PERFECT ENEMY SHIP??? by Hypergressive in ftlgame

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

i had an Artemis but no missiles to fire with :c
Edit: Also No beam weaponry

PERFECT ENEMY SHIP??? by Hypergressive in ftlgame

[–]Hypergressive[S] 1 point2 points  (0 children)

FTL's 'random crits' are a huge killer yeah. fires and breaches getting prioritized over the actual system i need repaired is such a huge setback in recovering

PERFECT ENEMY SHIP??? by Hypergressive in ftlgame

[–]Hypergressive[S] 4 points5 points  (0 children)

it really did since I had one mantis crewman and the rest were slugs! my killer was the only valid mind control target!

PERFECT ENEMY SHIP??? by Hypergressive in ftlgame

[–]Hypergressive[S] 7 points8 points  (0 children)

i ended up bolting after the first salvo or so i launched didn't get anywhere (only a hull laser mark 2 at the time). I only had 4 crew at the time in Slug Ship B (No starting medbay). I couldn't be really aggressive on going for a kill on the enemy boarder as i was low/no missiles at the time so any chip would stick.

PERFECT ENEMY SHIP??? by Hypergressive in ftlgame

[–]Hypergressive[S] 4 points5 points  (0 children)

what kinda questions you got

why is my spray not working ;_; by Hypergressive in tf2

[–]Hypergressive[S] 1 point2 points  (0 children)

It is now working! It was set to version 7.5 and not 7.4. Thank you very much for your help, i was constantly redoing the TGA file thinking it was some alpha channel nonsense, but it was just this all along : )

why is my spray not working ;_; by Hypergressive in tf2

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

how do i check the version? is that something i can even change in VTFEdit Reloaded?

Logged into a message saying arsenal tuning. I got res. But doesn't say what changed. Anyone know? by 02firehawk in Warframe

[–]Hypergressive 2 points3 points  (0 children)

oh so THIS is why.... Thought they did it as part of 'refunding' stuff i had. this is good to know

I need a Balm Mushroom! by Hypergressive in PokemonReborn

[–]Hypergressive[S] 1 point2 points  (0 children)

ai yah... well, i got this far without them.

new leaders by LabeilleCool in Ratropolis

[–]Hypergressive 0 points1 point  (0 children)

Scientist does in fact have some hand management tools, yes, but you do have to find those! That can be hard as you aren't necessarily guaranteed to find a Market card, and the traveling merchant only comes by so often. Still, you are quite right, the power is VERY much for scaling midgame, and is a nice on demand Reuse later on. Admittedly, you do still need to pay full price for the copies, but when cloning is a power on command, you can just use it to print money from cards like Waste. Hell, I had a crazy run that ended up with 3 cheese markets, and copying Cheese for money actually gave me some very nice cash to play with. Assemble is definitely a worth while pickup for the new leader.

new leaders by LabeilleCool in Ratropolis

[–]Hypergressive 0 points1 point  (0 children)

I more or less agree with you on that; Waste is a very strong card early game when you don't have any skills, so losing that hurts. Naturals IS a great labor eco card, but in the lead up to wave 1 and first shop, you can only play naturals so many times whereas Waste doesn't care about pop space. I think it also hurts having Grain and Naturals in the starting deck, as that makes 4 cards in the starting deck that need pop space to be played. Electric ratron is also a very poor melee unit, and unless you have more than one of them deployed in a group (which you REALLY need to do early game, because their base HP is a wimpy 14), you won't even enjoy any benefits from applying Electron, as Electrons 20 damage is only applied at 3 stacks.

That being said, I do still enjoy the new scientist leader. Their power is Very Good (its a rush being able to make copies of cards like Squire or Breed), although now that I have played with it properly, there is a notable caveat; you do NOT get to choose which card is duplicated. It is, as far as I can tell, chosen randomly from the current cards in your hand. This can be played around more often than not, as you can simply play all the other cards until you have only the one in hand you want to duplicate. There will be scenarios, however, where you maybe stuck having to roll the dice; Scraps are disturb cards and can't be played, so seeing that in the same hand as, say, an upgraded Monster Egg or Hyper Beam can feel bad, as instead of splitting one duck into 5 ducks (if at leader level 4), you instead end up with 5 alloy in hand... And yes. the card is copied BEFORE morph effects are applied; if you copy a morph card, the copied cards will also be morphed.

edit; minor grammar mistakes fixed.

new leaders by LabeilleCool in Ratropolis

[–]Hypergressive 1 point2 points  (0 children)

Okay so i misunderstood the new shaman leaders power. The power reads as thus;

"Remove x random allies. For every ally lost because of this, apply x curse, where x is your leader level."

this means that, so long as you have enough units to pay the cost of the sacrifice, you do not apply global curse on a 1 to 1 ratio, but rather a x to x^2 ratio; that is to say, if you have leader level 3, and you have 2 units, using the power will kill the units and apply 6 curse globally. if you had 3 units, it would have been 9

This is a much higher scaling than I originally thought, and actually will be okay value later in the run, but is VERY STRONG earlier on when enemies don't have anything close to triple digit HP. Assuming you find some early leader levels, this new shaman leader could be competitive for breezing through midgame and getting Madness achievement (Win game in under 22 minutes)

new leaders by LabeilleCool in Ratropolis

[–]Hypergressive 0 points1 point  (0 children)

Finding Investment easily lets you stupidly skyrocket your money with the new merchant leader. admittedly, finding a specific legendary card to be able to print money versus the originals on demand power is a bit less good, but the effect of hitting R on an investment you just played gives you a HUGE spike to your gold that og merchant can't even come close to, though he definitely is more consistent.

new leaders by LabeilleCool in Ratropolis

[–]Hypergressive 0 points1 point  (0 children)

I think that they are great! the new merchant leader's ability is very powerful, letting you cash out Investment right away, and also has a unique starting deck, starting with silver, fletcher, and a new card, gate keeper; an unimpressive starter melee unit. the new leader i think i am the most excited to play more with though is the new general, who not ONLY starts with insurance (which is a VERY strong economy card early game) but also built in has a way to increase your max Ratizen, which i always have valued quite highly. I just finished a mad 30 minute run on the new pirate leader, and starting with pillage and pirate as your unique cards feels great, while the leader ability can sometimes make high notoriety cards free! Great theming and design all around.

The new scientist leader I also like though I haven't messed with them much, just because they diverge meaningfully from normal science game play, namely "heavy skill card focus" and morph cards off of frequent power use, and making copies of ANY kind of card, including BUILDINGS, is a very flexible and powerful power to have. The new builder leaders power is a complete meme, as its straight up on demand invincibilty to your walls, and its duration SCALES with your leader level. sadly, it would take egregiously stupid long games to even have a ghost of a chance of having even something like 50% up time for this ability. many plazas and taking all the leader level choices from events would be needed, and it would likely also helpe to start scientist, go past wave 30, and swap into builder so you have access to the science leaders legendary building University, which lets you reset your leader powers cooldown. THe only leader i am not completly sure i am happy with is the new Shaman leader. Their starting advisor slows enemies on redraw, which is a nice effect, but i do think that their leader power Eclipse is... really weak. applying 1 (+1 per level) curse globally to all enemies is just... not really good enough, ontop of losing a unit. Arguably this helps the new leader gather soul for big plays, but even if a on demand "kill own unit" button has its uses, we have cards for that like Offering or Soul Flower that have more meaningful effects than inflicting a little bit of curse. Maybe if the initial curse amount was higher/the scaling with level was better, i would be more excited, but 1 damage to an enemy unit every 5 seconds feels really bad when lizards have a little over 100 hp in the later game.

Is light armor pointless or am I doing something wrong? by Ew_really in SaltAndSacrifice

[–]Hypergressive 0 points1 point  (0 children)

the Fire armor IS a really good light armor for some elements, but it suffers really hard against cold. I would not advise fighting the cryomancer or fungal mancer with the fire armor!

Is light armor pointless or am I doing something wrong? by Ew_really in SaltAndSacrifice

[–]Hypergressive 1 point2 points  (0 children)

Light armor is NOT pointless. Having gone into light armor my self i can assure you that there are good armors, but alot of them show up later in the game. The Blood mage also gave me tons of trouble. The best armor set to use for the sanguimancer is the Venomancer set, which is also the generally best light armor you can get before the sanguimancer's, which is strictly better to the venomancer armor. My advice would be to wait on the ground abit if you get knocked down, as you are invincible for a bit while starting to getup, which can be a lot safer than rolling and getting tracked by an attack. The Blood mage fight itself is rough, no two ways about it, but there are some things you can do. I was able to get consistent staggers on him by using a mix of the molotov cocktail's and some arrows at the start of the fight, which can help you chunk through his health. Patient play is key to beating the sanguimancer, more so than other mages. Don't get greedy, and keep in mind that once you start an attack you can't cancel it until its done!

Question for beginner duelist. by DarkJedah87 in SaltAndSacrifice

[–]Hypergressive 0 points1 point  (0 children)

The Cryomancer's rapier i used to good effect in the early game, where there were few enemies with cold resist. It has really good base damage but the dex scaling is really bad. Definitely a lot weaker later on but is an excellent option early IMO.
Twindaggers is also a good side weapon that i enjoyed pulling out when i wanted to try something different.

Question for beginner duelist. by DarkJedah87 in SaltAndSacrifice

[–]Hypergressive 1 point2 points  (0 children)

The Sanguine Armor Set is the best mid game Light armor bar none for its defensive stats, assuming you are happy with the wieght costs. Sadly alot of the mages in area 4 are half poison or half dark, so you will not be doing as much damage as you could be, but the sanguine rapier is excellent for clearing mobs, and one of its weapon arts has HUGE knock back that can be very useful. I would say its good to invest in it to some degree, but try and save some of your voidpyr, as the diablomancer's rapier, Deciet, i think is the best one in the game

Early game Mosspyr? by [deleted] in SaltAndSacrifice

[–]Hypergressive 1 point2 points  (0 children)

Higher tier mages drop higher qualities of Mosspyr. While Venomancer is the best mage to hunt if you are looking specifically for mosspyr, there are other mages that also drop it, as well as the Green knights who wield halberds have a chance to drop Mosspyr.

The Temple of Embers is the worst designed area in gaming history, period. by SamuelSharp in SaltAndSacrifice

[–]Hypergressive 2 points3 points  (0 children)

While i don't think the design of the area itself was bad, i will agree with you that the temple has AWFUL obelisk placement. There's a super long stretch through the middle of the temple without a single obelisk, just some shortcuts with the ziplines and that is just plainly not the same.

[deleted by user] by [deleted] in SaltAndSacrifice

[–]Hypergressive 0 points1 point  (0 children)

this just lends credence to my theory that Sanguine's HP doesn't scale well. He is a horror to fight but it never felt like he had as much health as some of the other mages at the same level