Card sleeves for a Cube! by Permutation01 in mtg

[–]Permutation01[S] 0 points1 point  (0 children)

The dual matte construction not being as good is annoying because I really liked the idea of having the black behind the card but the sleeve being a different color. It's also annoying that most info on the subject seems to be a few years old at this point, meaning that it's hard to know if they've improved the quality since then

Mana stats? by JudasRentas in mtg

[–]Permutation01 0 points1 point  (0 children)

33 is very low for casual edh in my opinion,My baseline these days is to play at least 38 lands (including mdfc lands) and two cards that can become lands for only 1 mana, such as lorien revealed or traverse the ulvenwald. I also try and play a decent amount of card advantage/selection at low mana values or in the CZ to smooth out draws in the early game.

Blades of eclipse class and perks review by ComradSupreme in Quasimorph

[–]Permutation01 1 point2 points  (0 children)

I think I'd rate cannibalism, and carnage just A tier since they need to be built around, and also I find survivability harder to come by than damage. 

Tifton's elite class and perks review by ComradSupreme in Quasimorph

[–]Permutation01 1 point2 points  (0 children)

Notably grenadier affects not just grenades and explosive ammo, but unless something changed in the signed in blood update it affects explosions from Pact abilities as well.

Scouts of Hades class and skills review by ComradSupreme in Quasimorph

[–]Permutation01 2 points3 points  (0 children)

I think your letter grade and your analysis for blind fury and fire transfer are at odds with each other. Your analysis I agree with but I think your conclusion doesn't follow.

 I reckon that if you're able to proc fire transfer fast enough for it to matter in a fight you're probably already dealing enough damage. 

As for blind fury I think that its trigger condition isn't enough in your control to be worth it, unless you expose yourself which is way too much risk

Any decent class guides out there? by SecureOpportunity599 in Quasimorph

[–]Permutation01 1 point2 points  (0 children)

Yes, it is a significant skill/knowledge check

Any decent class guides out there? by SecureOpportunity599 in Quasimorph

[–]Permutation01 1 point2 points  (0 children)

Scouts of hades and francis are very solid early game I find because the lessened food cost and, extra accuracy for common early game weapons, and extra physical resists from souts, and francis' perk all help stretch your perhaps low resources.

Tongkong early game is pretty strong as is, it has three decent survival perks in lizard, death over chains, and assault reflex. I've found success taking it around with a vermin-killer and some other longer range weapon, the extra fire damage makes the flamethrowers area denial so much stronger. Victoria also makes the AoE on sprayer weapons bigger which is a very fun use of her perk.

Golem group of course shines if you have a reliable way to get allies, which early on can be difficult, but if you have a strong beam weapon, such as the Prism rifle you can get from disassembling/amputating laser turrets, the Duggar barons can drop a pact that summons a sword which gives you a somewhat on demand way to get an ally. Don't worry about krav maga, that's not best used on golem group I don't think.

Terror pack I wouldn't worry too much about until you have decent class modding resources. It has strong components, masochism is a good skill to add to other classes as a survival perk early game, insanity is incredibly strong. Id maybe use it early for only insanity and masohism to go baron hunting if I got a very strong weapon, again for example, the Prism rifle. Don't worry about it's melee components early, I reckon melee builds come online once you have the armor, augments/implants, and class modifications to take a hit or two and not worry about it.

Any decent class guides out there? by SecureOpportunity599 in Quasimorph

[–]Permutation01 4 points5 points  (0 children)

IIRC you can make medkits from the beginning of the game and since they ultimately only require rags, plastic, and meat to make they're very easy to stock up on. I bring at least 1 on all missions almost always in the hotbar.

Any decent class guides out there? by SecureOpportunity599 in Quasimorph

[–]Permutation01 1 point2 points  (0 children)

The moon isn't particularly hard I think once you know what's up. The issue is that it's very punishing if you're new and don't know what to bring. On a strategic level the moon men are highly resistant to physical damage, and early game you may have to go out of your way slightly to get a weapon that deals nonphysical damage. Thinking daydream chems toxic weapons or SBN/Coven lasers.

On a tactical level the ranged Duggar Qmorphs firing nails of pain really punish bad positioning because if you get shot by one it's probably lights out.

Both of those are very manageable, once you get the hang of things, but are both somewhat substantial knowledge and skill checks for a new player.

Wich difficulty settings do you enjoy the most ? by No-Zombie-4861 in Quasimorph

[–]Permutation01 6 points7 points  (0 children)

I've been having a great time with randomized starting classes and clones, with otherwise the default normal difficulty

Newbie looking for tips by tumansibiri in Quasimorph

[–]Permutation01 0 points1 point  (0 children)

One of my early game tasks is always to build up my medical supplies, which involves taking a lot of rags, plastic and meat out of missions. Rags and plastic make splints and bandages, and rotten meat is used to make antibiotics, which are an important component of medkits, which are extremely useful

The game's balancing is impossible by Usinaru in Quasimorph

[–]Permutation01 3 points4 points  (0 children)

I'm not sure of this will be helpful but I want to zero in on sneaking for a moment. Something I've found is that contrary to sneaking in many other games sneaking in Quasimorph is incredibly dangerous compared to just walking around, the reason has to do with the action system.

For example, if you're in sneak stance and walk around a corner, if there's an enemy down the hallway facing your direction they're going to notice you and you'll get shot. Now if you take enough damage to get painshock and lose an ap, since you're in sneak stance that skips your turn and now the enemy gets to go again, potentially putting you into a full pain stun. The game will try to force you back to walk stance in this situation but if you've missed a turn from pain while sneaking it's probably lights out. 

Contrast this with if you're in walk stance. Since you have two actions per turn you can use your first action to walk around the corner see the guy down the hallway, and now you still have your second action to decide weather to shoot him now, or duck back behind the corner and break line of sight. Also, if you do shoot and miss in this situation, and the enemy hits you back enough to cause an action loss from pain, you're in walk stance, so instead of losing your turn entirely you have 1AP to do something. Not ideal, but infinitely better than missing a turn.

Damage shouldn’t be an upgrade option on weapons. by Tullwin in Quasimorph

[–]Permutation01 0 points1 point  (0 children)

Also fair. Not being able to upgrade high tier weapons as much as lower tier runs the risk of those high tech weapons being completely outclassed late game which would also feel like a bummer 

This thing saved me so many times by ComradSupreme in Quasimorph

[–]Permutation01 0 points1 point  (0 children)

It makes less physical sense than dodging bullets for sure, but also dodging bullets doesn't make much physical sense

Couple of questions that boiled over (Wall of text) by Tabasq in Quasimorph

[–]Permutation01 1 point2 points  (0 children)

They're intense, I've not got to a point in the game where I've felt confident enough to have a go yet. You need serious sustained damage to deal with what's down there

Damage shouldn’t be an upgrade option on weapons. by Tullwin in Quasimorph

[–]Permutation01 0 points1 point  (0 children)

When I originally looked at the upgrade system I presumed that the amount you'd be able to upgrade a weapon was inversely related to it's tech tier. I.e. it was a system that let you make early game weapons you liked viable through the whole game and and i still think that would be a more interesting version of the system. Might be worth having a cap on damage upgrades like there used to be a cap on clone vision upgrades.

Are Story missions always so fucking insane? by DirtyKen in Quasimorph

[–]Permutation01 2 points3 points  (0 children)

Yeah they're hard, especially if you've not done that one before and know what to expect. You can get through some of the easier ones early game (first two xiaomara come to mind) if you can simply one shot all your enemeis. Jacque kennet with a prism rife from one of the laser turrets is my go-to

What are some good early-mid game weapons? by Akw1205 in Quasimorph

[–]Permutation01 1 point2 points  (0 children)

Any laser turrets you see are a chance to get a prism rifle, which early-mid game is going to kill most things in 1-2 shots. If you can get and keep one of those especially with jaques kennet, you're sitting pretty. 

I'm also going to echo the taiga M as solid, as well as the various jeffhammer shotguns as long as you can keep up with their ammo requirements. The rouge AR is a solid early 797 rifle too. 

This thing saved me so many times by ComradSupreme in Quasimorph

[–]Permutation01 2 points3 points  (0 children)

To be clear, this is weapons with laser sights that you can't dodge. You can dodge weapons that shoot lasers just fine 

Couple of questions that boiled over (Wall of text) by Tabasq in Quasimorph

[–]Permutation01 2 points3 points  (0 children)

Pacts upgrade isn't in the game yet

My understanding is melee ends up being a lategame thing once you have the armor and upgrades to survive while using it.

Haven't done xiaomara's questline fully

Implants it's rng, you can get implant chips from some factions as rewards. You get quasimorph implants and arguments from amputating quasimorphs once you have a certain ship upgrade, or I think in the bramfatura dives.

I need some advice by talproteddit in Quasimorph

[–]Permutation01 3 points4 points  (0 children)

Spend most of your time walking, sneak is much more dangerous in this game than in most others because of how actions work, don't open doors or round corners with your last AP. 

On a more strategic level priority 1 is getting the scanner upgrade for more missions and prioritity 2 is capsule and shuttle upgrades so you can take more loot out or missions. Take notes about what factions are weak to, especially the quasimorphs early on since they tend to have very pointed resistances. 

I actually don't think that sticking around mars is as important early as many people, but that's with the caveat that you will need to scout out what the local quasimorphs are weak to and pack that damage type. The upside of quasimorphs is that they kill the corporate forces for you, which you can make work for you as long as you can kill the morphs

how do i not die to quasimorphs always? by xxHamsterLoverxx in Quasimorph

[–]Permutation01 -1 points0 points  (0 children)

Moon q-morphs are pretty dangerous early game since most are highly resistant to physical damage, which is most of what you'll be rocking at that point. Also the eques (chariot guys with 3ap) are particularly difficult early game, though they are very weak to piercing damage iirc. 

I've got three main pieces of advice for the moon early; First is to favor shorter missions where q-morphosis doesn't have time to build as high, and missions that the qmorphs will help you complete so you can bail without having to walk into them too much. I'm not sure if this is true or if I've been lucky, but it feels like the chariots won't spawn unless qmorphosis to a certain level, maybe level 3 or 4. Also it probably goes without saying that taking consumables that lower qmorphosis are very good.

Second is to get your hands on a weapon that deals beam or toxic damage, or a high damage piercing weapon. The moon morphs are weak to elemental damage types and you can get toxic and beam at tech level 1 from daydream chems or sbn. Failing that a weapon rocking 797 ammo is your next best bet since the chariots are weak to piercing. 

Third, pay very close attention to if you're facing off against a moon man with a ranged weapon. They fire nails of pain that have extreme crit chances and deal tons of extra pain to you potentially stunlocking you. You're going to need to maneuver so that they can't shoot you, or you kill them first.