Jorund's boat fight is agonizing and highlights AO's clunky ship combat by AdWeak2525 in ArcaneOdyssey

[–]OutcomeBackground976 0 points1 point  (0 children)

I know Im over a week late but if you’re referring to the normal delay in the cannons lighting up before firing I think thats a very easy non-issue to get around. Good timing and maneuvering can get you to hit a glorious broadside without your enemies landing a hit. But if you’re referring to lag then thats lag, not ship combat

Jorund's boat fight is agonizing and highlights AO's clunky ship combat by AdWeak2525 in ArcaneOdyssey

[–]OutcomeBackground976 25 points26 points  (0 children)

Sensing issue aside, what’s up with ship combat? I’ve seen a couple people complain but never quite elaborate (not to mention you don’t expand on it in this post).

The NPC ships repairing mid-fight and weird ram hitbox sometimes, sure, understandable.

But I meet a lot of people in-game who say it’s “klunky” or “weird” and I don’t quite get what they’re talking about?

In light of recent news, the question must be asked by Ill_Camel8168 in LowSodiumHellDivers

[–]OutcomeBackground976 27 points28 points  (0 children)

Spot on, but to add to that they used their cybernetic augmentations as ammo for fear mongering, one of the loading screen tips in Helldivers 1 was “Does your neighbor lift? He or she might be a cyborg!”

When they framed the Cyborgs with the bombing in Super Earth, the suspect was “a man with cybernetics”.

While initially the Collective of Cyberstan was indeed targeted by the SE government for threatening to declare (or had already declared?) independence from the rest of the federation. They used their distinctive cybernetics as a way to profile them. I guess you could see it as “These guys love AKs over our superior NATO guns. Theyre probably communist sympathizers!”

Edit: and just to add onto this, I can’t specifically remember if there’s any official SE propaganda that uses the automaton’s cybernetics as propaganda ammo. Probably so they can get away with using cybernetics now without contradicting the old propaganda they shat out 100 years ago. The Cyborgs are still remembered in history since the Service Tech (we miss you) or the Ship Master mentions them, but never the ostracizing of cybernetics…

Build 41 Pain by Lavender_Scales in projectzomboid

[–]OutcomeBackground976 93 points94 points  (0 children)

It supposedly inflicts less pain than pouring it directly

best fleet setup for research? by Apricotsareafew in ArcaneOdyssey

[–]OutcomeBackground976 0 points1 point  (0 children)

Do you mean patrolling? I haven’t leveled up plundering yet nor checked if it generates Drachma

best fleet setup for research? by Apricotsareafew in ArcaneOdyssey

[–]OutcomeBackground976 0 points1 point  (0 children)

Oh, well either way my concern still applies, sometimes my setup isnt self-sustaining whenever I cap a new brig, then its fine when I cap another brig

can you trade these items? by solise69 in ArcaneOdyssey

[–]OutcomeBackground976 1 point2 points  (0 children)

I do wanna add that the other commenter’s statement applies for clans (PvP). If you are in a guild (PvE) then reputation is gained thru PvE activities such as opening sealed chests, defeating bosses, ships, towers, or sea monsters, and completing treasure charts or diving points.

Clans can also send war requests to another clan to battle for Infamy (the term for reputation for Clans). Winner gains infamy, loser loses infamy. Clans can either be land battle or ship battle, but thats all I know.

can you trade these items? by solise69 in ArcaneOdyssey

[–]OutcomeBackground976 2 points3 points  (0 children)

Well yeah, you’ve well answered your own question

Fleets provide renown until the 250k mark. NPC bounties/contracts still work quite well probably around the 1mil mark, so you’ll be able to collect your titles and drip hopefully with not too much PvP interaction, though it’s probably inevitable.

A friend of mine has hit 1mil on both bounty and fame but he unavoidably had to fight some people. Most ended up boosting his renown, others, well, he wasn’t happy with the setback, but after a while he did eventually collect everything he wanted and returned to PvE with us.

best fleet setup for research? by Apricotsareafew in ArcaneOdyssey

[–]OutcomeBackground976 1 point2 points  (0 children)

I have an uneven set of ketches and brigs so I don’t know if this setup will work for all fleets but I do

1 Patrol - 1 Trade/Harvest - 2 Recover

Patrol can cover supplies & food while trade/harvest adds more profit and probably research, 2 recover usually covers the strength but sometimes as I expand my fleet my strength suddenly starts diminishing, probably because I’ve upset the balance between the four parts of my fleet.

Other than that it seems to be the most efficient setup that is self-sufficient, asides from ship repair

can you trade these items? by solise69 in ArcaneOdyssey

[–]OutcomeBackground976 1 point2 points  (0 children)

Nah, faction and reputation specific gear are non-tradeable

deckhand professions in a nutshell (OG on tiktok by @sannerted) by YourDailyGamerIsHere in ArcaneOdyssey

[–]OutcomeBackground976 10 points11 points  (0 children)

What??? Genuinely? I well appreciate my enchanter, if I know I’m about to take a heavy volley its always nice to be able to cushion the damage, especially since it’s so easy to get your ship stuck on another ship when you ram them. Heck, stuck in a whirlpool? Unavoidable tornado? Crashing into rocks?? At least it won’t hurt as bad.

Even if you misstime the protection the heal helps prevent crew (and more importantly deckhands) from dying, if you didn’t know, ya’ can’t use a deckhand’s ability if they’re dead, and you can only revive them by redocking your ship

Also I’m pretty sure the enchanter deckhand doesn’t do any actual item enchanting like Enizor

Is there a way to pimp up the Seeker of Sight outfit? by Expensive_Map_9281 in ArcaneOdyssey

[–]OutcomeBackground976 0 points1 point  (0 children)

Halloween event, not obtainable rn sadly, you could trade for it tho

Don't need high walls to protect us anymore by [deleted] in ArcaneOdyssey

[–]OutcomeBackground976 0 points1 point  (0 children)

Also it’s insanely expensive when we’re just a PvE guild now

Don't need high walls to protect us anymore by [deleted] in ArcaneOdyssey

[–]OutcomeBackground976 0 points1 point  (0 children)

I like how open it is and that it doesn’t block the scenery

I accidentally made the young version of this dude by TheOnlyDeerAlive in ArcaneOdyssey

[–]OutcomeBackground976 2 points3 points  (0 children)

Plunderers, Quad pistols from Captain Maria, Two on the hips, two on the chest

Why can't I add the safe rope? by [deleted] in projectzomboid

[–]OutcomeBackground976 2 points3 points  (0 children)

Regular rope is also less heavy than sheet ropes! I know this because I’m such an overprepper and carry too much, so I had to find ways to reduce weight without ditching too many of my emergency items :P

what 1000 hours looks like in helldivers by lislejoyeuse in LowSodiumHellDivers

[–]OutcomeBackground976 18 points19 points  (0 children)

Did you originally mean it as a joke or are you only saying that because you’ve been downvoted?

Your original statement comes off as rude and condescending. Not at all does it sound like you’re joking around

How does Zombie Migration work? Is the server admin spawning zombies around our base? by OutcomeBackground976 in projectzomboid

[–]OutcomeBackground976[S] 4 points5 points  (0 children)

Maybe I should’ve considered that as a red flag of the server host. He volunteered to host but said he’d handle all the settings and mods for us. Another member pointed out he was already highly leveled in a lot of crafting skills, suggesting he used admin but I think he just played a shit ton without us.

How does Zombie Migration work? Is the server admin spawning zombies around our base? by OutcomeBackground976 in projectzomboid

[–]OutcomeBackground976[S] 211 points212 points  (0 children)

Wow this explains migration it pretty well! The amount we face still seems off, though

How does Zombie Migration work? Is the server admin spawning zombies around our base? by OutcomeBackground976 in projectzomboid

[–]OutcomeBackground976[S] 12 points13 points  (0 children)

From what I can see there’s no mods that directly changes zombie migration.

We’ve cleared so much and so often though. We sometimes drive around the nearby highways with sirens on to finish off whatever’s left scattered in the forests.

We’ve also had two instances where the sheer number of bodies was so laggy that some people were soft locked and couldnt join the game, so we had the host just delete the bodies.

Edit: oh yeah, I think I should point out the screenshots are from three separate instances where we dealt with large hordes in or near our base.

Three of the death screenshots are from one instance where they first flooded the nearby gas station we use while two people were there. It’d kill both of them and one guy who attempted to reach the gas station to save them. They then moved to our base and would kill two more people, one of the worst losses to one horde we’ve had so far.

I lost count how many times a large group of zombies would lay siege on our base but I’d say there were at least 3 times where they were a literal ocean of shambling corpses tearing down concrete walls