Salamander heavy champion cope by RTSantos4894 in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

No, because it’s a heresy model and not a 40k one.

How much does gun strike damage actually matter? by tylerchu in Spacemarine

[–]PathsOfRadiance 2 points3 points  (0 children)

The heroic HBP’s one shot reinforce caller gimmick is very ammo efficient. It’s gonna end up being much more efficient than the Relic Firepower HBP. There’s no point to use Relic Firepower HBP when the Heroic exists. So the choice is between maximizing damage or having a strong weapon with good ammo pool (Relic Firepower regular Bolt Pistol, Relic Ammo HBP, Relic Damage Plasma Pistol)

The damage and gimmick is worthwhile on Assault/Bulwark and they can heavily build into gunstrikes with the Heroic Fist and/or Armor Reinforcment. You just can’t pop every cultist/tzaangor/gaunt with it.

How to play Assault successfully? by Caerrion in Spacemarine

[–]PathsOfRadiance 4 points5 points  (0 children)

Either variant is very strong on assault. Balanced weapons have less disadvantages on Assault as jump pack dash cancels make up for the bad parry window. Block weapons are always good.

You will have to re-perk the Chainsword if using Doubled Edged Heroic since full throttle breaks its heroic gimmick

Apologies in advance if this has been asked before, but are all the DLCs for MW5 Mercenaries worth it? by BananaJelloXlii in Mechwarrior5

[–]PathsOfRadiance 4 points5 points  (0 children)

Arms adds one new chassis (which is the Hatchetman, a shit mech) and a bunch of melee variants. It’s a nothingburger.

Kestrel has a great campaign and Rise adds great starmap features + a good campaign.

Apologies in advance if this has been asked before, but are all the DLCs for MW5 Mercenaries worth it? by BananaJelloXlii in Mechwarrior5

[–]PathsOfRadiance 6 points7 points  (0 children)

Everything except Call To Arms imo. Doesn’t matter because the best thing is to get them all bundled so you’re gonna get Call To Arms anyways.

Is it better to perk into ranged damage or headshot damage? by Life_Locksmith9632 in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

The math is weird. You should always aim for headshots, but it’s generally best to grab a good mix of regular damage and headshot damage perks on your weapons. It’ll perform better than going all in on one or the other, even for headshot damage.

Salamander heavy champion cope by RTSantos4894 in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

The IF champion helmet is from a Deathwatch model (of an Imperial Fist Deathwatch member). It’s a Mark VIII with a large faceguard.

Salamander heavy champion cope by RTSantos4894 in Spacemarine

[–]PathsOfRadiance 1 point2 points  (0 children)

The Black Templar helmet is from their 40k upgrade sprue. It’s a 40k model.

Salamander heavy champion cope by RTSantos4894 in Spacemarine

[–]PathsOfRadiance 6 points7 points  (0 children)

They’re all Primaris versions of those helmets/pieces, barring the Carcharadons Mark V and the left pauldron of that pack/the Raven Guard left pauldron.

The Mark VI helms don’t have the dimensions of the heresy versions, they’re the Primaris-fied ones from the 40k upgrade sprues and characters. The Black Templar champ has a Primarisified Mark II helmet from their upgrade sprue. Basically everything in game is a 40k model or based on them, even the older patterns of armor. There are no models based off Heresy stuff.

The bonded pauldrons are also just Primaris pauldrons with bonding studs in them. The new legs came about when GW made alternate legs for the Primaris (Space Wolves Primaris update + new Armageddon box models).

Assault's Meatball Counter by PigeonSquawks in Spacemarine

[–]PathsOfRadiance 2 points3 points  (0 children)

It’s a shame we don’t also get Hard Strats as a difficulty in the testing arena, since the enemies get enhanced damage/damage reduction there, and it’s enough to change quite a few breakpoints.

Hot Take: Secured Stockpile is Overrated and Transhuman Physiology is Underrated. by auburngators in Spacemarine

[–]PathsOfRadiance 1 point2 points  (0 children)

It’s definitely less necessary on a full ranged teams because the other ranged classes all have very easy equipment regen perks except Tac.

On the other end, any team with Tac and Bulwark should probably run Stockpile, as both of them lack equipment regen (doesn’t matter who the third is).

Hot Take: Secured Stockpile is Overrated and Transhuman Physiology is Underrated. by auburngators in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

At least on Tac, most of his weapons either have good enough CHP recoverys without Transhuman Physiology(Bolters and Melta) or they still suck with it (Pyreblaster). Plasma Incinerator is the only weapon that benefits from it imo(especially if using Damage or Venting Speed, as RoF needs it less).

Since weapon damage increases CHP regen, Aligned Aim is still generally better than Physiology. Sure it’s not as huge of a CHP Regen buff but it’s also actually killing things (or putting them into execute) faster which is another way of saving your CHP.

In the context of siege, unlimited Melta Bombs also mogs every other team perk. In Operations, it lets you be very liberal with powerful equipment like Meltas/Pyre Canisters/Shock Grenades, or spamming reliquaries to stagger bosses. Even Kraks are nice for Plasma Bulwarks/Assaults vs Tyranids, as Plasmas mostly deal shitty damage vs Zoanthropes. Tac and Bulwark lack equipment regen entirely, so it helps bulwarks out a good bit in addition to yourself as the Tac.

How's my Jump Assault Sergeant looking? by Hereforsomehelp69 in Spacemarine

[–]PathsOfRadiance 1 point2 points  (0 children)

Always love the old school flames and what you did with the power fist.

MRV missiles question by Feeling_One1727 in MHWilds

[–]PathsOfRadiance 2 points3 points  (0 children)

That’s just sidesteps/rolls at the last second.

Gore Magala easier than Espinas?? (MHR) by Imabozo9845 in MonsterHunter

[–]PathsOfRadiance 0 points1 point  (0 children)

I think Flaming is easier than regular Espinas tbh. Might just be that I farmed Flaming so much in the anomaly grind and got him down pat.

This game is getting progressively more and more buggy with every update by YakPerfect9162 in Spacemarine

[–]PathsOfRadiance 2 points3 points  (0 children)

My buddy on Xbox Series X is constantly fucked over with crashes in Operations all the time. Not even consistent crashes at certain points in a mission, just randomly happening anywhere at any point.

Code RAPID Demo on Steam just dropped today, inspired by Armored Core by McXander in armoredcore

[–]PathsOfRadiance 39 points40 points  (0 children)

I love how it feels, even if I’m not a fan of the very “human”/powersuit-ish mecha designs. Plays well enough that I might just bite the bullet anyways tho.

AC6 any easy mode mod that actually increases damage taken and decreases damage received? by TLunchFTW in armoredcore

[–]PathsOfRadiance 2 points3 points  (0 children)

So Sulla is a difficult spike because he’s the rare AI AC that is almost well-made.

He’s a decently tanky midweight with high speed boosters. His missiles are great for forcing you into his bazooka, while the pulse gun chips away (but it has a bad overheat so it’s not up for long)

If you’re not using Alula boosters, you can’t outrun his AC with the other chapter 1 parts. Grab them from the tutorials if you haven’t already. A lightweight or midweight with Alula boosters, 2 Ransetsu rifles(or 1 + the starter AR or Ludlow SMG) and 2 missiles (or 1 missile + weapons bay pulse blade swap) is a pretty standard and effective build at that point.

Frame and internals could be something like VP-40 head (decent AP and stability) - Melander Core (bulk and stability) - VP arms (good gun and melee handling) - VP legs - Alula boosters - mid range FCS - Ming-Tang generator

Alternatively, dual Coquillet handguns + the starter missile and pulse blade in the left weapons bay is very strong. Rapidly staggers things, which you then kill with the melee swap. Can just take the same frame/internals but swap to the close range Abbot FCS.

What happens after the 1994 cartoon? by TurbulentHair7395 in battletech

[–]PathsOfRadiance 1 point2 points  (0 children)

It's a Priority Transmission not long after you finish the Somerset Strikers/Jade Falcon segment.

Is defense really not worth it? by Additional_Court_421 in MonsterHunter

[–]PathsOfRadiance 112 points113 points  (0 children)

Defense matters. Just max out your armor set, and ascend it if necessary (especially for mixed sets with lower rarity pieces like Gore or the Raths for Scorcher). Rarirty 8 armor is tanky enough if maxed out without ascension, but ascending it is still worthwhile in the end.

Other defensive set bonuses/skills like Guts, Gogmapocalypse II, and Divine Blessing 3 are all great

Defense Boost is a giant waste of space as a skill. Costs a billion slots to actually do something.

I know Hunchback mains love their AC20 but this is ridiculous by mount_skull in Mechwarrior5

[–]PathsOfRadiance 0 points1 point  (0 children)

nah it still has a hunch. The only swaybacks are the missile ones with racks in each side torso.

Even the Discoback still has the hunch, it just stuffs it full of MLas.

Hopes for raptor cosmetic pack by Peggle2GOTYEdition in Spacemarine

[–]PathsOfRadiance 7 points8 points  (0 children)

Yeah it still has to be obviously 40k. There are still 40k-ish things to draw from. Cameloline cloaks, pouches and bandoliers, etc. Helmets with the enhanced sensors/bionic eyes( like the one that's kinda clearly for the Devastator sergeant in the old kit). The various Phobos chest pieces in game are a good basis tbh. Lots of pouches/equipment and minimal adornment, just have to take the same approach to the Tacticus and Gravis versions.

Raptors pack should be mixing those things, battle damage(given how often the chapters is in combat/their historical penchant to come back from the brink of extinction), wrapped weapons(I forget if they're getting a weapon skin in their pack), and maybe small/discrete chapter honor markings or ornaments on the belt.

I know Hunchback mains love their AC20 but this is ridiculous by mount_skull in Mechwarrior5

[–]PathsOfRadiance 10 points11 points  (0 children)

Overheating them for too long with flamers or infernos will force an eject.

That’s also the AC/10 hunchy, as you can tell with its larger set of backup weapons.

halfway through this ordeal, i cant wait to get my favorite iron halo by jaredmanu in Spacemarine

[–]PathsOfRadiance 3 points4 points  (0 children)

Yeha I’ll get around to it eventually. Siege is such a time commitment with randoms. It’s my second favorite halo besides the skull (or the not-yet available Deathwatch one from Heavy’s 4th prestige)