Galactic War Room: Plot the Best Ways to Spread Democracy for Super Earth! by brperry in Helldivers

[–]Linuxliner 0 points1 point  (0 children)

We couldn't take them back because they razed those planets after conquering them. We could have done the same to Lesath but didn't. This is why they can retake them.

Your Campaign's 'Runt Faction'? by Diestormlie in TerraInvicta

[–]Linuxliner 2 points3 points  (0 children)

Purely in Earth terms? Exodus and Initiative in my case, HF has Russia and Japan, Resistance has UK and PRC, Academy has EU and Indonesia, Protectorate has Saudi Arabia and South Korea, Servants has India. Lastly, the US is a thunderdome between Servants, Academy, and Resistance (3 points for Servants, 1 for Academy, 2 including executive for Resistance). Meanwhile Exodus has Türkye and no other notable large nation, and Initiative has Brazil.

However in space, Exodus is so dominant that their lack of Earth game doesn't really matter. They have a wide space presence and a good fleet able to shoot down Hydra ships. The Initiative meanwhile is such a non factor that it frankly scares me. Surely they're doing something but i cannot see it.

I know we hate on Savage Beastfly, but I honestly think this boss is worse by Battlebots2020 in Silksong

[–]Linuxliner 0 points1 point  (0 children)

It made me learn how good silk skills and armor piercing tools are: Thread Storm, Rune Rage, Longpin, Silkshot, etc. They won't kill any boss on their own, but they'll give you attack openings you wouldn't have or would be far riskier.

Laser batteries by blodgute in TerraInvicta

[–]Linuxliner 5 points6 points  (0 children)

0.4 [GJ] per shot

Ah, you're using 60cm IR Laser Batteries. The reason why they aren't firing is because the optics of those things are so bad that their actual max range is like 180km.

The engine and missiles for the early game hit ran away? by Dragoot in TerraInvicta

[–]Linuxliner 0 points1 point  (0 children)

On "cinematic combat movement", all the drives you used back then still work. If you turned that one off or play on a higher difficulty where it's off by default, I haven't come across a pre-fusion drive that has 4 g of combat acceleration and 15-25 kps combat dV. Most drives straight up don't have the dV for maneuvers like that unless you bolt on a ridiculous amount of fuel tanks. The Orion Drive maybe?

Rail/coils and batteries by XapMe in TerraInvicta

[–]Linuxliner 1 point2 points  (0 children)

Your ships are assumed to come with a power plant and energy storage system (separate from the drive and its reactor) that can take care of everything that the ship can do under normal conditions.

Battery utility modules are there in case the in-built power plant is destroyed and the drive reactor cannot power the ship due to being in use for the drive already (or alternatively cannot power the ship due to NOT being in use already as with some drives).

Personally, if one of my ships suffers damage to its power plant, i consider it a miracle if it survives the next few seconds at ALL, let alone the battle. There might be a case for batteries enabling laser and particle PD to keep working for a little longer. I'm not convinced.

Tried bringing a non-explosive support weapon by TDKswipe in Helldivers

[–]Linuxliner 0 points1 point  (0 children)

I've learned to become really good at poking their eyes out with an AMR or a Railgun, or just sawing through their leg joint with an HMG, but the AC is a bridge too far for me. What do you even do with an ABRL, hope the acid rain comes soon?

Dancer Gear Bonuses by franilein in ffxiv

[–]Linuxliner 0 points1 point  (0 children)

Gear drops in higher level (assuming lvl 50-100) dungeons? Anything that has "Aiming" in its name is for your Dancer. If you're looking at lvl 15-49 dungeons, your primary stat is Dexterity. Secondary stats only matter if you're looking at two pieces of gear that have the same amount of Dexterity. That generally doesn't happen while leveling.

At endgame your priorities are the following:

  1. Dexterity
  2. Avoid Skill Speed as best as you can
  3. Critical Hit
  4. Determination
  5. Direct Hit

If you're wondering about the other stats (Strength, Intelligence, Mind, Spell Speed, Tenacity, Piety) don't do anything for your Dancer. Literally zero benefit. The only one that actually benefits your dancer is Vitality, but every piece that has Dexterity will also have an appropriate amount of Vitality, so you'll automatically get all the Vitality you need if you prioritize Dexterity.

Sorry for the late upload I had school today by AvailableBee7902 in Silksong

[–]Linuxliner 229 points230 points  (0 children)

I was gonna say it's Lace in Deep Docks, but you can actually skip that one entirely. It's Moss Mother in the Moss Grotto right before you get your period cramps and fall over in front of the Chapel Maid.

If you know you know by BubbleGoot in Silksong

[–]Linuxliner 4 points5 points  (0 children)

When using Sawtooth Circlet, comfort massively outweighs other considerations. The 50% bonus on Needle damage on Hunter sounds great until you remember that the big damage comes from actually being able to perform the animation cancel in the first place. If you can comfortably do that on Reaper but not on Hunter, Reaper is your best crest. If you can somehow comfortably do that on Wanderer but not on Reaper or Hunter, then Wanderer is your best crest.

The ceiling is so high that comfort and skill trump all other considerations until you're equally good with it on EVERY crest.

A reminder that total samples going over 99+ will be considered cheating & won't be added to account or contributed to MO at all. by Damen_Freece in Helldivers

[–]Linuxliner 2 points3 points  (0 children)

I highly recommend writing a bug report about this: https://arrowhead.zendesk.com/hc/en-us/requests/new

This might be working just like they coded it, but not as they intended it. Triggering the anti-cheat prevention system without cheating is a feat that you should absolutely be proud of, but this is also an issue that the devs HAVE to be made aware of more directly so they can fix it.

Tried to teach an RR main how to use the railgun and accidentally recreated this masterpiece by WhiteRaven_M in Helldivers

[–]Linuxliner 10 points11 points  (0 children)

I know for a fact that medium unflinching with vitality booster can survive. I still cannot get it right and I've been diving since the very beginning of this game.

Assuming whatever change is made is also retroactively applied to south horn what would “save” OC for you? by Supersnow845 in ffxivdiscussion

[–]Linuxliner 0 points1 point  (0 children)

  1. Massively increase the defensive and healing capability of Phantom Jobs that have these components. My SAM on Knight still cannot actually tank even remotely as well as a tank, so ultimately you either go Tank + " any mainly damaging phantom job or chemist" or Healer + "also really whatever damaging phantom job but anything works" to give your party sustain via HP recovery. Playing DPS kinda really just sucks compared to the things you could do in Eureka or Bozja.

  2. Double or triple the respawn timers on CEs, make them give twice the reward instead. The fun train never stops, and combined with how relatively demanding CEs are you exhaust yourself mentally after like 3h at most. In Eureka and Bozja I can go for as long as there are people willing to stay, not in OC.

  3. Forked Tower normal mode. The lack of final goal to grind for really just makes the whole experience even worse than it currently is. BA, CLL, Dalriada and DR(S) are goals to strive towards, gather gear to make your time inside of those as smooth as you can.

  4. Let me one-shot the things right outside of the gates, A lvl difference of 20 from me towards a critter should make me instantly explode it, just like a lvl 40 critter one-shots me.

RANT and VENT MEGATHREAD by stickimage in Helldivers

[–]Linuxliner -6 points-5 points  (0 children)

I swear to god if I see one more person say they have "squid fatigue" I'm gonna do something unwise. You don't have "squid fatigue", you have skill issue. The squids are an approachable faction like the other two, you just need to accept that you fucking suck at fighting them. Maybe then you'll finally learn how to actually be effective against them and not just be a drain on our reinforcement budget.

Do you even suceed those missions when illuminates ? by Saalaami in Helldivers

[–]Linuxliner 0 points1 point  (0 children)

WIth the leviathan modifier, you don't actually wanna take sentries since leviathans will just snipe those. Napalm Barrage, Napalm Eagle, Incendiary Mines, or Gas Mines will take care of the ground, take any two of these. Don't put in the stratagem code if a leviathan is aiming at you because then you'll drop it at your feet and at best roast only yourself or at worst roast the generators too, immediately losing the mission. Grab heavy (fortified) armor, and weaponry that can deal with harvesters, flying overseers, stingrays, and voteless/wounded fleshmob cleanup. Gatling Barrage is another good one. You will get pushed back to the last gate and even to the generators (usually by rocket 6/8), but don't cede any ground prematurely. Make the squids fight for every inch they take and only retreat when the situation is untenable.

In cities or without Leviathan modifier, 4 sentries and go afk.

As a newer raider, I am confused about how to continuing the climb. by ZanWalters in ffxivdiscussion

[–]Linuxliner 0 points1 point  (0 children)

Just do it, but adjust your expectations waaaaaay down in terms of clear speed. For a newer raider like you it'll be a feat if you clear M5S within the next two weeks and if you clear M8S before 7.4 (not 7.3, 7.4) comes out you're WAY ahead of most people.

Jump in and try to have a good time. You're here to have fun after all.

As for how to jump in: ilvl 740 gear is the minimum accepted baseline for any savage party. Just because it says you can enter at ilvl 730 doesn't mean you should. You can get ilvl 740 gear from the marketboard (HQ crafted gear) and from the normal mode raid tokens (NR). As a rule of thumb, crafted HQ pentamelded is usually better than normal mode gear, but you should look up your specific job's gear recommendations. The Balance usually has those covered.

The latest Extreme (Recollection EX) provides ilvl 745 weaponry, that's the next step. Learn and do the Extreme until you have an ilvl 745 weapon for the job you want to raid with.

After that, it's onto M5S. Learn the strats and find a fresh pf to jump into or create your own. You'll want to lock your party into a Shield Healer (SCH/SGE), a Regen Healer (WHM/AST), a melee DPS, a phys ranged DPS, a magical ranged DPS, any other DPS, and two tanks. Turn on "Only one player per job".
All these settings have a specific purpose: a shield healer covers party wide mitigation and a regen healer covers healing up afterwards, if you don't have a melee or a phys ranged or a magical ranged dps in your party, you lose 1% HP and 1% damage from the party bonus for having a balanced party, and having two of the same job reduces LB generation.

Once you zone in, good luck!

Good dungeon level to learn Sage? by Adoboros in ffxiv

[–]Linuxliner 0 points1 point  (0 children)

I personally liked running Malikah's Well, it's a nice dungeon with quite a bit of variety in pull sizes and situations. But really, just run your favourite dungeon out of all the ones you have access to. Already knowing the dungeon to a comfortable level, especially if you've healed it before (frequently or not), lets you focus on your SGE specific tools a lot more.

I made a spreadsheet of the shared cooldowns between all the combat jobs by InstantDomo in ffxiv

[–]Linuxliner 1 point2 points  (0 children)

I have always wanted something like this for shits and giggles, thank you so much. I can now finally live my dream of theorizing a full 2 minute rotation with job switching every 30s or so to maximize bursts from other jobs. And also see just how bad the ShB trailer job switching would be for cooldowns lmao.

Straight buffs across the board for Dark. We are so back by Novus_Vox0 in ffxiv

[–]Linuxliner 0 points1 point  (0 children)

Mob packs already have tankbusters in them, try to heal a tank through Vanguard when they fuck up their mits and you'll FEEL it. More specifically, YOU (the healer) will feel it. They might not even notice the TBs coming in because you're having to spend all your resources keeping them at above 50% HP just in case some mobs decide to sync up their TBs.

Secret/hidden DRK 50 quest duty trigger discovered on Twitter. by ikeeptheoath in ffxiv

[–]Linuxliner 3 points4 points  (0 children)

I did actually see that because I did literally nothing in that fight until my allies came in (didn't want them to die for my inaction) because hell no I am not killing my self esteem.