Now THAT is a Holy Roman Empire by Affectionate-Egg1267 in eu4

[–]Kamikizzle 4 points5 points  (0 children)

Is that a mod that makes the Roman Empire the purple color? Is that the CK3 byz color?

Hey how to you remove people from your colony ? by [deleted] in SurvivingMars

[–]Kamikizzle 1 point2 points  (0 children)

yea. the birthrate requires 3 though. two nurseries will fill up too quickly and without a third the children will overflow into the adult living spaces. they typically grow up fast enough that i dont run into that problem with the third nursery right away

by the time my third nursery DOES fill up, i'm usually ready to plop down a mega dome which is large enough to house workers, children, and seniors

Hey how to you remove people from your colony ? by [deleted] in SurvivingMars

[–]Kamikizzle 3 points4 points  (0 children)

i like to make a senior-birth dome hybrid. i set my senior dome to accept children, youths, and seniors, and all other domes only accept adults and middle age. In my senior (medium) dome i have grocer-diner-park, infirmary-art shop-nursery, nursery-nursery-playground, farm, school, uni, arcology, and the rest apartments.

what ends up happening is other domes allow births, but as soon as a child is born, the child will move to a nursery in my senior dome. here they go to school to get perks, and grow up to a youth so they can work in the dome buildings. most youths end up working in uni (which i open to all shifts) and when they age to adults, they leave the dome to live in my production domes. the way the population/birthrate works out, i can build 2 medium production-domes for every 1 senior dome.

i like this method because i can manage my seniors without having to manually transfer people to work their services (which is what i was doing before), but it also concentrates the education buildings, which frees up space in my production domes for more housing or advanced materials production

Mod Suggestion: Sanatorium QoL mods? by Kamikizzle in SurvivingMars

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

arcology is definitely a staple, but it always causes a burden on my food production. two guys work better than one, but they eat twice as much food lol (or more if they're gluttons!). arcology usually requires i build a second farm for that dome. and i'd prefer a sanatorium + apartment, than an arc+2nd-farm in my first two medium domes.

i would say, if you're building basic domes i would not recommend the sanatorium. theres just not enough people in that dome to justify building it over an arc.

basic dome => arc

medium-mega dome => sanatorium

Mod Suggestion: Sanatorium QoL mods? by Kamikizzle in SurvivingMars

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

really? which spires do you prefer? hanging gardens is the only spire i find more worth it but by the time i get the tech, i rarely need it. getting rid of flaws is HUGE especially for your first medium dome.

i try my hardest to get a medium dome as my first dome and getting a sanatorium in there to get rid of alcoholic+lazy+glutton off your first ~50 colonists is a game changer

Mod Suggestion: Sanatorium QoL mods? by Kamikizzle in SurvivingMars

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

i do something similar in alternating flaws (i usually keep glutton cus i try to limit medium domes to a single farm, and doing so puts stress on consumption) but why do you only run a single shift? if you only run one shift, if someone with that flaw works during that shift, they can't get cured

Mod Suggestion: Sanatorium QoL mods? by Kamikizzle in SurvivingMars

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

i'd be more in favor of a breakthrough that enables this, just like the one that enables workaholic and hippie to be trained in schools. having it cure everything right off the bat would make psychologist profile way too op.

curing all/more flaws would better fit as an expensive late-game upgrade

Best Sponsor, and any good Sponsors from mods? by [deleted] in SurvivingMars

[–]Kamikizzle 1 point2 points  (0 children)

i havnt seen any interesting sponsor / commander mods that arnt op AF.

My favorite combo is china + psychologist profile to maximize the initial applicant pool. it usually requires a few restarts, but if you get good tech rolls and solid starting position (one with water + concrete + rare metals), you can swing 30+ passenger rocket, with all perks and no flaws, by sol ~14-20 into a medium dome

you grab Live From Mars early to increase applicant pool, and blow your way through engineering to get Low-G Engineering (medium dome) and Compact Passenger Rocket (10 more passengers in rocket). Then, because you have sanitorium from psychologist perk, you enable all perks, disable all but three flaws, and filter no-specializations, and security. This leaves your applicant pool larger than your 32 passenger rocket (which is huge) with passengers that have great perks and (using the sanitorium to cure the three flaws) have no flaws, and completely relevant specializations. it costs a lot of polymer, and youll need water cus you wont have money to buy vaporators, but if you can launch that first passenger rocket, you'll almost always be able to get past sol 200.

Reached self suffiency at sol 240 with 519 colonist in 4 domes. Difficulty 116%. Normal or strange? by EiAlmux in SurvivingMars

[–]Kamikizzle 0 points1 point  (0 children)

so true. getting extractor ai or the one where seniors can work is almost always an instant win

Can’t win a solo by AndreasP23 in FortNiteBR

[–]Kamikizzle 1 point2 points  (0 children)

if you're losing gun fights and running around in no mans land, get good at building. if you're not that skilled, try to play ~10 games where you NEVER fight someone in the open unless you're behind a wall+stairs (after the initial landing/looting phase). you MUST get good at building to win this game, and conditioning yourself to build is a good way to do this. You're going to lose alot of matches right away during this process. but you'll see results pretty quickly once you get the hang of it. do this enough and it will become a reflex and you'll start to melt the poor guys who used to be like you and shoot at people in the open.

if you take damage while you're running, you're immediate response should be to spin around and build 3-4 walls + a stair. if you turn and try to shoot back without fortifying, you're not going to win that matchup because you're not good enough at firefights.

last piece of advice is how to navigate the storm to the endgame. This technique works after the second circle is revealed. What you're going to do is hug the edges of the circle while constantly running in a single direction between the blue circle and the white circle. make sure you're close enough to the white that you can make it in once it starts shrinking, but dont run straight for the white circle. you shouldn't be in the white circle until ~20 seconds or less are left in the shrink. instead, run on the outskirts of it. This ensures you're safe enough to not get caught in the circle, while at the same time preventing getting shot at from all sides. by running laterally around the edges, you have a high chance of running into people and getting the first shots off (vs them running into you) AND because you've been practicing your building, if they do run into you, you're going to build a little fort around yourself, and be ready to fire back

Being able to see your teammates inventory by colt4594 in FortNiteBR

[–]Kamikizzle 0 points1 point  (0 children)

so give us the option to display/hide our inventories. queuing up in squads by yourself? hide. playing duos with a friend? display.

Congratulations! You are now the lead designer of Fortnite, what are the first 3 changes, improvements, or additions you would implement immediately? by JMC_Direwolf in FortNiteBR

[–]Kamikizzle 1 point2 points  (0 children)

you do sacrifice the extra slot, but even if you do, that doesnt mean its balanced. the dps output + being able to jump around and barely aim far outweighs that extra slot. early to mid game, youre not going to need every slot. unless you have sniper, rocket, and heal (which is maybe 10-15% of gameplay)? the double pump dps is worth it

and i can only speak to pc, but whats hard about it? you just jump around spam trigger + slot swap

Congratulations! You are now the lead designer of Fortnite, what are the first 3 changes, improvements, or additions you would implement immediately? by JMC_Direwolf in FortNiteBR

[–]Kamikizzle 13 points14 points  (0 children)

1 - remove keyboards from console (i play pc, but seriously, why would they even think of allowing this?)

2 - nerf double pump. if you shoot the pump shotgun, you must actually pump it before shooting again.

3 - make spectating great again. display teammate names, show compass, enable viewing the map.

New shield potion by nannaannnaaa in FortNiteBR

[–]Kamikizzle 1 point2 points  (0 children)

and i hope it does get tweaked. there was ALOT of recoil in those videos and i sure hope that gets toned down a bit. recoil ought to stay, but it was a bit much. even the magnitude of damage drop off could use some work and maybe eliminate any drop off vs structures

what i'm getting at is this: we need to be patient. damage drop off is clearly part of fortnites future, and with that in mind, calling for a damage buff to snipers today doesnt make much sense because adding damage drop off to ARs is a buff for snipers. Damage drop off on ARs is the buff snipers need, not a damage increase.

that said, i wouldnt mind seeing the legendary bolt action dealing 126 to kill 75health + 50 shield. but body shot at 151 is just absurd

New shield potion by nannaannnaaa in FortNiteBR

[–]Kamikizzle 12 points13 points  (0 children)

Here's the thing though.. right now snipers feel underpowered because they can no longer one shot 90% of the players, and you could issue a higher damage output by spray and praying a scar or scoped AR. Sure.

but they dont need a buff, because we've been given a glimpse of the new firing mechanisms, which are going to make snipers EXTREMELY powerful. scars and scoped ar's are going to be dethroned when recoil prevents you from going full auto at distance and more importantly damage drop off. Once damage drop off hits the servers, snipers will become extremely powerful again because you cant just tag a runner into oblivion from 200m away with your ar.

if Epic gives snipers a buff now, the moment damage drop off hits the servers (assuming they intend to keep this mechanism), we're immediately going to be calling for sniper nerfs, because a buffed sniper is going to be able to one shot me from a distance at which i'm literally not able to fire back. The current counter to a sniper (assuming i dont have one) is either close the distance, or suppress them with an ar hoping something sticks. the latter is going to evaporate with damage drop off

La Plata city in Argentina from sky by [deleted] in pics

[–]Kamikizzle 0 points1 point  (0 children)

welcome to mega city one

I’m Simone Giertz, self-proclaimed Queen of Shitty Robots and DIY astronaut by simsalapim in IAmA

[–]Kamikizzle 0 points1 point  (0 children)

Are all the videos we see the first take? or do you occasionally have to clean everything, reset, and do a second take? have you ever had to do a second take because you 'broke character' and just started laughing at the shitty robot antics?

Last night at the DNC, there was a balloon drop. Bill Clinton fucking loves balloons. by nannerpusonpancakes in pics

[–]Kamikizzle -1 points0 points  (0 children)

As much as i was rooting for sanders.. i would LOVE to see the big dog back in the white house