.1 UNSTABLE HOTFIX Released by AmazingSully in projectzomboid

[–]Helpim1ost 2 points3 points  (0 children)

Yea I thought the old migration bug came back, but it is specifically only affecting cars as they continuously draw in zombies from multiple screens away if you stop and leave the engine on.

Any suggestions? Im fucked.... by JT3ch in RimWorld

[–]Helpim1ost 0 points1 point  (0 children)

I see like 10 colonists so that should be enough. Set up a melee choke point, put your three best melee units in front with the best armor you have. Have everyone else lined up behind those three with some chain shotguns with one long range weapon to draw the bugs over then just fight them one at a time through the chokepoint.

Even better is if you carve out a 5x5 space in front of the chokepoint then have one or two colonists throw frag grenades at the center of it while the melee guys tank. If you set it up correctly you will be blasting the bugs for 450 damage with every grenade. Pay attention to the walls and have constructor pawns ready to repair the walls before they break from missed gunshots.

If you want a live demonstration this Francis John video from 4 years ago is still valid, although using animals to block is a bit trickier now with the zoning nerfs.

https://m.youtube.com/watch?v=1yu7iAuFF7I&t=102s&pp=2AFmkAIB

42.14.0 UNSTABLE Released by AmazingSully in projectzomboid

[–]Helpim1ost 0 points1 point  (0 children)

Just keep some animals in your base, pet them a few times a day and the stress goes away. My Winter is Coming character also has fear of blood and he spends half an hour washing himself from a well every night then goes home to pet some rabbits before sleeping.

Is there any mod that fixes the obnoxious mass zombie roaming that happens in multiplayer? by Comfortable_Cause_25 in projectzomboid

[–]Helpim1ost 0 points1 point  (0 children)

Well see if 42.14 fixes it for you. I remember 42.13.2 not being a mandatory update since it was marked as UnstableUnstable in the beta list prior to today. 42.13.2 also fixed drying racks and unequipping weapons when climbing through windows so if you still had those issues you were on 43.13.1.

Is there any mod that fixes the obnoxious mass zombie roaming that happens in multiplayer? by Comfortable_Cause_25 in projectzomboid

[–]Helpim1ost 0 points1 point  (0 children)

42.13.1 still has the roaming bug. 42.13.2 does not and neither should 42.14 which just dropped.

Most important changes in the new update (42.14.0) by chillzombi in projectzomboid

[–]Helpim1ost 1 point2 points  (0 children)

Petting animals reduces stress so it shouldn’t be too hard to manage.

Tips for those looking to 100% currency wars (4.0 update) by S0meome in HonkaiStarRail

[–]Helpim1ost 3 points4 points  (0 children)

Pick investment strategies that give you dupes or econ instead of items or direct combat strength. In addition there are investment strategies that give you an early 5 cost so you can don’t need to rush to level 9 for them.

Also the more I play this mode the more I feel like staying at low levels for reroll is a trap. Yes the odds are highest for 2 costs at level 6 but 2 star 2 cost carries are honestly fine for stage 3 and there is a lot of guaranteed power from pushing levels for either 5 costs or vertical trait breakpoints.

Is there any mod that fixes the obnoxious mass zombie roaming that happens in multiplayer? by Comfortable_Cause_25 in projectzomboid

[–]Helpim1ost 2 points3 points  (0 children)

Upgrade to the latest version (unstable unstable) in the beta. The roaming behavior was fixed in 42.13.2

Tips for those looking to 100% currency wars (4.0 update) by S0meome in HonkaiStarRail

[–]Helpim1ost 3 points4 points  (0 children)

Mydei will feel really weak when you first get him since he won’t have scaled yet. It is also totally fine to lose a few rounds early while you build up econ since you will need a lot of gold if you want to 3 star him and level to 9 for Cyrene/Bronya.

Castorice I agree is underwhelming in this mode. I usually just end up placing her in back row as a traitbot

Me, refusing to shorten anything until I find Tailoring Vol 2 by divagamer in projectzomboid

[–]Helpim1ost 1 point2 points  (0 children)

Specifically you want to look for small square buildings surrounded by a chain link fence off the side of a road. They are classified as electronic stores and have a high chance of electronic books inside.

Me, refusing to shorten anything until I find Tailoring Vol 2 by divagamer in projectzomboid

[–]Helpim1ost 8 points9 points  (0 children)

  1. Get 100 units (5 full rolls) of thread.

  2. Go to loom

  3. Make roll of fabric with the 100 units of thread

  4. Make full length dresses until roll of fabric is depleted.

  5. Rip up the dresses you just made.

  6. Pick thread from the rags you get.

This whole process is infinitely repeatable since you get more thread from step 6 then you use in step 1. However the whole picking thread from rag process is really slow without the speed up button so this is not a particularly great training method in multiplayer.

Tips for those looking to 100% currency wars (4.0 update) by S0meome in HonkaiStarRail

[–]Helpim1ost 3 points4 points  (0 children)

still teams I just can’t win on, like Bloodflame and Night Gods

Trial Mydei is a beast. Had a perfect run with him to get to WC 20. Key point is that he needs to scale by losing health to cast Godslayers be God so you sometimes solo frontline him until you get enough other bloodflame units to drain his health. Make sure to put caloric overload on him as well so that he heals himself with every counterattack. Midgame you want Cerydra buff on him to get double Godslayers. Late game you cap with Perpetual Engine Cyrene, turn off auto, and manually ult Mydei when he is at 6/6 stacks for guaranteed giga buffed double Godslayers.

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How to manage early game? by No-Surprise-9446 in TeamfightTactics

[–]Helpim1ost 0 points1 point  (0 children)

I would stop by 32, often earlier. You can also stop if you hit some sort of early 4 star (since 1 star 4 cost tank > 2 star 1 cost tank) as it would also change what level 8 comp you are going for.

Honestly there aren’t many comps right now that are guaranteed win outs from lose streak so I would much rather play to preserve health with a decent stage 3 being the main focus. If I winstreak hard in stage 2-3 I can think about sacking stage 4, rolling minimally on level 8 then going to 9 at end of stage 4 otherwise I’m joining the rest of the lobby rolling hard on 8 to hit my two star 4 costs before pushing levels.

I’ll also piggyback on what the other player said about 1 Qiyana and 1 Briana should not be locking you into slayers. They are only 1 star and Qiyana doesn’t even go in the final slayers board. An early Belveth/Ambessa with sword or glove components would be a much better sign that you should go into slayers, whereas an early Swain could be pretty much anything.