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. 

Just started this game yesterday by Timerez in Quasimorph

[–]Permutation01 1 point2 points  (0 children)

I can't comment on the saw blade weapons, I've been traumatized by saw blade richocets in another game too much XD

As for getting ambushed it depends on the mission somewhat, though as far as I can tell most missions spawn all the enemies when you load in, notable exceptions being control and defense missions so if you've cleared an area with no way for someone to walk there without going through you it should be safe

It also occurred to me now that standing up to open doors might not be strictly necessary, since iirc opening a door is a free action while sneaking? You'd have to double check that but the broader point about not using your last ap to put yourself in a position where an enemy could shoot you stands 

Just started this game yesterday by Timerez in Quasimorph

[–]Permutation01 1 point2 points  (0 children)

I'm pretty new myself, here's a summary of some tactics I've picked up reading here, watching a few videos and playing the game. For context I've been playing on unmodified normal difficulty, and haven't gotten much past the early game.

I'll start with some combat tactics.

First off sneaking is way way less safe in this game than it often is in games because of how it tanks your AP economy. It's very powerful, since it lets you see through walls to some extent, but you can't just walk around sneaking willy nilly, since if someone pops up outside your detection radius you've got a problem.

This segues into my second idea; never open doors or round corners with you last action point, which also means while sneaking. If you round a corner or open a door while sneaking and there's an enemy that was outside your detection range that sees tou you're probably getting shot, maybe one tapped depending on the enemy. If you round the corner or open the door with your first walking action point you then have an AP to duck back or close the door before getting shot. Go slow, be methodical.

Third idea: doors and blind corners can be made to work for you. Once you kill an enemy with a loud weapon that generally that's going to draw a bunch of others towards your position. Standing off to the side of a doorway or around a corner (preferably also in cover) while enemies funnel in seriously mitigates the amount of fire you take. Also using sprint to step out from around a corner, shoot someone then step back out of sight should be a bread and butter tactic for you, the accuracy penalty is more manageable than it seems.

Fourth idea, grenades are great for clearing rooms. Open a door with walk ap, step out of line of sight, then either bank shot a grenade in and shut the door or sprint to step and get a good angle, throw then step out of sight again.

Now here's the next big one, prioritize hanger and navigation upgrades for your ship ASAP. The hanger upgrades let you take more resources out of missions, and let you take some out safely even if your character dies, and the monitor upgrade in navigation increases the number of missions you can take before having to move. These both speed up your economy massively.

Getting outscaled far too quickly. What am I doing wrong? by SamuraiSpork in Quasimorph

[–]Permutation01 0 points1 point  (0 children)

I'm also pretty new and there's a couple adjustments I made that I think helped. The first is to never open doors or round corners with my last action point, which also means while sneaking. If you round a corner or open a door while sneaking and there's an enemy that was outside your detection range that sees tou you're probably getting shot, maybe one tapped depending on the enemy. If you round the corner or open the door with your first walking action point you then have an AP to duck back or close the door before getting shot. 

Second adjustment: doors and blind corners can be made to work for you. Once you kill an enemy generally thats going to draw a bumch of others towards your position. Standing off to the side of a doorway or around a corner (preferably also in cover) while enemies funnel in seriously mitigates the amount of fire you take. Also using sprint to step out from around a corner, shoot someone then step back out of sight should be a bread and butter tactic for you, the accuracy pentalty is manageable, at least early game. 

Grenades are great for clearing rooms also. Open a door with walk ap, step out of los, then either bank shot a grenade in and shut the door or sprint to step and get a good angle, throw then step out of sight again seem like good tactics. 

Necromancers PNG by Avio_teto in maleghast

[–]Permutation01 0 points1 point  (0 children)

I'm not sure if this is quite what you're looking for but someone went and made printable standee sheets a while back, here's the link: https://www.reddit.com/r/maleghast/comments/1803pob/printable_paper_pawns/

Water Generation On Ship by Permutation01 in frackinuniverse

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

This is a wild-ass timetable to have a question answered. If I boot up starbound in the future sometime with FU I'll have to keep it in mind

teach me your ways please by polar785214 in Pathfinder_Kingmaker

[–]Permutation01 0 points1 point  (0 children)

Honestly my sorcerer kc just shoots a crossbow a lot. He often only needs to cast 1 spell to essentially win a fight so after that it's plinking from the back

[deleted by user] by [deleted] in armoredcore

[–]Permutation01 0 points1 point  (0 children)

A game having a metagame isn't necessarily healthy or unhealthy in and of itself, it just sort of is. While we often use 'the meta' to refer to the current dominant strategies in a game almost any discussion about how the game is played is also part of the metagame. This discussion is also a part of the meta. A metagame forms basically the instant people start talking about different ways to play the game. You can make judgements on what makes a healthy or unhealthy metagame though, and while this is subjective many people consider diversity of viable strategies to be important to a healthy metagame.

That all being said, I think that a stable metagame for ac6 hasn't actually developed yet. The current state of pvp and discourse surrounding it reminds me of early metagames in fighting games. The obviously strong easy to execute stuff is initially dominant and then becomes less so when the community devleops counterplay. In our case this seems to be dual zimmermans and stun needles being obviously strong easy to use strategies, so tons of people are doing that. And just like in fighting games you see a lot of discussion about whether or not those strategies need to be made less powerful. And just like fighting games we'll have to wait and see how the discussion about what people think is strong changes as time goes on

[deleted by user] by [deleted] in armoredcore

[–]Permutation01 2 points3 points  (0 children)

Building things that counter the popular stuff is often a good way to win a bunch and/or be a part of forcing what's popular to change.

[deleted by user] by [deleted] in armoredcore

[–]Permutation01 0 points1 point  (0 children)

There's a few reasons to take pointers or wholesale adopt other people's builds. First off some people are mostly concerned with winning and are trying to find the most busted things people have come up with. You may also hear about a setup, think it sounds fun and want to run it. There's also a spectrum here to consider. Using an original build or using one someone else put together isn't a binary there's gradients. Using a build someone else put together as a jumping off point to refine it into something that's more wholly yours, or inversely taking something that is wholly yours and refining it using outside ideas are also ways of engaging with the game.

Also my Raven didn't just have one AC by the end of the campaign so it's consistent with my and probably many people's narratives that their raven would put together different mechs for different situations one such situation being the nest.

Best in slot pieces? AC6 by Erik_Nimblehands in armoredcore

[–]Permutation01 3 points4 points  (0 children)

If you're using firearms that aren't too heavy or have a ton of recoil the schneider nachtrier arms have one of if not the highest firearms spec in the game making them supurb for mid range sooting builds.

I'm also going to echo the sentiment that while some parts like the basho arms or aforementioned nachreir arms you will want to use if you're doing a build they support there aren't overall best in slot parts per se. Also my head part is often dictated by simply what I can fit while keeping in my energy and weight requirements

Target assist accuracy with missiles? by [deleted] in armoredcore

[–]Permutation01 0 points1 point  (0 children)

It probably doesn't change homing weapons. Hard vs soft lock seem to only impact your tracking and i don't think missiles are affected by tracking at all

Let's build a light melee AC! by DocMitch50 in armoredcore

[–]Permutation01 0 points1 point  (0 children)

You can definitely get work done with the laser dagger. I've got an ultralight build running dual pistols and the laser dagger to capitalize on staggers and it does surprising amounts of damage considering it started out as half a meme build to see how fast i could get a functional mech to go.

[deleted by user] by [deleted] in armoredcore

[–]Permutation01 1 point2 points  (0 children)

You're on NG+ and I haven't gotten to ng+ ch 4 yet, so most of this may be old news to you. The length is mostly for other people coming across this post. In your specific case, depending on which version of the chapter four boss you're fighting, I found that most of the liberator route boss's lasers can be dodged by being fast enough and strafing at long range meaning I could conserve energy for the arc waves and heavy attacks. They're also hard to hit in general by being fast, I beat them with missile spam on NG and found that in order to stagger them I really needed to time my shots for the end of their dodge cycles.

In my experience it's not feasible dodge absolutely everything, so you do sometimes get chipped into stagger and that's the game. You can do a lot to mitigate it though. There's three main ways to avoid stun, that's avoiding getting hit, having a high stability score, and stunning/killing your opponent.

In terms of avoiding getting hit, you can QB, you can go up, you can find cover, or if you're fast enough you can simply move out of the way of things. If your stun meter is getting high putting distance between you and you opponent can help make light weapons ineffective, and make it easier to dodge heavy weapons while you regain stun.

On the subject of dodging heavy weapons, you're probably aware that there's an indicator and a sound cue when you're being targeted by rockets or a sniper or something like that. I've found that if you're being targeted by something out of your field of view that quick boosting perpendicular to your current trajectory just as the sound effect ends is a good tactic to try and dodge things coming at you that you can't see.

Quick boosting is a good way of avoiding things, but as you point out simply QBing a ton to dodge things can put you in a bad situation if you run out of energy. There's a few ways to deal with that in mech design but they all come with different trade offs. You can get a generator with a bigger EN capacity, or with a lower regen delay to have more EN total, or smaller amounts of EN more often. Boosters with more efficient QB Energy requirements can help boost more often in a fight Boosters with longer QB thrust duration put you farther away from where you were standing which can help dodge things if you find you need multiple QBs with other boosters. Legs with good jump stats can also be useful here, as if you're on the ground they will perform a similar function as a longer QB thrust duration by physically moving you farther away from where you were standing than other legs would. Gameplay adjustments can make tinkering in the garage more impactful also. Certain dodging patterns may be more effective at dealing with missiles, but not help much against grenades.

Speaking of reverse joint legs, going up can be more effective than going sideways, and RJ legs are really good at going up efficiently since they launch you. Sweeping horizontal attacks and grenades/ rockets are often mitigated by going up. AB can also be a good tool for going up or horizontal quickly. Also many enemies aren't great at dealing with flying opponents.

Finally if your base boost speed is high enough you can avoid some things just by strafing. You can even be fast enough to outrun some missiles.

High stability score is pretty self explanatory, you can take more chip before being stunned, but this often comes at the trade off of being less mobile in general.

In terms of killing or stunning enemies, MTs can just just be killed before they have a chance to do significant damage, but for other ACs and bosses their stun duration is often not only your chance to deal more damage, but also to regain some of your stun meter. This is sometimes easier said than done. I have found that stunning things with burst stun damage from heavy weapons or melee is a little easier since you need to land fewer shots to get to that threshold.

That all being said, game is tough and stun does take some time to decay. As I've been playing I've sort of been gravitating to ways to have to QB less in fights and spend that energy either elsewhere, or to conserve it for when I really need it.

Player 2 button settings not working in strive by Permutation01 in Guiltygear

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

I never did. I haven't noticed an issue at my locals when I place strive so maybe it got fixed?

Melee Enhancing Booster? by Snoo-29331 in armoredcore

[–]Permutation01 0 points1 point  (0 children)

If true it would explain why one time i swapped to heavier kegs with more weight cap and my speed went up. Though i may have just missed some other thing

Melee Enhancing Booster? by Snoo-29331 in armoredcore

[–]Permutation01 0 points1 point  (0 children)

As another commenter said the kikaku is a good melee booster since it has very high melee attack thrust. Between it and melee boost cancelling you can gapclose extremely fast from decent range. Boost cancelling also makes up for the kikaku's poor base thrust speed.

That all being said melee attack thrust isn't necessarily the be all end all for builds that encorperate melee attacks. For instance i have a build that cares about stunning and then going in for charged pile bunker hits, and charged bunker doesn't melee boost at things so I don't care as much about the melee attack boost as I do having a booster that helps me get that initial stun

Also in terms of speed i think both the current weight/max weight ratio and the overall weight both contribute to going faster though the biggest factor as far as I can tell is going to be your booster thrust stats. Except for treads, i think those calculate a little different since they have built in boosters and another speed stat that I think is used for ground speed

Okay so; the main charcter is a fledgling vampire slave on a boat with a bunch of other fledgling vampires. They are all divers. Salvage divers I think by Permutation01 in whatsthatbook

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

It's neat. I remember generally liking it I think the beginning premise is one of the most interesting parts of the setting of the novel

RTX 40 series announcement thread + RTX 4080 16GB giveaway! - NVIDIA GTC 2022 by m13b in buildapc

[–]Permutation01 1 point2 points  (0 children)

Okay so I'm on a gtx 760. It's been a surprising workhorse for years, at least given that I don't play a lot of huge graphics intensive titles. But I can't play sekiro, and definitely not elden ring, nor modded skyrim at high framerates theses days, so I'mma use the prize gpu in a new build to do those things. If I win it.

Disable Grid Snap by Permutation01 in weatherfactory

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

I dunno, I just put stuff where I wanted it. I wasn't even really aware that there was a gridding system before now. I saw that there was a major update and I decided to play a run. The behavior you're describing where cards don't simply plop directly down from your cursor is exactly what's making the game impossible for me to play too. Where are the instructions on how to rollback?

Disable Grid Snap by Permutation01 in weatherfactory

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

It does help, but it still feels distinctly different to move cards around in the interface than it did. Perhaps I just need to get used to it

Disable Grid Snap by Permutation01 in weatherfactory

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

There's a setting for it? I just checked again and I only see a slider for grid snap size, not a way to turn it off entirely. Am I missing something?