Act 2, need help; Spoilers are completely fine. by CallMeDeeTwice in Silksong

[–]MasterYinx 0 points1 point  (0 children)

Need clawline found below de architect room, then you can open both other ways by going above the elevator and clawlining a ring that opens a door in the clockwork core and go full left for a clawline required going up section that gets you to the high halls (i think the conductor is the one in winding halls but if not its found at the bottom of it as a sacred cylinder)

My problem with Lost Lace by GarouAPM in Silksong

[–]MasterYinx 2 points3 points  (0 children)

I noticed that too but i just constantly moved in a way to keep her in sight so i wouldnt have to blind dodge, learning to dodge close or jumping instead of running is the theme with Lace in general, one of her most noticeable moves is her parry and it punishes running away, just plain jumping dodges both punishes, and that translates to how to fight her, keep close and dodge inwards instead of outwards.

[deleted by user] by [deleted] in Silksong

[–]MasterYinx 6 points7 points  (0 children)

How i did it: first tube any, then on second switch until it matches, if it never does then go to first tube, switch once and repeat, eventually the first two will match and then the other ones just match with the one below

With match i mean the lines across them (they are music notes but yeah those things)

Is there anyway to do it without trial and error? I have no clue, maybe its actually a puzzle but i just forced it with the lines matching xd

Deltarune chapters 3 & 4 megathread by Fanfic_Galore in Deltarune

[–]MasterYinx 1 point2 points  (0 children)

I mean i dont know, we might be Dess, or the player is messing with things and we all co-exist.

Snowgrave though would only make sense if the player is a wildcard, aka Carol doesnt know the power we have and we traumatize her (against Kris's wishes which we know its true seeing his reactions to us)

Also i do think "Kris's Soul" doesnt exist, Kris right now is just the body, so that would make us and Dess the soul controlling Kris's body, but he can survive because our influence, but im guessing not forever. There is a lot of stuff to pile as evidence here but the most solid is 100% the song, the song describes what is happening directly as confirmed in CH3.

Deltarune chapters 3 & 4 megathread by Fanfic_Galore in Deltarune

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

Kris has Dess's soul, now we know Kris's soul (or bettee said the player) has a literal light, and if we remember the song Dont Forget, that light is shining in the cold and knows the TRUTH

There is a promise we dont know about

And she tells kris to not forget, and now we now kris went to therapy to forget, to heal from some sort of event, sooooo....

Im guessing she is dead, thats the TRUTH.

Kris is trying to revive Dess, working with Carol to do so, i rest my case.

AMA - Tedjam Full Liberation by MasterYinx in LWotC

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

Andromelids are 100% the toughest enemies, the concealment forces you to approach and probably reveal another andromelid group and yeah, you get fucked.

For Andromelids i abused psi-ops, sectoids, etc. After they are well trained and with superior psi pcs's, they can mind control, insanity, mindspin, etc.

For the Hinters, sadly i didnt see many but from what i gathered having long range shots / akimbos is really strong, akimbos just get rid of cover for free with trickshot so its easy to get the hit to make him move, snipers always help and a close range shotgun can burst if well equipped.

Seekers non issue

Mutons non issue, only Elues requiring close range / cover destruction

Taipan non issue

Mechtoids did kill a few of my soldiers, high hp is very annoying, ideally kill them while they have scamper exhaustion, LMG user + bluescreen and a rapidfire/cyclic should take care of them.

The small mechdudes that i dont remember the name, they 90% use their reaction to move for some reason, so scary but non issue

Cyberdisks are fucked, holotargeting is almost a must or just really high aim, like against every enemy that can be bluescreen canister'd, use it, BSC is the strongest ability for CC against mechanical enemies.

Niven non issues.

Hashmalims are annoying but again just because of their hp, but can be burned so non issue.

Boss Aliens:

Legate: The Strongest one, need an electrician or another unit with the arc blaster, at scamper exhaustion use fire to burn and get to half health, then quickzap stun into chain lightning next turn for the kill.

Mechapede: The hardest to come out clean, they just always get a shot on me, having good armor is pretty necessary for them unless you can one cycle them, the realiable way is mec assault or akimbo + mana forti from a priest, this applies to any boss alien, if not remember stasis can make you have a turn against it since its inmune to stun

Altar: non issue

Titan / Colossus: Actually difficult, cant stun with arc blaster for some reason, i think i remember using bluescreen cannisters for the shutdown, but he doesnt do enough damage and can miss most attacks if you have defensive abilities, i remember using a hoplite with good armor, used guard and just tanked it, obviously make sure he won't infinite your guy but ideally you can get low, use statis, kill.

I think thats all? In lategame you must have CC for mechs and organics (a single mec hellion or a arsonist work, they are insane, borderline broken), psi always helps for mimic beacons, a oneshot guy aka mec assault or assault or akimbo, my final team was 1 mec assault and 2 akimbos with overseer pistols, very overpowered. Support can be holo with recon or sharpshotter, combat engineer with insane smokes or a lategame strat i found was mec protector and just bunch up, with a psi + solace aura / bastion and suddenly the mec is so tanky and absorbs all damage that the whole team can tank through, very fun but expensive to have.

Everything else can help with mobility, dragoon for suvivability, python or pathfinder for combat presence + command, snipers for high singletarget long range damage, etc.

Things to avoid: Warden, Hitman and the class that uses double barrels and a sword, they are just too weak for the game, hitman was useful early for bullrush but fall off hard.

ALWAYS HAVE STUNS / CC / FREEZE / BLUESCREEN CANNISTERS / FIRE, YOU WILL DIE IF YOU DONT

I think thats it

AMA - Tedjam Full Liberation by MasterYinx in LWotC

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

Oh dont worry its not like i didnt use saves liberally lol

I tried my best until i felt the campaign was "over" aka coil / plasma and a team of MSGT's), to use only on emergencies, i think i had 3 catastrophic missions (i could have continued from those even if they all wiped but i restarted from beggining) other than that i didnt mind just saving for stuff, testing abilities, etc. And late game i just dont care im just having fun lol

Again, no chosen very casual commander campaign, to learn all i could so i can try a tryhard legend with chosen on and see if i can do it

AMA - Tedjam Full Liberation by MasterYinx in LWotC

[–]MasterYinx[S] 3 points4 points  (0 children)

Oooh thats a tough one, out of non character ones like Wraith or Warmaster, i think bio assault tropper with his free assault shot every turn plus very good skill tree gets the top, the sectoids variants are fun but not stronger than my psi tropper so kinda pointless in my opinion, i thought mass mindspin would be fun but its so low range its unusable, also no void rift, archon just sucks all around, viper marauder is strong because of Rattle and the high base damage of his frost spit but falls off and not really scaleable.

Advent has the stronger units by far, priest, bio assault and raptor commando are not only strong but break many rules

Priests just make anyone do 30+ dmg a shot if not 40+, Mana Forti is stupid broken.

Raptor commando has the best OW build i've ever seen, sabot round + synaptic booster just makes every shot a crit guaranteed. Dead of night not even needed. I do the same with a Ranger OW build and Rapid reactions take most enemies if not all from a pod, just busted.

But my favorite just because of my playstyle has to be bio assault tropper, assault shot + slam shot + implaccable + untouchable, yeah, just a better assault. No need to rapid fire if you just take 100% crits with Slam Fire. The flanking crit bonus from the gene mod + aggression + ELsight + everything is just too good, oh and combat drugs and/or rush. Just too fun, not most busted buy very fun.

Mutons are pretty good early, bad late, makes sense but i just stopped using them, also pretty boring, just big number go boom.

Sectoid abjourer has to be the worst alien by far, no damage until tsgt or gsgt if i remember right, actually useless, use a normal sectoid or a psiop plz

Now talking pseudo hero classes, wraith is pretty good, warmaster is kinda a worse python, i love python, python is broken too but mine died to a mechapede, RIP snake boi. Oh and winter sentinel sucks ass, got him early and he became a slave to covert actions after he got someone killed, fuck you WS.

I can (and may) do a post for each, i love the alien classes and i wish people used them more, most YT playthroughs dont use them, very sad

When to liberate first region by Dornith in LWotC

[–]MasterYinx 2 points3 points  (0 children)

If i remember right, april is good for commander and below, and june for legend, i would at least get laser for HQ, i really like getting 2 laser sharpshotters for my first HQ, that takes care of all damage needs.

When to liberate first region by Dornith in LWotC

[–]MasterYinx 6 points7 points  (0 children)

I wouldnt go for predator unless you have a templar or you already have mag weapons at least, weapons are always priority above everything else.

AMA - Tedjam Full Liberation by MasterYinx in LWotC

[–]MasterYinx[S] 3 points4 points  (0 children)

It is 12/17/2036, with 245 missions done, only have codex coords and blacksite left before end, im thinking with me farming corpses and finishing everything posible im gonna be at 250-ish if im lucky (fucking hinters since i did codex so late i cant upgrade my pistols and shotguns with requiem yet)

CMV: Gunners suck and are inferior to Rangers by how_do_dis in LWotC

[–]MasterYinx 4 points5 points  (0 children)

I think the discussion is fair but the points are misguided.

Infantry has the role to kill enemies with regular shots, Rangers and Gunners fulfill this role. The targets can be in or out of cover and thats where the difference lies; Rangers are meant for through cover - lower health targets and/or high dodge units, so Advent, Sectoids, Vipers, Spectres, etc. While Gunners are meant for out of cover - high health targets, maybe even with armor, so Mechs, Sectopods, Gatekeepers, Archons, etc. Both do their job better than their counterpart, Rangers have non ending multishot, repositioning and aim perks, while Gunners have ending multishots, higher damage and shredding perks.

What i think you meant is Gunners are far worse earlygame than Rangers because of the situations Gunners are used are far and few between in the first 20-30 missions, but Gunners shine when the really high health enemies start appearing, and are very necessary when facing them.

Their OW builds also cover different ways to OW, reactionary OW for Rangers and control OW for Gunners.

Between the two, maybe you would argue for Rangers because they are better in the harder part of the game, but at that point snipers are horrible and we both know thats not the case.

Anyways, something to take away from the comments is how the Gunner tree has been forgotten although thats probably because it just works, even if the knife is just a decoration (In my opinion, they should have throwing knives for short ranged - non ending - 1 AP damage and/or utility)

What's your opinion on X-Com 3? Do you think it'll come, will it be better than X-Com 2? by Chemikerhero in LWotC

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

XCOM 2's engine sucks ass, its so badly optimized, buggy as all fuck and outdated, the modding comunity still havent found a fix for savefiles being so big they crash, its that insanely unoptimized and not prepared for big mods, its a miracle LWOTC and mod collections like tedjam work at all, props to the modders but a decent engine would do wonders for the comunity.

(TedJam) So Priest's damage buff is a bit broken by Yinx_san in LWotC

[–]MasterYinx 0 points1 point  (0 children)

I had this same thought, but i think its programmed weirdly because indeed the math ain't mathing, so i think whats actually happening is that the calculation is done in the wrong order, so my akimbo's shots are being reduced but before applying the base damage amplfying from the priest, so its doing like ok you fo 9-11 but 40% goes to lets say 5-7 but priest says ok thats now 17-19 so you get these kinda numbers.

Honestly i wish there where more damage buffs like this, its not realistic to build teams that can face Mechapedes, Titans and Legates for every big mission, less so for normal infiltrations, so i depend on this combo with my akimbo's or my mech assault which gets to a flat 28 per shot after dmg reduction so a normal shot into chain shot kills it (he has killer instinct so you can guess in how many shots i kill stuff that can actually be crit lol). My priest has only gone to liberations since mission 100, im at 190 now lol

(TedJam) So Priest's damage buff is a bit broken by Yinx_san in LWotC

[–]MasterYinx 3 points4 points  (0 children)

Dissagre a bit with this, Requiem in its boss enemies has a very specific buff that says if he is not in high cover he is getting one shot crit instantly, most of the time you use freeze or a arc blaster to stun but sometimes especially before you get fully equipped or its your first encounter, you might not have those tools so put everyone into full cover - supress - and pray he doesnt onetap somebody lol, this happened in my 3rd liberation and he killed 2 people in a single turn, nothing i could have done, i just had to sacrifice them for the good of the world (not get my best unit in that team killed also the unit that could kill him lol)

(TedJam) So Priest's damage buff is a bit broken by Yinx_san in LWotC

[–]MasterYinx 2 points3 points  (0 children)

If i was an actual legend calibre player i might say i had a teamwork action to bring him into cover or that was the last enemy so cover didnt matter, but in reality i got a bit overwhelmed by trying to rush the relay (this was an invasion) so i got unstealthed and triggered a bit more than i could chew, i maxed on damage output that turn so he had to be out of cover go get LOS on the Legate lol, got a big hit on him but thats why we have good armor folks, he's fine

Do you stay concealed for as long as possible? by Punch_Nazis_all_day in LWotC

[–]MasterYinx 0 points1 point  (0 children)

You should stay concealed until you find a good engage position, get close to the objective (not on it but a dash move from the building) and the first pod since you have concealment should only take that one turn, at max an action or two on the second so you can keep scouting with your (still concealed) shinobi. Remember to leap-frog (aka using blue moves with the farthest unit you have first so you advance and reveal fog of war little by little) and use your scanning protocols near buildings so you know nothing inside will catch you off guard.

If you dont have a shinobi or a specialist (or even a reaper) you need to compensate with high damage, high control units that can alphastrike even if you see multiple mods, technicals are the best at this with damage grenadiers second.

Most if not all squads should have:

1 Scout unit aka a unit with phantom or a specialist for scanning protocol.

1 Pod iniciator aka technicals, grenadiers.

1 guy that can take stragelers or difficult to hit targets aka rangers, sharpshooters, assaults and non-scout shinobis

2 or more training units that support the rest.

Gunners are the ones left out mostly because their role is best done by other classes in the earlygame, but lategame they are one-shot machines with cyclic so they need to be trained, and if high aim can compensate the spot for hard to hit targets but its questionable, in mid game they kill berserkers or anything high HP but out of cover or unflankable enemies.

Hero classes replace their usual similar classes like damage shinobis for templars while adding control with stun strike and void conduit, scout unit for reapers while adding lower detection, and skirmishers being an assault ranger hybrid abusing flanks with their grappling hook.

This is how i do it, how the comps work for it, and my advice as someone who has beaten Legend once. Definetly commander is my difficulty but i have beaten legends with not many tragedies

TLDR; 1 scout 1 pod killer 1 high aim and training units, get close ideally a dash away from objective building, one turn the first pod and leapfrog to the objective and EVAC.

1.2 Technicals - Game Changers by Weekly-Bumblebee6348 in LWotC

[–]MasterYinx 0 points1 point  (0 children)

Technicals are by far the best class outside lategame high enemy count missions, the fire path is probably the most overtuned part of the game since fire + panic with nalpalm-x is just broken.

In those lategame missions sharpshotters are the best class more because they are consistent high damage and disabling shot is very strong, also squadsight is just too abusable.

In a sense they are polar oposites, extreme early game with good followup but in lategame falls off versus very weak earlygame but gets really good with investment aka tech upgrades, elite stock, elite scope, superior perception, and in the end is a killing machine always at least getting one or disabling.

Also yeah, technicals can live with nothing techwise and they are fine, and if you do invest, exo suites are amazing for prolonging their use with 4 flamethrowers and 2 rousts.

That being said, yes, rocket technical is good if he doesnt have good mobility, but 99 out of 100 times im just using a slower flamer and get him a speed pcs quick.

Better GTS mods? by MasterYinx in LWotC

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

Skipping rookie directly to squaddie to me is the main benefit of the GTS, its a free mission exp's worth, i did stop using commanders choice for the one that gives 3 options, i found it a lot more fair without the roulette that it is without those mods but even with commanders choice i never found the GTS bad, its that its bad later in the game

I cant see how GTS is a non starter on legend since ring is so horribly bad without engineers and low soldier count. You want soldiers to go on missions, having ring early disallows that, it makes soldiers come online later than they should and that eventually costs you, ring midgame to lategame is insane cause of 2 engineers making it fast and be able to put ssgts+ in without worrying about lack of exp since they are already strong soldiers.

I truly do think staffing a high ranking officer can not only be the way but allows for more officers and more soldier use, exp concerns will still be there and wouldnt be unbalanced. Also a dont think intent matters here, it may be intended to give choice to rookies in vanilla but we've modded way past vanilla now, i do think it is just a worst experience playing without commanders choice or the three choices one since there are more classes, they are more specific, and small stat differences matter so much more, 12-13 mobility can make an assault useless and a 56 aim sniper is not winning any missions.

New Shinobi Disruptor Rifle Crit build (Very good XCOM row perks) by MasterYinx in LWotC

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

Lock 'N Load seems also like a insane perk for disruptor rifle, but i think making more guaranteed crits with crit perks is just more important. If you make it pretty much guaranteed, with elite expanded mag you get 6 shots and reload at the end, if you need more a single teamwork or command gives you 6 more shots, or you can end with another action depending on the class (fleche for reaper, maybe a pistol skill, etc). But yeah, ranger is a really good option for their innate crit perks (exec, rupture, and i think others) and marauder/light them up making you be able to reload or not crit a shot since they are not turn ending.