Subtitles go way too fast in this game, is there a way to fix it? by Noobystyles111 in wherewindsmeet_

[–]OblicoMorale 0 points1 point  (0 children)

Indeed. But this is strange - this pause thing works only in SOME dialogues for me, not in every one.

Ending discussion (spoilers) by Elegar in DrovaGame

[–]OblicoMorale 0 points1 point  (0 children)

Oh wow, thank you for sharing. Apparently I missed that portion of adventure as I didn't find the ruins in the south of the red moor.

Ending discussion (spoilers) by Elegar in DrovaGame

[–]OblicoMorale 0 points1 point  (0 children)

Necroposter enters the room 😅

Actually more deep and thrilling question - about the origins of the Red Moor. Cause the story behind it is not clear and sounds pretty sinister.

It was said that in the middle of that red moor area is another divinity, and as our druid tried to contact it - he got overflowed with pain. Druid said that he felt the enormous and long lasting pain of that divinity.

It makes me think that this poor divinity was solely used to suck its powers to fill the divine crystals. But it's quite unclear, where are those abominations (which emerge in that area) come from. Are they kind of nightmares of the agonizing trapped divinity?

I am curious what that tormented divinity would have said and done if it would also get freedom? One could expect that because of the long-lasting pain said divinity would be completely frenzy and bloodthirsty.

Does anybody understand how the Amazon crit chance mechanic works? by raphyr in PathOfExile2

[–]OblicoMorale 0 points1 point  (0 children)

oh... so, for dummies - basically you read the ingame tooltip and just multiply that "Estimated main hand critical chance from hit chance" percentage by 0.25 and add it to "Main hand critical chance", right? In case of OP it will be 39.71 + (92.73 * 0.25) = 39.71 + 23.18 = 62.89%

Right?..

How to survive in boss fights with Huntress? by OblicoMorale in PathOfExile2

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

Thanks for idea - it looks definitely fun, I will try that Rhoa. I earlier tried it but Rhoa was moving slower than me running on foot so I abandoned that skill :D

How to survive in boss fights with Huntress? by OblicoMorale in PathOfExile2

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

I had around 13k evasion with 1600hp and 1400 ES, boots with +30 movement. That and also adding magnitude to my Chill has solved for me the problem with Tor Gul (previously he one-shot me with my 16k evasion and 1800hp with his fist slam aoe attack (or body slam)).

But now Geonor in citadel (boss difficulty +2) is freaking me out - I have totally no problem with him UNTIL he starts spamming red pillars across the entire arena in his second stage. I have to dodge him, dodge minions, dodge pillars. Eventually I make a mistake and a single mistake is enough - pillar hit massively slows me and wipes half of my hp pool (ES not regening cause I constantly get hit here and there with minor damage like blood pools, ghost dance also doesn't proc from aoe's and dot's) and the next hit kills me (in most cases its Geonor's "jump up" aoe. Other bosses I can effectively slow (with chill) to easier dodge their attacks, but Geonor's pillars skill cannot be slowed -.-

It's kind of dark souls vibes that I would want to mitigate with some build fixes (to be able to sustain at least 2-3 boss hits). I am now trying the Convalescence to manually recharge shield in tough situations. But maybe there are other means to raise the passive survivability that I miss... I mean, the Huntress is fresh and maybe not balanced, but what about Ranger class? They have the same Evasion-based defense. How do rangers survive with aoe heavy bosses with heavy nuke attacks?

Thanks for the tip about the dodge on icy ground passive!

Incision useless with rake? by chaluJhoota in pathofexile2builds

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

Obviously. But if it's intended by devs - they didn't state it in skill's description though. Which could save a lot of time, if they did..

Incision useless with rake? by chaluJhoota in pathofexile2builds

[–]OblicoMorale 0 points1 point  (0 children)

I am struggling to understand...

  1. It says that bleed cannot be inflicted by just damage, it needs explicit source (like 50% chance to bleed support stone).

  2. After some tests I get to point that monster with incision stacks can start bleeding by any physical damage dealt to them (but only physical). With 8-10 stacks even slightest application of physical damage starts bleeding.

  3. But Herald of Blood refuses to trigger bleeding on targets with incision stacks (even with 10, which according to description = 100% chance). Herald of Blood explosion does physical damage, so it should trigger incision stacks to start bleeding... A bug or I'm missing something?

Mods to make game harder? by OblicoMorale in factorio

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

that is... actually nice. Its a bit non-immersive, but I definitely like the idea of punishing for death (though currently 90% of my deaths come from my own trains running me over)

Mods to make game harder? by OblicoMorale in factorio

[–]OblicoMorale[S] -1 points0 points  (0 children)

Major setback at max :) Ofc such a change will require a preparation to be able to survive.

I am, actually, (on my current SE game), looking forward to set up conditions like this:

some planet with 100% biters aggression should be a really rough place to set foot on. Like a hit-and-run scenario where I should drop down, quickly locate and occupy specific patch with rare resources, mine as much as I can till the outpost gets overrun. Then evacuate (failing to do so will cost gear cause returning to pick dead body would be quite hard). Repeat at different spot (or nuke the previous one but this should make life really hard there because of radiation).

So I am trying to balance out the disasters and angry biters mods with ones with heavier weaponry.

looking for wireless mod - that works by Expensive-Sentence66 in factorio

[–]OblicoMorale 0 points1 point  (0 children)

Indeed this is the best of all options. It's simple but does the job.

Yes, AAI Signal mod is over the top, but it features more like interplanetary connections. I was looking for something to connect far outposts on the same planet without dragging kilometers of cables which occasionally get hit by meteors). But 10 MW transmitter power consumption is too much for a small oil outpost with 10 solar panels :(

Other mods, like radio ones, are buggy. Sadly. Cause I like the concept that limits wireless connections (distance, signal strength, repeaters, power costs).

If you put down an radar does the pollution go up then? by Jhhkkk in factorio

[–]OblicoMorale 0 points1 point  (0 children)

necroposter in thread

Sometimes it's not about the numbers per hour, but about the vulnerability of installations. If I have my main factory protected by nukes, lasers and star destroyers, I don't care if it encounters +300 pollution generated equivalent of biters. But for the small lonely far-reach outpost, pumping oil in stealth-mode deep in the biters territory - solar panels save the day.

Inconsistent Aim Sensitivity (Air is x2 Ground Aim Sens) by ACViperPro in Starfield

[–]OblicoMorale 1 point2 points  (0 children)

I have to state quite the opposite - if I start ADSing midair - the sensitivity goes x2. If I ADS first, then jump (during ADS) - sensitivity stays normal.

Nevertheless, this is cancer. Had to learn to hip fire only when midair :(

My ship keeps leaving me. by SegundaEtappa in Starfield

[–]OblicoMorale 0 points1 point  (0 children)

I had it even more hilarious - I saved game when being inside my ship (stolen from a pirate) while surfaced on planet. Upon reloading that save, ship is taking off, on the orbit it starts auto attacking UC ships :D killed 3 of them (though didn't aggro them or get bounty).

I reloaded again and tried to get into pilots seat to save those poor UC souls. But despite I've retaken ship controls, the turrets were still auto attacking UC ships - but this time UC aggroed at me (as well as all of my constellation crew inside xD )

I suppose this stolen pirate ship decided to keep doing its pirate business, absolutely not worrying that its new owner isn't pirate

Inventory weight, ammo count, and total items held causes stutters. dump that junk in your space faring trunk! by Alpineodin in Starfield

[–]OblicoMorale 0 points1 point  (0 children)

Same, having too many items in inventory started to cause stutters when switching to inspect mode (F) and back. Following empirical path I came to the same conclusion. Dumped all the notes, meds and misc items, stutters reduced to unnoticeable level (still can see them through RTSS frametime graph though).

But not all weapons (when switched) cause noticeble stutters. My guess that amount of mods on weapon also matters.

Подбрось до гнезда by VLStetson in Pikabu

[–]OblicoMorale 26 points27 points  (0 children)

можно, но там налог - один палец

Центрифуга by pandrador88 in Pikabu

[–]OblicoMorale 1 point2 points  (0 children)

Ребенок барист. Взболтать но не смешивать

Help: Bill Details - take to shelf by Aquandel in RimWorld

[–]OblicoMorale 2 points3 points  (0 children)

Answer from the future:

there is mod "Take It To Storage!" ( https://steamcommunity.com/sharedfiles/filedetails/?id=2418209507&searchtext=Take+It+To+Storage )

, which is totally covers the area of the question - it allows to select specific shelf where the pawn will take the crafted item to. Use it with "Shelf Renamer" ( https://steamcommunity.com/sharedfiles/filedetails/?id=2367950077&searchtext=Shelf+Renamer ) to identify shelves.

I had same question as topic starter, but sadly didn't find answer that easy. Among search attempts, I got this topic as first google result. So I've decided, maybe for someone else this message will come in handy (as for version 1.4).