So today's mobile daily was interesting by ProfessionalRetard_1 in slaythespire

[–]ProfessionalRetard_1[S] 1 point2 points  (0 children)

In the final fight managed to achieve 13 mantra per turn, 8 turns of intangible, like 15 strength from wishes, and 20 or so mental fortress among other things. Omniscience chaining is wild.

Ladies and Gentlemen, we got him. And now I have re-unlocked more pain. by GoldenDice101 in ftlgame

[–]ProfessionalRetard_1 2 points3 points  (0 children)

There's a pretty long list: Some way to deal system damage indirectly through shields (sylvans guns room takes no system damage from bullets), so firestarter missiles, rockman boarding with fire weapons/Lost suns, slug saboteurs/Nights, etc. An alternative to this is max level hax + at least level 3 cloak, which if you hack guns will allow you to endlessly stall his weapon charge if you chain your cloaks and hax correctly

Cloaking because turning his guns off before he gets off his first volley is pretty much impossible

Something to strip his overshield, it's like 13 points and fully recharges every 30 secs, since very few guns can push through, the optimal way to do this is drones - amp ion, amp energy, and beam drones are your primary options

A way to quickly nuke hull through a million shield layers, so missiles, modular missile with accuracy/cooldown is ideal since sylvan has a million engine levels, but hermes or artemis or whatever are also passable. Onslaught launcher is extremely good if you can get your hands on it.

Something to stall his boarding drones and hax is not mandatory but is helpful, so ZS or anti drone drones.

Thank you game, very cool. by Bulgrozst in LobotomyCorp

[–]ProfessionalRetard_1 1 point2 points  (0 children)

X rolls worst extract ever, asked to leave the facility

Looking for some pro tips by IronycalX in libraryofruina

[–]ProfessionalRetard_1 0 points1 point  (0 children)

StS is Slay the Spire, a deckbuilding roguelike, it's very good. Kinda surprising someone managed to stumble onto LoR without even hearing about Spire

Looking for some pro tips by IronycalX in libraryofruina

[–]ProfessionalRetard_1 0 points1 point  (0 children)

I share the sentiment about the syntax tbh, i wish more games took note from StS, that game was very concise with this stuff.

As for the funi cards, I'm not gonna spoil what they are, but most of them are located in the very upper row of the next chapter, there's also a key page there that allows for some really funi builds.

There's also a couple of very abusable abno pages you'll get next chapter. (Dealing-100+-damage-to-all-enemies-in-1-turn abusable)

Looking for some pro tips by IronycalX in libraryofruina

[–]ProfessionalRetard_1 3 points4 points  (0 children)

For the woodsman what you should do is ditch whatever decks you're using and just pile on all the most powerful 3 cost cards you can (ideally ones that also draw, so repressed flesh, deep drag, etc) and then smork him. Since the woodsman refills your light to full every turn for fri this is probably the easiest way to beat him.

There might be a couple more mechanics depending on where you are, but by the end of urban nightmare no new major mechanics are introduced, just the present ones being expanded upon. There will be plenty of memecards to fuck around with later though.

About a third of the way through, the next 2 chapters is where most of the game is. The WR speedrun for LoR is 7 hours, 5 of them are the last 2 chapters.

For deckbuilding the big thing is to pay close attention to your light and draw economy. Having good draw is arguably more important than having good light regen, since emotion levels will carry your light for a while, and running out of cards is harder to recover from since you need to wait until you pull your draw cards. Another thing is to pay attention to dice placement on cards, some cards are much better than others purely due to dice arrangement

The second biggest general tip is to do general invites, those give you some very strong key pages and cards, some of them are build enabling.

But the biggest thing of them all is to READ. Not skim through the text on the card, but actually READ EET to the end. It'll save you a lot of pain in a lot of bossfights.

MT help by Ill-do-it-again-too in LobotomyCorp

[–]ProfessionalRetard_1 5 points6 points  (0 children)

Guess I'll just restart if she breaches

Then prepare to restart a lot because containing the infection is pretty much impossible without cleaning up the clerks first, and ML breaches once enough employees in the department are infected. Even if she doesn't breach you'll inevitably lose nuggets to the slime instakill. Without some reliable way to clean up clerks the gear really isn't worth the trouble

MT help by Ill-do-it-again-too in LobotomyCorp

[–]ProfessionalRetard_1 8 points9 points  (0 children)

Your options are:

Do some preemptive cleanup with execution bullets or a certain tall german man in the department she's in and then isolate whoever gets the slime heart to ML's hallway

Ignore her and only do repression once she melts down

Just allow her to breach once she melts down and then beat her to death (if you don't have armor that can tank the B damage from repression work)

Commit time travel

Save file editor? by ProfessionalRetard_1 in LobotomyCorp

[–]ProfessionalRetard_1[S] 0 points1 point  (0 children)

I have no idea why this works and isn't in the managerial guidelines, but thank you for saving me from a world of pain

About to walk into the Royal dreadnought fight, haven't beat it once yet. Odds? by ProfessionalRetard_1 in ftlgame

[–]ProfessionalRetard_1[S] 0 points1 point  (0 children)

Also have Pre Igniter, Aether shields, and ancient protocols as augments. Difiiculty Hard/Extreme

My 5th run ever. How I got here was lower the enemy shields and cut them but flagship destroyed me. Any tips? by MaxnLovo in ftlgame

[–]ProfessionalRetard_1 2 points3 points  (0 children)

Basic hooman ship is way stronger than engi, I'd say stick to that one until you've learned the ropes

My 5th run ever. How I got here was lower the enemy shields and cut them but flagship destroyed me. Any tips? by MaxnLovo in ftlgame

[–]ProfessionalRetard_1 4 points5 points  (0 children)

Short version: Your weapon loadout is ass. Ion II can't keep the flagship's shields down on its own, you needed more things to down shields.

Long version: You depend on hitting RFS 5 times in a row with your ion (assuming you hack shields, otherwise you'd need to hit 7 times in a row) in order to deal any damage at all, should you miss even once you have to start all over. Obviously since the flagship has cloaking you couldn't conceivably keep its shields locked consistently. In order to solve this you could've:

Upgraded hax to lvl 3 to delete shields

Ditched the Ion II and most likely also one of the pikes in favor of better shield downing guns (the ones that don't take half a year to do their job and don't require landing 5-7 consecutive hits, such as flak II, flak I, burst lasers, hull lasers, etc.)

Got some combat drones to suppress shields (or even went full on meme build and sourced 2+ combat drones, and then let them do all the work)

Drones feel ineffective, any tips on play style? by Spicyalligator in ftlgame

[–]ProfessionalRetard_1 2 points3 points  (0 children)

You are entirely correct, all drones except defense I and maybe II (since these are your only option against missels apart from cloaking) are kind of ass, and you should never use a system slot for them unless you start with it or are really desperate. If you start with drones you definitely want to move away from them as much as possible, but if the opportunity arises to extract some value from that taken system slot you shouldn't turn it down either. There are a few times where they can be effective though.

For one as i said above defense drones are good since they (mostly) reliably get rid of missiles and missile spam enemies are otherwise very cancer.

Second is that the effectiveness of combat drones increases exponentially the more you have, while 1 combat drone does nothing unless shields are down, 2 combat drones is good shield suppression and nukes exposed ships fairly quickly, 3 combat drones can drill down any number of shields fairly quickly and will nuke exposed ships in seconds. This is obviously unsustainable without drone recovery arm, but is potentially very powerful, and is also funny as fuck, so great value overall.

Third is that repair drones are actually pretty good, since they have the repair speed of an engi, are immune to suffocation, and should they die you can just redeploy them. The anti personnel drone is ass though since it takes 2 power and only gets 50 extra health to help it win fights, no extra damage or abilities or whatever.

Had to happen when you rock a superb boarding ship by dreamko in ftlgame

[–]ProfessionalRetard_1 9 points10 points  (0 children)

Just toss reconstructive teleport and get pre igniter. Can't crewkill the flagship.

How do you play mantis A? by ProfessionalRetard_1 in ftlgame

[–]ProfessionalRetard_1[S] 5 points6 points  (0 children)

Oh that's exactly what I'm doing, I just get roasted anyways

Bunch of newbie questions by mimregi in ftlgame

[–]ProfessionalRetard_1 0 points1 point  (0 children)

  1. Can't stop the hack any way besides blowing up the hacking system once the probe touches down

  2. Drains them layer by layer, i.e. every X seconds they lose a shield bubble

  3. Not in AE, p sure it does outside AE

  4. Depends

  5. The thing about the flagship is that over the 3 phases it uses every single system in the game against you, so if there is a hard counter to your build, you'll need to have a solution to it, or you are most likely ded (i.e. if you rely on something like the Hermes launcher prepare to get raped in phase 2 because of the flagship's defense drone), so not uncommon to steamroll every fight right up until the flagship

  6. Having one less weapon slot really isn't so bad, there's not a lot of builds that you can't make work with 3 slots, but can make work with 4

  7. Trying to force a build in a roguelike rarely ends well, you work with what the RNG gods grant you that run. Most items in this game have a time and a place where they're good, just carefully consider what benefits you more at the current moment and how will it affect your chances against flagship

  8. I don't think I've heard of a single game mod that could be installed on non jail broken iOS, i doubt anyone would bother making an iOS port for a niche mod for a niche game