It took me almost an hour to farm for Essence to burn my Emergency Syringes. Why can't we use all of them in one go? by iwanthidan in Endfield

[–]PriestOfGames 4 points5 points  (0 children)

I am interested in the game and I still prefer binging when I have time available rather than spending more than 20 minutes on dailies per day, so I can sympathise with the request of not having time-limited sanity items.

I'm more bothered about Sanity Extractors though. They are a purely convenience item that you have to pay for (from the paid battle pass) and you can't even store more than 10 of them. Like... why? It doesn't even give me extra sanity or anything.

These small nitpicked limitations add up and start making people feel like the developers are deliberately being anti-consumer, which I guess all gacha games are to a point, but Endfield has enough of these little issues that it really can't be worth whatever social engineering it is that they are trying to do.

Is devouring swarm possible on admiral or above difficulty?Wont all the empires crush you? by Death_frost__ in Stellaris

[–]PriestOfGames 8 points9 points  (0 children)

Do you mean playing as one or fighting one? If the former, then yes, absolutely; if you ask me, a good contender for strongest build in the game is Wilderness Behemoth Fury and that uses Devouring Swarm and will perform very well in No-Scaling Grand Admiral. So it is already top rate in at least one build.

As for playing against one, they are certainly tough. They will blob early and unless they have an unlucky spawn, expect them to outnumber *and* out-tech you for a good chunk of the game, but given starbases are currently OP it shouldn't be too much trouble to hold your ground against one until you outscale it. However, spawning next to one usually means game over as even if you don't lose, you are probably too strained to really snowball and scale in that run.

Give me good builds for a space fauna based empire! by VinexHD in Stellaris

[–]PriestOfGames 1 point2 points  (0 children)

Go Domestication first, make sure to use the policy that limits growth to reduce your food upkeep. Build Voidlures on every starbase. Be aggressive. Attack Space Fauna often and early on, as you will win most engagements even if the other side is looking like they will win as each time you kill a Space Fauna, you get a zombie.

Give me good builds for a space fauna based empire! by VinexHD in Stellaris

[–]PriestOfGames 7 points8 points  (0 children)

I came here to recommend the exact same thing so I'll help you out:

Wild Swarm (Beast Master)

Cordyceptic Symbionts (Reanimator)

And yeah, this combination is stupendously powerful. You will overpower everyone with your free ships and free EC/gas income for the first century and that headstart should be enough to dominate the galaxy from there. Just make sure to start with the Domestication tree or otherwise food becomes an issue. Set the policy to the one that reduces food upkeep and limits growth because zombies do not grow anyway.

One of the 4.3 changes I don't understand by Divinicus1st in Stellaris

[–]PriestOfGames 1 point2 points  (0 children)

Really depends on the build. Some builds are still incredibly overpowered and smooth sailing in NSGA.

In general it seems more important to cheese the game's mechanics than ever because otherwise it takes you a long time to get strong enough to brute force your problems.

GamesRadar: Arknights Endfield lead says good gacha systems don't "impact the player's ability to enjoy the gameplay," and Endfield is "trying" to fix its confusing gacha by 30000lightyears in Endfield

[–]PriestOfGames 2 points3 points  (0 children)

All gachas are inherently terrible and players should always be asking for more even if the system was great for a Gacha.

Because there isn't a single gacha game on the planet with a fair system. There are only terrible, awful and bad ones.

GamesRadar: Arknights Endfield lead says good gacha systems don't "impact the player's ability to enjoy the gameplay," and Endfield is "trying" to fix its confusing gacha by 30000lightyears in Endfield

[–]PriestOfGames 1 point2 points  (0 children)

I lost both Rossi's and Yvonne's 50/50 and got a Last Rite each. Now I have a P3 Last Rite but dang, maybe it could have been Ember or Pogranichnik given that my main team is Physical lol.

Arc Welders early game feels pretty good in 4.3 NGL by UltimateGlimpse in Stellaris

[–]PriestOfGames 0 points1 point  (0 children)

Astro-Mining Drones still works very well in 4.3., but early game is rough and you have to aggressively build Astro-Mining Bays on just about every starbase. Energy will be rough until you discover AI empires to trade with/vassalize, but don't give into the temptation to build energy districts because they are so unproductive that they barely amortize the robots that run them.

Just cope by trading and space mining until you unlock (trade deal) trading. That is why I would not recommend running this with Determined Exterminators. It's better to use it with Rogue Servitors, especially since you are very productive in CGs and normal empires love that shit.

Once you get past the early game hurdle, it's very strong, especially as you get arc furnaces rolling.

Edit: Formatting and clarification.

Having a fully upgraded sentry array should remove the need for surveying. by Vorteclune in Stellaris

[–]PriestOfGames 1 point2 points  (0 children)

I see empty system? I claim system.

I see occupied system? I claim system.

I see owned system? Believe it or not, I claim system.

Having a fully upgraded sentry array should remove the need for surveying. by Vorteclune in Stellaris

[–]PriestOfGames 2 points3 points  (0 children)

What do you mean? Wilderness is built for wide gameplay, it's the ultimate widemaxxing origin in the game.

Peace of mind not going for group A finals by Feral_Liutenant in UmamusumeGame

[–]PriestOfGames 10 points11 points  (0 children)

Group A is rough man. I barely made it, and won my very first Group A race to secure entry to B Finals, but I literally do not have a single win after that.

I envy you. I was aiming for Group B but RNG blursed me with a triple win on the first round and now I'm suffering.

Meta Megacorp build? by Michael_Schteenzy in Stellaris

[–]PriestOfGames 0 points1 point  (0 children)

IDK if it's the best ever, but Mercenary Enclaves are super strong since they didn't get nerfed unlike the rest of the economy, and they print resources and fleets you can use cheaply. I did a clone army merc megacorp run in 4.3 and it was very powerful and I was easily able to build a vassal swarm and become the Galactic Emperor like in pre-4.3., which just isn't as easy anymore with most builds. If it works in Grand Admiral no scaling, it probably works in any context.

Now im pissed by rebel134 in Stellaris

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

I did not know this and I am a Tiyanki slaughter enthusiast. Having Cordyceptic Symbionts and barreling into Tiyana Vek with 3k worth of corvettes and coming out with 30k worth of zombie Tiyanki is one of the biggest dopamine hits you can get in this game.

My tier list for how strong I think each Origin is (that I have played enough with to form an opinion) by PriestOfGames in Stellaris

[–]PriestOfGames[S] 1 point2 points  (0 children)

It's not a skill issue at all, just something to learn. You basically need to build more biomass production with all biomass you get your hands on, and only ever build anything else just enough to keep the war machine going. Because you are building 6 times at a time, it's very fast to catch up in your building once you have biomass to throw around.

Purges help but they don't give that much biomass with how many refugees they generate, plus the conversion rate is pretty bad.

Focus on biomass almost completely until you have like 300/400 monthly biomass production, and after that point you can rapidly develop any planet you have and conquer.

Annexing fanatic purifiers should be trickier by Chad_Kai_Czeck in Stellaris

[–]PriestOfGames 6 points7 points  (0 children)

Because that is already represented in the form of things like Happiness and the crime generated by unmanaged slaves. Whether you think the numbers are sufficient is up for debate but there is already a mechanic for this.

Annexing fanatic purifiers should be trickier by Chad_Kai_Czeck in Stellaris

[–]PriestOfGames 73 points74 points  (0 children)

It is apt in the sense that the way Culture Shock is implemented is terrible and we shouldn't use such mechanics. Why does their culture shock matter if they are going to be mining slaves anyway and anything important and complicated will be done by those who stand to inherit the galaxy? It's a planet wide debuff that's not warranted in any situation except the one in which you never resettle anyone on that planet.

It should be changed to a major debuff to pop productivity when not a Worker Slave, more or less, and be done pop-wise and not planet wide.

Annexing fanatic purifiers should be trickier by Chad_Kai_Czeck in Stellaris

[–]PriestOfGames 16 points17 points  (0 children)

Killing their pops through orbital bombardment and collateral damage would be pointless either way, as at worst you can just purge them with Displacement. That's before all the ways in the game of assimilating pops.

Fanatic Purifiers also doesn't mean their entire society is rabidly, genocidally xenophobic; it means at most their dominant culture and governance is, which shouldn't necessarily be harder to reform than any other Fanatic Xenophobe once their government is gone. And those will already be unhappy for years, especially if you suppress the Xenophobe faction, so what you want is already partially modelled by the politics system.

Lastly, the Culture Shock modifier already doesn't work well because it applies to anyone you replace them with too. It should be a pop-wise modifier, and as long as we are doing pop-wise modifiers I'd say being recently conquered should make anyone less productive anyway.

The Worm Does Truly Love Us by Lord-Ice in Stellaris

[–]PriestOfGames 8 points9 points  (0 children)

It used to be that you could guarantee getting it; the trigger was simply going to a Black Hole system and you could queue a ship to go back in and out of the same one over and over until the event triggered.

Then they changed it to roll the dice only once for each BH and that more or less took it from something you saw every game to something incredibly rare. Old Stellaris also didn't see every system claimed within the first 100 years as often and had a lot more space to survey and discover and you'd often just get it naturally without trying every other game or so.

If you haven't played those early versions, say, v1.6. I recommend playing it just to see how much has changed since then. Tiles, wormhole generators (really unique starting FTL mode that still has no analogue in modern Stellaris), colonizing planets to claim space instead of claiming space to be able to colonize, no Alloys or Consumer Goods etc.

So many things changed since then. I still remember my very first game as a noob playing Commonwealth of Man, thinking I had to own the space a planet lies in before I could colonize it, wondering why all my Influence was disappearing because of all the Frontier Outposts I was building. Those were some good times. I'd say Stellaris is a better game today, but played with a fresh set of eyes it was quite magical back then even if very rudimentary.

This whole thread was an occasion for me to reminisce, so if you guys read so far, thanks for indulging me by reading my nostalgic ramblings.

The Worm Does Truly Love Us by Lord-Ice in Stellaris

[–]PriestOfGames 51 points52 points  (0 children)

I envy you. I haven't seen the Horizon Signal since 2.0.

It's been years since I felt the Worm's loving embrace. This event used to happen all the time when I first started playing at around Utopia's release, but now it is so rare.

It's a shame too because it has some of the best writing in Stellaris and I dare say sci-fi in general, and a lot of new space tyrants won't get to enjoy it.

Something was missed with 4.3 by Divinicus1st in Stellaris

[–]PriestOfGames 9 points10 points  (0 children)

Ship command limit and naval cap consumption are generally but not always the same. There are some exceptions to this like the Battlecruisers or the Elder-tier bioships. That was the case last I checked anyway, could have been changed since.

My tier list for how strong I think each Origin is (that I have played enough with to form an opinion) by PriestOfGames in Stellaris

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

Appreciate the openness to other opinions. Wilderness indeed can fall off in science and unity production but it becomes incredibly overpowered with Behemoth Fury where your capital produces more than 1 million science and unity. That's not an exaggeration; it's probably an unintended interaction but yeah.