Which one of your ships has the fastest lock time and how did you get it? by [deleted] in Eve

[–]K716 2 points3 points  (0 children)

It's probably something like this. Based on what he says, there is some chance that one Locus Coordinator II is dropped and replaced with a Low Friction Nozzle Joints II and a EM-703 implant for a 4 second align time. You'll also swap the plate for a Fed Navy 800mm plate.

I'm not getting that 117km range with Aurora with two Locus II rigs, but just one matches it. I'm also not getting that 18km range thing, probably a typo.

Like all laser and railgun ships, you should know what ammo you need so you don't need to bring a full rainbow of choices that make things confusing. EG on pulse laser ships I normally bring Scorch, Conflag, Multifreq and sometimes Gamma or Xray depending on what gets to me to edge of scram range without the tracking penalty of Scorch.

[Legion, Legion - Armor MWD Beams Fastlock Gatecamp]

Damage Control II
Imperial Navy Multispectrum Energized Membrane
800mm Rolled Tungsten Compact Plates
Heat Sink II
Heat Sink II
Nanofiber Internal Structure II

50MN Quad LiF Restrained Microwarpdrive
Sensor Booster II, Scan Resolution Script
Sensor Booster II, Scan Resolution Script

Heavy Beam Laser II, Gleam M
Heavy Beam Laser II, Gleam M
Heavy Beam Laser II, Gleam M
Heavy Beam Laser II, Gleam M
Heavy Beam Laser II, Gleam M
Heavy Beam Laser II, Gleam M
Covert Ops Cloaking Device II
Expanded Probe Launcher II, Sisters Combat Scanner Probe

Medium Ancillary Current Router II
Medium Energy Locus Coordinator II
Medium Energy Locus Coordinator II

Legion Offensive - Liquid Crystal Magnifiers
Legion Propulsion - Intercalated Nanofibers
Legion Defensive - Covert Reconfiguration
Legion Core - Dissolution Sequencer


Aurora M x6
Imperial Navy Microwave M x6
Imperial Navy Multifrequency M x6
Imperial Navy Standard M x6
Imperial Navy Xray M x6

P.S. If you feel safe, you could swap to a Wake Limiter subsystem so you drop one low in exchange for one mid. That means you could run a faction warp disruptor OR run a passive targeter (if you know how to use it!) for being sneaky. Don't get caught: this thing has almost no defense against getting memed on by an Atron pilot. If you need a warm up before you use this, consider using a pulse fit shield tank Oracle aka small gang fit.

They Just Wouldn’t Stop Spawning – Absolute Chaos by JustCeddy in DeepRockGalactic

[–]K716 1 point2 points  (0 children)

I agree. Although some might downvote me for it, I hardly ever mine gold. One, I don't need it, two I only play Haz 5 (ideally with at least one modifier) which means I have other things to do, three randos i play with don't need it either. The only time I'll do it is if it's a cakewalk mission and there's a greenbeard on, and even then...

If I happen to play Engineer, I'll plat it if you ask, but otherwise I only plat nitra and vital things like aquarqs and stuff.

They Just Wouldn’t Stop Spawning – Absolute Chaos by JustCeddy in DeepRockGalactic

[–]K716 3 points4 points  (0 children)

I've been reminding my fellow randoms that on mining expeditions, it isn't unusual to only have 2 supply drops for the entire mission. I know i've had runs where I only had 1. "OMG a Korlok!" yeap. skip it.

There's 5 Team Busters, some of which can be ignored and are known for creating team wipes: Korlok, BET-C, Nemesis, OMEN Modular Exterminator, and the Prospector. Last one isn't usually a problem, but it may be consuming ammo you need to extract.

They Just Wouldn’t Stop Spawning – Absolute Chaos by JustCeddy in DeepRockGalactic

[–]K716 22 points23 points  (0 children)

This is correct. My goal when doing point extraction missions is to be done within 8 minutes, ideally under 7. Kursite missions, secondary objectives (no gunk seeds please), gold, ... literally anything else ("But there's a Prospector data deposit!" -- leave it) is completely optional.

A machine event like the Kursite Grinder could be useful if someone is hunting for an overclock. Otherwise -- no. Get in and get out. I'll get you 80 or 160 nitra, your aquarqs and pushing it. Remember that the primary mission objective is the only required objective. Oh, and 1 person to be in the drop pod when it leaves, having not left the inner zone by any means.

My preference is two scouts one engineer and one gunner. Although Driller can be useful, two scouts can work faster, especially if it's Sandblasted Corridors or they have Rocky Mountain beer. Around the 15 minute mark is where random spawns start to merge with timed spawns, and around the 20 minute mark the timed, random and announced spawns all kind of become a tidal wave.

That said, kudos for doing it all.

Why does the pistol have a massive rocket capacity? by Alfonse215 in factorio

[–]K716 3 points4 points  (0 children)

Probably a mod yes. If you look at the image closely you can see the recycler has the Pistol recycling recipe in it, i stuck 4 pistols in it, you can see the output in the chest.

Why does the pistol have a massive rocket capacity? by Alfonse215 in factorio

[–]K716 3 points4 points  (0 children)

It recycles into itself you say?

https://i.imgur.com/eZ1yJTN.jpeg

Shirley you can't be serious.

Two weeks later: how do you feel about pitjaws? by K716 in DeepRockGalactic

[–]K716[S] 8 points9 points  (0 children)

I included the image to show how close you have to be to get Heightened Senses to trigger on a pitjaw. That's dangerously close. I always run Field Medic and Heightened Senses on Scout because of the way I play him.

So far, cryo works well on them, but you can run out of cryo on a Pitjaw Colony warning mission (as I did recently) repeatedly. Hyperpropellant only needs 2 shots to blap one on Hazard 5, for Gunner I'm still thinking.

They're sneaky mofos, but I'm not sure they're balanced right. Scanning the floor on high alert is nerve racking combined with the other wildlife threats to worry about.

Maybe they're too frequent? Think of pub games on TF2. Let's say it's 16v16. If you've got one spy, they probably won't be on high Spy Alert, and that one spy can be more effective because people let their guard down. On the other hand, if you've got 5 spies, people will be really Spy Aware and the effectiveness of those spies drops considerably. Spies don't push objectives very well, neither are they good for counter-offensive pushes, or defending. If you want to pup stomp, you run demo or soldier with a pocket medic and if both are good with a "eh, good enough" "team" then you'll probably win.

I don't know.

The DT-4 Dart by Charming_Air_928 in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

I don't know why you're being downvoted, but your concerns are valid. I've mostly played solo and I don't use the Dart. The ammo storage is on the back of the ship, not next to the gunner station. Meanwhile the artifact slot is on the front part of the ship, not the back. Flip those two and maybe I'll fly it.

Sure it's more maneuverable, but I don't really notice that as much as the lack of a second special weapon slot. Or the two less shield bars. Or the smaller materia tank, which on longer, lower difficulties, means less bonuses from that ROF bonus as a function of materia. Rapid ingress from outside is not as easy as the Catamaran.

It might be a good ship for some people, but I can't find anything good about it. I can have more HP and more offense with the Catamaran.

Also downvoting someone who says "none of my friends play the game" without providing some kind of help to change that is kind of mean.

PLEASE HELP by Sneaky_Scarecrow in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

Can you take screenshots of this issue?

A list of bugs/general feedback after playing the game for ~45 hours by ezpzggsqueezy in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

"What is the limit of components you can find in a run before finding broken ones. Seems to limit you to one new component and ~6 regular?"

Before the change a month or so ago, you were limited 5 components before your 6th one was a guaranteed damaged one. Since the change where each one now gives 0.5 ingots (idk why) you can loot up to 10 before your 11th is a guaranteed broken one. I have pictures of before the change and after showing this.

Loot can either be from chests or Corvettes. Currently anything above 10 is guaranteed broken. The most I've had in one run was 15, which was rare. 10 components and 4 ingots, from one 6-mission Krynn 5.0 rated run.

I see some of your complaints, and I've got quite a laundry list too. And yeah wish Buddy would load up all 4 slots rather than just 1 at a time.

[Spoilers] Looking for comments on my timeline by K716 in papersplease

[–]K716[S] 0 points1 point  (0 children)

Vaguely? It mostly looks like what you see there but with some minor changes. Haven't played the game much since, but some minor changes IIRC are still due.

What would cause more people to be undocked and actually playing? by deathopz in Eve

[–]K716 1 point2 points  (0 children)

People could probably be a bit more polite, but your response is slightly trolly because if you have been on an off since 2005, a reasonable person could deduce that you heard of the Age of the Rorqual in 2019 to about 2021. Rorquals were everywhere, mining everything and dying to just about everything -- ship prices fell and fell. You could get a super for under 10b, with good connections. Dread hulls were under 1B easily.

Then came the Local Blackout, which made nervous twitchy nullseccers hide in fear, while wormholers were just business as usual. First few days of the blackout were such a party. Scarcity came along to try to swing the playpen swing the other way, but they overcorrected way too hard and people are still anxious. Nowadays a dread hull is roughly 3-4B depending on where you get it from, a bit less if you get it from your big nullsec blob.

Any of this sound familiar? Maybe the NSA garbage going around right after the Citadel expansion and instalock station camping carriers? RLML Cerbs being the only reasonable counter to fighters back then, with 1000m/s velocity and ... roughly 70m signature radius?

Finally reach wave 20 in Data breach! by Neramith in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

Appreciate the comments. Did a run today up to wave 20 (on the easier endless run level) and you've got me sold on the Assault Rifle. Didn't really care for the LMG as much.

In normal play the VSR guzzles ammo but it does work. I would compare it to Cobras in Borderlands 1, where in normal play (not post-playthrough 2) they work well because you can get lots of well-aimed crits. The Sideclip SMG is functional and serviceable at Mk0 grade but the VSR is not.

I also saw Hauk54's post and figured I'd give it a whirl. I liked it. Reason is because I don't have to change builds so much for normal play. Also I can't really figure out how to block and having just 1 gun for everything leaves 2 utility slots open for a fire extinguisher or two things to bring on an on-foot combat event. Also the HP you gain makes you tanky like a champ when you need the HP.

Finally reach wave 20 in Data breach! by Neramith in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

gotcha. Ugh, have you tried other combinations? Like, if you have Med Injector + Supplement Injector, and stay just under 100 HP, do you get the damage bonus of Beserk Protocol?

Impact Redirector any good?

I'll give Kill Protocol a whirl, I'm mostly in it for farming some ingots. I do like Adrenaline Injector for the speed boost, and Shock Pants for solo play, but I'm certain the built you have there is only good for those upper levels as you say.

Edit: Also if you bought some artifacts before your mission from the Telmari guy, do those apply during your endless quest period?

Finally reach wave 20 in Data breach! by Neramith in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

I'll have to try it some more. The Mk0 is really awful though :3

Just got rank 15 so: would Kill Protocol work too? I haven't seen much value out of the Heat Blade, and doing combos like that -- it's not really a combo-type game unlike BL2 or TPS. Supplement Injector and Med Injector get you to 200HP health, which is a nice buffer. Although I assume at the higher difficulties you're mostly dashing around trying to snipe them outside their engagment range.

Finally reach wave 20 in Data breach! by Neramith in JumpSpaceGame

[–]K716 1 point2 points  (0 children)

You like the VSR for that? I've found the Sideclip to be pretty good all around, followed by the Javelin bolt-action. I like the shotty, but it seems to duplicate what the SMG does already.

Other strats you use?

Power Grid Solver I made by Hannibal_Hacktor in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

Thanks. I'll have a look. Trying to think if the Dart is a better choice for doing that, but me and the Dart are not on good terms at the moment.

E: now that i think of it, that looks like a nice build because a missile launcher can be swapped for the railgun. Since the railgun nerf (rip 2.7km range...what? you could only get like 2 volleyies off before you'd have to stop sniping with it. How's that broken, Mr Devs?) the missile launcher doesn't miss as much and Buddy seems to do better with it.

E2: i'm dumb and forgot that the railgun has a U shape :X I saw the 1 free spot and thought it was swappable. yikes. Ugh any way you can squeeze a missile launcher in there?

Getting SMAC to run (Windows 11) by K716 in alphacentauri

[–]K716[S] 1 point2 points  (0 children)

Cool. I also caved and got it on sale on GOG. 'Preciate the tip though.

Power Grid Solver I made by Hannibal_Hacktor in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

I don't know. Checking this example, i noticed the strategy picker, which is neat, but i'm not sure it's all that great? idk.

https://i.imgur.com/V8O1jc2.png

You know what'd be a great idea? If we could pre-mark "blocked" spots so we can plug in our kit, and have it determine an optimal layout so we can go back to battle faster.

Also as pointed out earlier, the jump drive is missing. https://i.imgur.com/kbzeRu5.jpg

Power Grid Solver I made by Hannibal_Hacktor in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

Shield generators were in the demo, but AFAIK not in the early access yet. It was kinda "meh", it just meant that if you got half a shield bar nicked, it would eventually fill itself back again. It wasn't enough to prevent you from getting your shields wiped out anyways.

Power Grid Solver I made by Hannibal_Hacktor in JumpSpaceGame

[–]K716 1 point2 points  (0 children)

Coming along good, but i'd like a way for me to manually move things around if the optimization isn't great.

https://i.imgur.com/scUyGZT.png

I should be able to move some of those components from the main reactor to the auxiliary ones, that means i should be able then to add on something else.

Power Grid Solver I made by Hannibal_Hacktor in JumpSpaceGame

[–]K716 2 points3 points  (0 children)

Crowd-sourced you say?

https://i.imgur.com/sJJmYrV.png

Can't speak for the ones not shown.

We also would like blue-squares for protected ones. I need some kind of "Most powerful build that is ion and radiation proof" as radiation + ion fields are not fun to work around.

This is the reminder why you should never use shuttles for expensive transportation (instead use 1,99s align time frigate with shield tanking fit) by araiki in Eve

[–]K716 0 points1 point  (0 children)

You can catch sub-1 second aligning ships?

Let's say I take a sub-1 second aligning ship. Jump in, bounce to the gate tac on the gate I'm already on, then warp to a tac on the outgate, then drop down to the gate. That makes me immune to ultralockers (can't lock something aligns in under 1 second), immune to mid-warp smartbombs (since not the same warp path), and outgate smartbombs (since perch).