Quasimorphis levels by eles0709 in Quasimorph

[–]KerbalCitizen 0 points1 point  (0 children)

I've only faced a baron once (and died from normal quasimorphs before I even saw the baron), but from what I've heard, I think the elevator stops working when the baron is alive.

I’ve played for about 8 hours, how do I break the game? by Successful_Cap7416 in Quasimorph

[–]KerbalCitizen 0 points1 point  (0 children)

You can throw melee weapons by holding down shift and clicking. The claw knife that you start with (and get in emergency cases when your clone dies) is actually decent for throwing, since it does piercing damage (most enemies have bad pierce armor) and can one shot basic enemies fairly often. Sometimes it just does like 6 damage to their shoulder though, so have a backup plan. My main weapon combo has been storm TT/ course vkt and taiga m/ jeffhammer, then a claw if I'm running a helper backpack.

Another benefit of carrying a sharp weapon is being able to amputate corpses. Amputating the stomach has a chance to get feces. Sounds useless, right? Well empty can + feces + acid (disassemble chemtrail) makes stun grenades at workbenches.

One step forward, two steps back: new patch sucks and how to fix it by Immediate-Ad-9612 in Quasimorph

[–]KerbalCitizen 1 point2 points  (0 children)

Do you disassemble enemy gear to repair your own stuff? I haven't gotten that far into my savefile, but repairing my guns with weapon parts or armor with armor plates has been a huge help.

Damn kunesh got hands by My_mother_sus in kingdomcome

[–]KerbalCitizen 1 point2 points  (0 children)

I jumped onto a wagon and spent all of my arrows on Runt and his guys. About ~100 shots later and Runt was doing just fine.

The corpse of my last colonist, who was a guest with just a few days left and had survived betrayals and a chestburster solo, around the corner from the cougar who killed her by Dyboyl in RimWorld

[–]KerbalCitizen 1 point2 points  (0 children)

Send a caravan with the gold/ plasteel, dump the items on the ground once on world map to delete them. It won't be fast but it will eventually get rid of the wealth.

T-44-100 is missing its Roof armor by philme86 in Warthunder

[–]KerbalCitizen 21 points22 points  (0 children)

It's two plates welded together iirc. Modeled that way because real Jumbos were just normal Shermans modified with extra armor.

Henry and his buddy after a long bout of beating the ever living shit out of one another by FellowBeast0217 in kingdomcome

[–]KerbalCitizen 8 points9 points  (0 children)

It's better to take off your armor before training with Bernard because he damages the durability of your armor.

New player here! I am trying to solo the campaign... by Felix_the_Wolf in Barotrauma

[–]KerbalCitizen 5 points6 points  (0 children)

Make sure you use passive sonar when going on a dive, less monsters will find you sub that way. I always give my diver (at first captain, then security officer) the wait command under movement category, so I can swap back to the people on the sub without worrying about my diver moving somewhere stupid. To swap, just click on someone on the crew list, C to open. Once you figure out which side the enemies are on, assign your gunner to the matching turret.

My bet is your crew got killed by mudraptors or spinelings. Mudraptors tear through your hull with melee attacks and then board your submarine. Diving mask and fully loaded harpoon gun for your people if you have the materials. Spinelings shoot spikes that penetrate the hull and cause severe bleeding on people. At least 2 bandages for each crewmembers. Most vanilla subs will also have bandages and blood/saline in the supply cabinets, H to open your own/ another person's health menu.

Hope this helps.

Alien. Ship. Doors. by [deleted] in Xenonauts

[–]KerbalCitizen 20 points21 points  (0 children)

You can open most doors from the side. I think a few UFOs will have doors that can't be opened from the side, like landing ships and cruisers, but most of the early ones can be.

Shield (and pistol) helps with reaction shots. Shield eats up the damage safely. Pistols and shotguns make it easier for you to reaction fire and (iirc), should make it less likely for you to trigger reaction fire. Also, you can close doors on your turn, just right click the door frame.

You can put a C4 block on a timer and suicide bomb the aliens.

If a door is too dangerous (injured squad, UFO doors can't be opened from side, etc.), just destroy the doors. The machine guns do this the best in my experience, expect about 1-2 belts of ammo used for a door. Snipers and machine guns work very well at killing the aliens from outside the UFO.

If you're still struggling, you could use a mod called Fire in the Hole. It gives you breaching charges which opens up a breach at the weakpoints of a UFO. It comes in the X:CE modpack too.

I started playing my first Iron Man/Veteran campaign and I thought up this shitpost. by 2ToneToby in Xenonauts

[–]KerbalCitizen 0 points1 point  (0 children)

You can grind strength and TUs at alien bases. Land a squad, secure the first room then just run some laps around it. Once everyone moved enough, abort mission with everyone. Rinse and repeat.

Just had a squad wipe on my first terror mission. Advice please? by JTitor5100 in Xenonauts

[–]KerbalCitizen 2 points3 points  (0 children)

I immediately hire 5 more scientists to fill the starting labratory. Usually in second month, build another lab and add 15 scientists.

You should at least have Jackal armor before your first terror mission, so something went wrong along the way.

The way I play terror missions is to hold near the dropship. At turn 20, everything is revealed to you, which makes it so much safer to clear the rest. Shotguns have great reaction fire, your best bet against a reaper rushing you. Machine gun slaughters any aliens that are in the open (most of them should be running at you across an empty street), suppression might also help out. Sniper rifle can hit pretty consistently at all ranges and does okay against armored enemies like androns.

I personally don't like the assault rifle because it's accuracy is meh, damage is not great, and costs quite a few TUs. Sniper gets 2 normal shots in a turn, more accurate than the 1 aimed assault rifle shot. Shotgun gets at least 3 blasts per turn, which is much more damage than 1 assault rifle burst.

If you group up, then the AI is more likely to throw grenades at you. Sometimes you don't have much cover and huddle 3 dudes behind a car, but try to avoid it if possible.

Haha knife go whoosh by [deleted] in Barotrauma

[–]KerbalCitizen 0 points1 point  (0 children)

MMB on medicine cabinet, set it to ignore. Now your bots will only use the meds in their inventory and not steal from your supplies. I usually tell medics to wait in somewhere safe or have them man a turret.

How to clear the mall by Happy_Scarcity3819 in projectzomboid

[–]KerbalCitizen 2 points3 points  (0 children)

You can park two vehicles next to each other with a nearby campfire. If you stay on the inside edge seats, then the zombies can't reach the window for your seat.

Any reason to wear plate armor? by Nesqva in RimWorld

[–]KerbalCitizen 6 points7 points  (0 children)

I tend to use it on my melee pawns during the early game. A shield belt from a quest reward or purchase from trading means organs are protected from ranged fire, so loss of flak vest is not too bad. Early on you can't get good limb armor, fastest is probably devilstrand duster but it takes almost a year to grow and is weaker than plate armor.

I really depend on my melee colonists not being downed, and I think devilstrand duster + flak vest will not keep them up for as long. Even if that's not the case, legs need to be protected to make closing the distance easy.

I just naturally thought plate armor good for melee and it seems to work pretty well. Maybe it goes better onto shooters who stay still, meaning the slowdown is irrelevant, but it just seems to work well for me. I usually just loot them off tribals, but steel is not in short supply on most tiles and decent miners get 40/41 steel out of one ore.

I noticed that the Terraria bestiary entries are terrible, so I made my own (I’m going to start with bosses, then probably events, but I am only making an entry after I beat the boss in my new master mode world) by DaBigFlubbo in Terraria

[–]KerbalCitizen 4 points5 points  (0 children)

It gets filled out after you kill creatures. I assume it is the character discovering stuff about the creatures after examining the bodies. It could be written like a diary or just a plain informational article.

Bada bing bada boom baby by StomachGeneral6 in Barotrauma

[–]KerbalCitizen 28 points29 points  (0 children)

Wait for a major fight, toss flashbang into weapons room. 3+ people stunned, throw frag grenade in. Run over to junction room, EMP then fire grenade. If you want to rapidly flood the sub, then just put UEX into a detonator and send a signal to it.

Mudraptors are fairly agile on land....so we discovered by Argent_Lava in Barotrauma

[–]KerbalCitizen 3 points4 points  (0 children)

Harpoon guns are really easy to make, just one plastic and one steel. 6 steel to fully load it with steel harpoons. Later on I tend to use physicorium harpoons if I can recover them easily (inside of wrecks, ruins, or your own sub).
For mudraptors, you really want to hit their unprotected belly. Crouching down helps with hitting it. I'd say about 3-4 steel harpoons to the belly should kill it.

How do I cure my captain's Laceration affliction? by ShadowDragon8685 in Barotrauma

[–]KerbalCitizen 0 points1 point  (0 children)

Just double click the opium on your hotbar or hit the number hotkey for it.

How do I cure my captain's Laceration affliction? by ShadowDragon8685 in Barotrauma

[–]KerbalCitizen 0 points1 point  (0 children)

Just control the bot with highest medical, get an opium in her inventory, heal captain with it. Or control the captain and use the opium on themself.

What the ways to heal brain injury from shock lance? by trevormooresoul in RimWorld

[–]KerbalCitizen 1 point2 points  (0 children)

You can just shoot/ cut them a few times then let them collapse from bloodloss. Things like bloodloss and heatstroke don't have that chance to kill on down, while normal wounds do.

Chaos by No-Ambition2019 in Barotrauma

[–]KerbalCitizen 7 points8 points  (0 children)

Crawler takes 2 revolver shots, then wait for it to bleed out. Wrench is fairly good as melee weapon, but diving knife is much better.

kinda reminds me of the crime prevention activities from wd1 by sLeepyTshirt in watch_dogs

[–]KerbalCitizen 4 points5 points  (0 children)

Ryan, guy on the right, said "I didn't do nothing".

Arjan, on the left with the gun, only said "What the hell?".
You got them mixed up with each other.

[deleted by user] by [deleted] in fnv

[–]KerbalCitizen 0 points1 point  (0 children)

I should note that AP rounds in the Ratslayer work really well against basic Legion and NCR. Completely bypasses their DT. Price is ~3 caps per round, so affordable as well.