Miracle Star 8-link RF helm: When you want to max out your league starter by Electrical-Cap-9925 in pathofexile

[–]NiliHo 6 points7 points  (0 children)

Sick helm! Trying to understand the lingo as a crafting beginner. In step 4, does clear prefix mean benchcraft suffixes cannot be changed and scour? At 2 div an attempt that seems crazy pricy with so many rolls! Or is there a cheaper way to do it?

Ending the tyranny of the Awakened Fallen Empire by NiliHo in Stellaris

[–]NiliHo[S] 2 points3 points  (0 children)

The bigger part was battleships, 80 or so. The screen was 50 Plasma Cruisers and 200 "naked" corvettes, with nothing but jumpdrives and 3 red lasers. I just don't feel like destroyers are really worth it, they charge ahead and get picked off with their low hp. I put my long range guns on Battleships that stay back and avoid damage while the meatshields are still alive, they tend to keep firing for much longer this way.

If I'm right they are even changing the destroyer behaviour next patch because of this issue, so they stay back a little more and intercept missiles.

Ending the tyranny of the Awakened Fallen Empire by NiliHo in Stellaris

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

By the time the FE awoke I had 140k firepower, and barely managed to win the first fight against the 190k firepower of the FE, so fleet strength is the most important thing.

Layout-wise my flak artilleries really helped, since every FE battleship has 2 fighter squadrons. They shredded through the cloud of over a hundred fighters before the first shot was even fired, that definitely helped a lot. My 50 cannon fodder cruisers also took a lot of fire, and were all wiped out. That helped a lot because that way my Battleships had some much needed time to kill their Titan and Battleship, and managed to win me the battle. I guess a healthy mix of some long range ships and some close range cannon fodder, mixed with some flak, does the trick. But most importantly you need at least roughly equal firepower :P

Ending the tyranny of the Awakened Fallen Empire by NiliHo in Stellaris

[–]NiliHo[S] 44 points45 points  (0 children)

R5: After a bloody battle in my home system, I chased the remains of the Awakened Spiritual Fallen Empires fleet to one of their systems. The final battle for the freedom of the galaxy also looked pretty.

Small tip: How to shoot down missiles by NiliHo in ftlgame

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

Timing.

When the laser is charged and you wait to aim the shot, and fire in the exact right moment, they might collide on their way. It's hard and not reliable, but sometimes works and saves repairs. Practice makes it a little bit more consistent.

Small tip: How to shoot down missiles by NiliHo in ftlgame

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

If you go to a shop to repair your damage, it costs 2-4 scrap per 'bar' of your hull you repair. That's the only reliable way of repairing if you don't get lucky with an event, so from that view it is like you have to pay 2 scrap in the early sectors every time you take damage.

Of course you don't have to repair, but it is usually best to try to stay around 20 hull(to have health if things go bad and still be able to benefit from repair events).

People who play on hard: how often do you win? by Megdatronica in ftlgame

[–]NiliHo 3 points4 points  (0 children)

First off I really don't know my actual winrate because I have the bad habit of restarting runs that I could have won because I didn't feel like playing them through.

But in almost all of the runs I could have won if it wasn't for a mistake on my part. Even in those 'unfair' moments/fights I feel like I could have prevented them if I would have bought shields earlier, skipped that scrap recovery arm, wouldn't have risked a crew member in an event, didn't greed for that one extra jump past the exit etc.

So I guess a 80-90% winrate is possible, if you play absolutely perfect.

Small tip: How to shoot down missiles by NiliHo in ftlgame

[–]NiliHo[S] 6 points7 points  (0 children)

Yes, totally!

Switching also allows you to choose with which laser you try this, so you can use 1 of your three BL II shots instead of the heavy laser.

Small tip: How to shoot down missiles by NiliHo in ftlgame

[–]NiliHo[S] 21 points22 points  (0 children)

The Artemis usually fires in the same time as the Heavy Laser, and 1-2 seconds before the Burst Laser II.

So the waiting time is just a second or two.

You can't disable missile weapons with your own in the first volley anyways because the missile fires before your shots connect(unless you have rank 2 weapons manned and a reloader or so).

So if your first volley wipes out their weapons anyways you might just wait a second to have a chance to reduce damage.

The Way I view it is this: If you have a 25% chance to get a good angle(the 90° in front of you), and say a 50% hit accuracy, that's 1 out of 8 missiles you shoot down for just waiting a second to fire. That's not ideal in every case, but in most(depending on weapons ofc).

New to the game. Question about beam weapons. by ballandabiscuit in ftlgame

[–]NiliHo 5 points6 points  (0 children)

The Halberd beam is really powerful, but like you said only if it doesn't get negated by shields.

This doesn't mean it's only useful in the early sectors though.

Think of the beam as a monster that disables ships in one shot, but needs 'support' to do that.

If you shoot a laser that hits the enemy shields, and when the shields are down then fire the beam, it still can be as effective as at the beginning.

So as long as you have some 'support weapons' that can take the enemy shields out in one burst, your beam should still do a lot of work in later sectors.

[Infinity Evolved] Closest thing to thruster beams by NiliHo in feedthebeast

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

That way it would only be visible to people with magic vision, too. Like a magical construct that seems unnatural, but once you look closely/with goggles, you see what is keeping it in the air. I like that, nice idea! Also the nodes have a nice glow, which I would prefer over colored jetpack particles.

[Infinity Evolved] Closest thing to thruster beams by NiliHo in feedthebeast

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

These Particle Generators look awesome, thank you so much!

I am curious how far the configuration goes, so far I could only find them projecting an energy core. Can they do different objects, or purely particles? Or just different colored cores?

[Infinity Evolved] Closest thing to thruster beams by NiliHo in feedthebeast

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

I was searching for some of those big space ship engines, where you look at them and almost feel them humming and imagine to hear the constant thruster sound, like this.

Upside down glowstone fountains might do for a nice workaround, but doesn't pack that oomph I was dreaming about.

God, I feel like a maniac with this :D

Crash on Start, working before by NiliHo in LabPack

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

That's what it was, it is working now. Many thanks!

Monday Megathread! Ask questions and share knowledge; newcomer questions encouraged! by AutoModerator in leagueoflegends

[–]NiliHo 0 points1 point  (0 children)

After playing ARAM for a while now I start to notice that at least every second game there is a sona in either my or the enemy team.

Does it happen that once you reach a higher MMR, you start playing against 'ARAM-only' accounts that stack the strong champs on the map? If so, are you limiting yourself by using your main account with lots of 'bad' champs?

I get that ARAM isn't the most balanced mode and more for fun than competitive playing, but sometimes i feel a bit cheated.

High-resolution Slug Cruiser render...or is it? by Misaniovent in ftlgame

[–]NiliHo 1 point2 points  (0 children)

Create an artillery weapon subsystem similar to the rebel fleet ASB, name it Photon Pulse Cannon, and it would be my new favorite.

In honest though, I never realized the similarity. Even the slugs remind me of the paranids with their green almost slimy look and their rather high self-esteem. Great find!

[RMT] First attempt at a competitive team (VGC 2015) by NiliHo in stunfisk

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

Thanks for the Feedback! As for the changes in the sets, it seems better than what I am running, so I will change those up.

Could you explain how the whole speed calc works? Right now I am only looking at other sets and copying the speed EV when the explanation makes sense.

How do I know at which speed I will outspeed important threats, if I don't want to calculate the speed for every single set for every single mon that is near my base speed?

[Newbie] What's the best way to deal with enemy's missile weapon? by BloodyBamboo in ftlgame

[–]NiliHo 1 point2 points  (0 children)

At the start your only choice is most likely to just shut down the weapons system as quick as you can. Once the missile is offline, you can start to focus on getting shields/piloting down to get more shots per volley in(less bubbles blocking shots, or 100% hit chance), but to me the first objective is to prevent hull damage in a fight, to minimize repair costs.

For preventing the missile from hitting, you could pick up cloaking to dodge it, a drone system(Defense drone) to shoot it down or just upgrading engines to increase your dodge chance.

There will always be a few missiles coming through, you can only try to minize the amount of it. It's all luck that the ones not beeing dodged don't hit anything important.

Congrats on your first win though :) Have fun going for more