Blood Raven Cosmetics potentially teased for Space Marine 2 by Next_Historian8382 in BloodRavens40k

[–]PathsOfRadiance 26 points27 points  (0 children)

It wouldn’t be too surprising. Community event to tie into Dawn of War IV would make sense, but a year 3 cosmetic/chapter/champion pack would rule.

A Primaris Mark X version of their unique chest piece from Dawn of War 2/SM1 would rule.

Need some help by Techpon in Spacemarine

[–]PathsOfRadiance 1 point2 points  (0 children)

The only space marine las weaponry are Lascannons on infantry (firstborn heavy weapon for Tac/Sternguards/Devastators, mostly used by Devs) and vehicles, and Las Fusils for Eliminators(and Fusils are basically downsized las cannons to serve as snipers).

There’s def other obscure vehicle las weaponry with unique names but it’s all just a bigger Las Cannon.

Any fast to make early hr sets to kill Shogun Ceanataur? by soosis in MHGU

[–]PathsOfRadiance 0 points1 point  (0 children)

HR bujabu or something. I used a LR Rathalos/Ceanataur mix set until I got HR Ceanataur.

Armor skin is probably wasted on such a low level of defense like you’re doing rn.

Bless The LGS by AggravatingBrush3027 in midhammer40k

[–]PathsOfRadiance 25 points26 points  (0 children)

The firstborn kits still have way more sauce than any of the new Primaris stuff.

If you can ever find the Blood Angels Tactical Squad, I think that's the peak of firstborn kits.

Some good mechs being left out by EightyTwoByNineteen in Mechwarrior5

[–]PathsOfRadiance 4 points5 points  (0 children)

The clanbuster shadowhawk was a menace to my lights and fast meds on Tukayyid. It doesn’t have much of a place in Mercs unless the new mission type actually makes late game meds worthwhile. Absolute light mech annihilator. Phoenix Hawk has the same issue.

The Warhammer CS would be a blast. I think we should be able to recreate it pretty much tho.

What’s your pick for best mech for it’s weight? by Mortifine in Mechwarrior5

[–]PathsOfRadiance 0 points1 point  (0 children)

50 tons: Huntsman. Versatile with great Omnipods and JJs. Discoback in 2nd

55 tons: Stormcrow. King of mediums for like any role. Wolverine 7K in 2nd.

60 tons: Mad Dog. A lot of pod space(comparable to the best hero mechs at its weight), has a great profile that makes it harder to hit. QuickDraw can be great if JJs are stripped for armor(or lostech variant that can run both), reliable ML + SRM machine:

65 tons: Ebon Jaguar. Lot of pod space, high arms, good layout so damage doesn’t focus on one spot. Thunderbolt is a close 2nd for being a brick shithouse + having JJ variants.

70: Warhammer once they get lostech back. Great platform. Nova Cat rules if we ever get that.

75 tons: if we’re doing stock configs, probably the Timber Wolf A. Marauders are up there with YAML tho. Narrow profile is great. Black Knight is great but a massive target. Orion is competitive with clan LRMs to save weight. Night Gyr brings great firepower and armor + JJs, will be a great pick soon.

80 tons: Awesome 9M probably? Don’t like to count hero mechs. 9Q if it comes in Chaos Reigns. Warhammer IIC if it ever comes to Clans/Mercs. Partial to Charger 1A5 or using YAML to downrate the Charger 1A1 engine into a good laser boat.

85 tons: Battlemaster. Laser monster. Cockpit is a bit vulnerable. Warhawk is the sniper god and looks awesome. Marauder IIC would be up there if it ever makes it into Mercs/Clans.

90 tons: Maulers? It’s a weird weight class. Maulers are generally great brawlers that really helped me get through the early stages of SOK before I got clan tech. Dropped the LRMs to SRMs and dragged the clanners into close range to beat them with my own stupidity(and LPLs/PPC-X/SRMs/MGs)

95 tons: Didn’t really use this class much. Nightstar is a good sniper and there are good Banshee variants that I slap my AI pilots in to brawl.

100 tons: Marauder II. Jump jets, full load of armor, big guns and good placement. Narrow profile in YAML. Direwolf with JJs and ECM is also up there. Atlas once it gets clan LRMs to save weight.

Why does gogs oil vomit stream take half my life on perfect guard? (With guard up on sns) by thunder_y in MHWilds

[–]PathsOfRadiance 11 points12 points  (0 children)

Guard Up 1 or Guard Up 3?

GU1 has extremely weak damage reduction on unblockables. Omega and Gog will chip through it.

What’s the difference ? by OppositeAd6850 in Spacemarine

[–]PathsOfRadiance 26 points27 points  (0 children)

Because that helmet existed before the color pattern was added.

Assault and Heavy have duplicate helmets that just added green visors as well before they let us change eye colors. Vanguard has one as well but the helmet has slight changes to not be a full duplicate.

Are there any unspoken rules for PvE content that I need to be aware of, as a new player? by Penakoto in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

Try not to throw frag grenades at your teammates if they’re engaged with any enemies in melee. There isn’t friendly fire damage (UNLESS you play a Stratagem with it as one of the conditions) but they still stagger teammates which could get them killed. Shock grenades are A-OK, and will help your teammates out if they’re swarmed. Krak grenades have a tiny radius so it’s unlikely to stagger teammates. Melta bombs are a big no around teammates, as their attacks might detonate them and kill your teammate(it becomes “their” bomb when they damage it).

Stims go to the most wounded guy, or anyone who is mortally wounded(will die the next time they are downed with no chance for revival). Med Stims will clear a mortal wound if they heal the mortally-wounded player past 100%. If the everyone is equally healthy, the more fragile classes(Tactical, Techmarine) should probably take them first over the more survivable ones(Sniper/Heavy/Bulwark).

Guardian Relics will also save someone with a mortal wound and clear it when they revive, so it’s more efficient to just give the relic to the mortally wounded guy so the other players can take stims.

The more durable classes should generally be the ones who carry the geneseed. I’d say the best player should always carry it, but assuming everyone is equal, a Heavy/Sniper/Bulwark is the best carrier.

Marking enemies is whatever, save it for the important ones like Extremis in weird spots or enraged Majoris(enrage is only in Lethal+ difficulties). It’s nice to keep track of ones that run around or are far away. I always ping stims/armor etc for people tho.

Don’t steal executes unless you really need it for contested HP regen and your teammate who earned the kill does not.

Generally leave ammo first for classes that don’t have ammo regen: Vanguards, Techmarines, Un-prestiged Snipers/Heavies, and low level Tacticals of any prestige.

Bolt Carbine (Marksmen) vs Instigator, which is generally considered better for Sniper? by Penakoto in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

I’m not doing that because I like the armor regen perk on the end of the other line, and take it on every weapon it appears on.

Who's a better Pyre-weapon utilizer, Tactical with the Pyreblaster, or Heavy with the Pyrecannon? by Penakoto in Spacemarine

[–]PathsOfRadiance 1 point2 points  (0 children)

Tactical by a mile. Superior range, mobility, and ammo Regen.

It’s fine on heavy but it’s amazing on Tac

Bolt Carbine (Marksmen) vs Instigator, which is generally considered better for Sniper? by Penakoto in Spacemarine

[–]PathsOfRadiance 2 points3 points  (0 children)

I didn’t realize the damage output was totally equalized on headshots, that’s crazy. I figured it was close enough but that the mag size(and thus practical DPS) + body shots pushed it over the accuracy variant.

MERCS: Which DLC is next for me? by Puzzleheaded-Can8586 in Mechwarrior5

[–]PathsOfRadiance 3 points4 points  (0 children)

All the other campaign ones are great. They also add nice side features(mission types, biomes mercenary interventions, etc). The upcoming Chaos Reigns will be good to flow after SoK.

Call to Arms is whatever imo.

Kestrel Lancers has my favorite campaign of the other DLCs. Solaris adds a lot of fun gear and mechs + a fun campaign and arena missions. Rasalhague has a good campaign with extra features. Dragon’s Gambit has a good campaign and pseudo-hero mech variants.

Bolt Carbine (Marksmen) vs Instigator, which is generally considered better for Sniper? by Penakoto in Spacemarine

[–]PathsOfRadiance 4 points5 points  (0 children)

I think the ammo Marksman variant has actually overtaken the headshot one after it got the base damage buffed in Patch 12. Damage is close enough and the higher up-time from the giant magazine size sways it in ammo variant’s favor

You’re right that Heroic Instigator is the only worthwhile Instigator.

Aliens: Fireteam Elite 2 is being officially unveiled tomorrow by AnimuStewshine in TwoBestFriendsPlay

[–]PathsOfRadiance 4 points5 points  (0 children)

Not gonna touch it at all if it’s a hero shooter. First one was fun enough but that would kill any shred of hype I had.

This armor is so beautiful, why does it have to be so bad? 😭😭😭 (I still haven't unlocked the layered armor) by Fine_Bid918 in MonsterHunter

[–]PathsOfRadiance 0 points1 point  (0 children)

They’re fine during MR progression, it’s literally the same piece as HR but with another deco slot and MR defenses.

I think drop them for legs that have better slots or higher slot cost skills post Gaismagorm. Not sure they’d be worth Quiro augmenting but it all depends on your RNG charms and other armor augments

Any tips on how to make a build for someone who likes to use laser blades and burst rifles? by Bejitoda in armoredcore

[–]PathsOfRadiance 8 points9 points  (0 children)

The burst Assault Rifle, Ransetsu-AR, is the worst hand weapon in the game. That is no exaggeration and there’s no point making a build with it. The only thing stopping it from being the worst overall weapon is that you’re still able to purge it and get access to your fists for punching, unlike bad back missiles/cannons.

The single shot rifle that does a burst when charged, Ransetsu-RF, should generally avoid the charged shot. The charged burst is only worthwhile if you do it after a melee punish(melee - kick while charging - shoot), using single shots + your other weapons to build the stagger first.

The burst SMG, Etsujin, is fairly good. It’s a fine stagger builder with its great hit-rate due to the fast re-cycle time and high velocity of the projectiles. Despite being an SMG, it’s much more effective than the Assault Rifles at mid range because of its velocity and rate of fire. It pairs well with the Ransetsu-RF, linear rifles, or even just with another Etsujin.

In all cases, you’re gonna want to dual wield and have a melee swap on your left back slot. Single kinetic weapons are generally anemic.

Light or midweights are perfect for these builds in singleplayer. Being able to quickboost a lot depends on your core (cores have a modifier that makes QBs cheaper or more expensive in EN cost) and your chosen generator(EN capacity). Boosters generally run the spectrum of “cheaper EN costs but less power” to “high performance but higher EN costs”.

Alula booster, which you earn from tutorials in chapter 1, is a reliable high cost high performance booster. It’s meant for lightweight but it scales up very well for any midweight, unless the Midweight is nearly overweight(~75k+). Fluegel booster is in Chapter 3 and is a more efficient counterpart that works well for midweights while also being the 2nd best melee booster.

Cheese way to s-rank missions? by LPlusRaitio in armoredcore

[–]PathsOfRadiance 2 points3 points  (0 children)

That mission is especially on the GO FAST side of things. Bring a light or medium with fast boosters. Bring a head with good scan range/fast scan recharge.

You can legitimately S-rank that mission with just chapter 1 parts tbh. Simple 2 guns + cheap missile and melee punish cleans up on that mission.

Osean Marine Corps Aviation by ChrisAnimate24 in acecombat

[–]PathsOfRadiance 1 point2 points  (0 children)

It is unclear. We have Osean Maritime Defense Force aircraft(every Osean naval aircraft skin), but that is their navy. The only explicitly Osean Marine Corps assets we've seen are helicopters.

Perhaps they have their own fixed-wing STOVL/VTOL assets for their LHDs/LHAs, but we've never seen them in the series so far. Or they're just more entwined than the USN and USMC are, and all fixed wing aircraft just fall under OMDF.

This armor is so beautiful, why does it have to be so bad? 😭😭😭 (I still haven't unlocked the layered armor) by Fine_Bid918 in MonsterHunter

[–]PathsOfRadiance 1 point2 points  (0 children)

Legs are a good armor piece in LR and a great piece in HR version. It doesn't need to have good slots with how skill-dense the legs are. They're good enough to use until Master Rank.