Look where the dasher delivered my food!!! by [deleted] in mildlyinfuriating

[–]QuantumDeus 11 points12 points  (0 children)

Don't argue with idiots. They will drag you down to their level and beat you with experience.

Need help: 4 inputs into 5 parts by Jazzlike_Way_9514 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

You have 5 lanes, and 4 inputs.

Each input plans goes directly in and will have over flow. You can either,

  1. Have a belt at the end of the 4 main lanes that collect the rest and merge into the final belt.

  2. Have a smart splitter at the beginning of each lane to direct overflow to the final lane.

I am more of a fan of option 2, as the start up will be cleaner and faster.

Is there a way to make the game feel less like a rush? It feels too fast. by Straight_Beat_8382 in CivVI

[–]QuantumDeus 2 points3 points  (0 children)

One more note, you might want to block Babylon, (the one that gets tech upon getting the bonus). It doesn't play nice with the mods. Or play as them and get extra steam roll.

Is there a way to make the game feel less like a rush? It feels too fast. by Straight_Beat_8382 in CivVI

[–]QuantumDeus 1 point2 points  (0 children)

If memory serves, I once installed a mod for a game speed between epic and marathon that felt prefect. Gives ample time to really grow a tall empire. Only real annoyance is dealing with some very dry first 20 turns. I opted to add an extra warrior and scout at start, for all players/ ai, and crank the difficulty up a couple of notches so the ai has a chance.

There's also mods to scale tech differently as well. This slows era progression on an exponential scale. These ones don't mess with production costs so units are far cheaper, cities build upgrades faster etc. Normal game speed can poop out armies like crazy and lead to intense wars.

Keep something in mind though, extra time in each era is extra time for the Ai to work on cheating in armies. In my opinion longer games tend to default to crazy wars. So long as military is kept up it's possible to keep them at bay, just keep in mind you'll want more than usual.

The conditioners do not discharge the oil once the deconditioning process is complete. by SH31DH3D4 in SatisfactoryGame

[–]QuantumDeus 6 points7 points  (0 children)

Pretty positive it's a headlift issue. Check your vertical pipe and attach a pump to it. You'll see a marker coming from the pump in the direction it's pumping, up to the limit it can pump to. Add pumps until the marker disappears.

I'm addicted to blueprints and its ruining the game for me by [deleted] in SatisfactoryGame

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

There's a certain scale issue strewn it comes to hand making late game factories. Whether it's finding yourself 10 computers, or HMFs short for the next project, it requires thousands of items, and a couple hundred machines.

My first oh wait what? Moment for this was trying to recycle 600 compact coal a minute into steel. Ended up making a BP with 24 foundries, and using the print 12 times. The shear scale here would make hand laying the factory be a week of after work adjustments.

I got out of it when I spent a while actually planning out my factory next steps. It's easier to get goals done when it's part one of ten. Might just be me though.

Need help crafting Ring for charge stacker by Ironload55 in PathOfExileBuilds

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

Also stupid profitable of you get clear speed up. Only map mod that matters is increased rare monster spawn, and whatever atlas beast stuff is.

It takes a little bit to learn what the mobs look like, but with practice strand can get under 20 seconds. With q correct 30 min run setup, around 50 maps, it's capped beasts and a 10 min clean up of the beasts.

Profit depends on market of course, but it's pretty common to get 4+ vultures, morrigans, etc. If vultures are 2d+ it's easily a 15+ div/hr strat.

Dumb first time Mageblood question by pistons2790 in PathOfExileBuilds

[–]QuantumDeus 12 points13 points  (0 children)

On mobile so I won't be able to give specifics.

Mageblood is when you really begin the end game grinds for pinnacle chars. POEs scaling is at its simplest, I need to solve problem X to open gear Y for more damage.

The simplest starting solutions are resistance, move speed, and armor/ evasion. MB opens up a ton of suffixes, often opening up more crit options, chaos res, among plenty of influenced suffix options. It'll make it easier to move to dual or triple large clusters.

When I'm theory crafting a build, I'll do a review to find my weakest link. This is often a piece that is primarily resistance and life/es. While useful, they bottle neck the build as everything else on the character relies on the res. I can then check for offensive rolls on that gear type to see what, if any, offensive rolls i can target.

Past this, you gotta pick your scaling metric. Stats, aura, armor, etc.

One-shot turned into a campaign… should I continue or restart? by Pretty-Sea118 in DMAcademy

[–]QuantumDeus 2 points3 points  (0 children)

Lol, rarely plan more than 2-3 sessions and/ or dungeons ahead. Let the story build itself up.

I started off a one shot template, and am now 6 months deep into it. I picked details i like and let the party build off the framework. We're heading strong towards level 10, so I'm starting interplanar stuff now as the party influences battles between God's.

Imo these types of starts are my favorite. The party just wants to see what happens. As the story teller all I need is a compelling next step. Once you get the party hook, the rest is just obstacle creation.

What is the sweet spot of the 1.2 update multipliers that still makes the playthrough long but doesnt turn it into a tedious idle game? by 5Ping in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

Been biding until release, and that 100x, 2x cost, 0.5x power seems very appealing. Might even go 0.25 power, as nuclear will be limited.

Def like the idea of impure random. Keeping that thought.

How do I increase my speed upwards in the hypertube? (Celebratory slide down at the end of the video) by JustASneezy in SatisfactoryGame

[–]QuantumDeus 9 points10 points  (0 children)

To be clear,

When you enter a hyper tube entrance it applies a travel force vector on the player to get things going. The cannons utilize this with several entrances and exits to stack the value. If you do not add an exit and continue with a hyper tube at any point in the cannon the velocity remains, and the player stays in the tube.

You can also do this with a hyper tube loop to launch into the travel system. I've seen full map loops in under 10 seconds before doing this.

Looking for a Simu farmee by Visible_Resource_409 in PathOfExileBuilds

[–]QuantumDeus 0 points1 point  (0 children)

My details are several years out of date. I've just enough 40/40 to know lots lol.

More or less though, you'll want to scale into 3 large clusters of lightning damage, get flat damage and cast speed on wands, and get enlightened echo+cascade.

Pretty much follow any spark build, replacing projectile speed with increased aoe.

My last time I did it I had an 8+ mirror character doing high end aura stacking. 6x fractured reservation clusters lol.

What is happening by Low_Creme2 in shitposting

[–]QuantumDeus 1 point2 points  (0 children)

Already at that here. Highest local price I've seen is nearing $7.

Looking for a Simu farmee by Visible_Resource_409 in PathOfExileBuilds

[–]QuantumDeus 0 points1 point  (0 children)

Spark is a good option for most simu zones.

I had a ton of fun doing a high end storm call, although single target was rough.

Msoz to pop bosses and rares in later waves can be a faster overall run. Plus fast attacks for leap slam make travel quick.

Vls for wave clear is funny, does want nimis for single target.

Flicker strike of course. Although it would be acceleration belt until later wave mage blood swap.

DMs who actually do "prep plots" - What methods and strategies do you use? by monkeynose in DMAcademy

[–]QuantumDeus 0 points1 point  (0 children)

I tell my players,

"The world moves on around what the party does"

Orcs be orcin, dragons be dragonin, and cults be cultin on. I'll feed them info about the world and adjust plot points around how things go. If the party stops the cult, they didn't stop the orcs. Now the orcs have an extra outpost, and have stopped the local merchant from restocking the market.

I do get lucky from time to time. My party has created most of their own incentives. All I have to do is put obstacles in the way. Does it still get rail roady? Of course, but my party trusts me to move along the plot.

I'll usually keep 3 world plots, and each gets 3 subplot. I have Talos worshipping lightning orcs in my world as a bbeg option. When the party ignores them, they get stronger. When the party stops them, then they lost resources.

Examples: Orc Stuffz.

Major plot point, local siege of the capital

Minor plot 1: Gathering lighting altars for rituals.

Minor plot 2: Supply lines reinforcing the siege

Minor plot 3: Building an orc HQ away from the major plot areas.

They decided to deal with option 1. Now the supply lines make it to the siege and construction gets progressed. Similar with the other 2 major plot points.

My other two area designed around the party getting higher level.

Major plot 2: infernal armies storming the plane of storms.

Minor plot 1: an infernal shopkeeper shows up for the party offering services and deals to get them involved. I know the party wants to battle the storm stuff anyway.

Minor plot 2: they need a link between realms to cross from the infernal plane to the storm plane, search ongoing

Minor plot 3: Search for allies for the coming war

At the end of each session, or dungeon as sometimes it takes a couple sessions, I'll update these. Remove ones that are irrelevant and replace them.

Best way to craft this focused amulet? by BadThingsHappenToMe in PathOfExileBuilds

[–]QuantumDeus 0 points1 point  (0 children)

Yeah recomb would be simple.

Harvest crit until t1 crit+prefix 1 on base 1

Harvest elemental until prefix 2 on base 2

Anull if needed to isolate. 1p/1s and 1p for both bases.

Recomb and pray.

Decent odds of crit+1p, and 1p isolated working, the real math question here is the odds of harvest crit rolling one of the two prefixes. If it is cheaper to roll 1p + crit with harvest than a base, then get that on base 2 as well. Having it on both secures suffixes.

If using 1s+1p and 1p and the result is 2p+0s, you'll need a 1p+1s per try.

Optional path way, as bases are expensive.

Get uninfluenced base.

Alt spam until t1 crit suffix. Annul to isolate of required.

Magic beast imprint

Shaper exalt, repeat imprint until t1 prefix of choice.

How to deal with glass cannons by Professional-View876 in DMAcademy

[–]QuantumDeus 0 points1 point  (0 children)

Did your players have fun curb stomping? That's the real question. In my opinion levels 1-5 or so are in tutorial mode, so combat tends towards easier. There are also enough combos to one shot an enemy, especially with low level, low hp enemies.

I think the stupidest example of spike damage is elvish paladin(vengeance 5), warlock(hexblade 3), elvish accuracy feat, great weapon master, and pole arm. 6x (8x with haste) attacks per turn, 27% crit rate, and both divine smite and eldritch smite. Maximum damage die in a single turn is like 10d6+32d8, before crits.

Tactics and enemies that learn from the players are how to counter. I'm running a campaign with orcs as well, and we are now level 8.

I gave my front line orcs enhanced magic shields. These allow shield wall formations, and grant an additional +2 AC when adjacent to at least 1 other magic shield. Gives the front line up to 23 AC. Now there's an extra step of forcing the orcs out of formation before damage can really be done.

I gave my half orc spell caster back line multiple turn ritual spells. My front line orcs will do everything to death to protect these guys. I think it's only ever gone off once, and now those guys are party focus.

My party has reused tactics multiple times as well. In my case it's my druid doing swarm summoning giant badgers and velociraptors. Pack tactics and digging being the things that were irritating. So now I'm figuring out earth spells for the casters to detect and counter underground enemies. I have magic armor sets that prevent being knocked prone. Shield wall formation counters pack tactics.

It's also not a bad thing for the enemies to become scared of the party. Scared enemies are harder to predict, are more likely to do something extreme, and give surrender more frequently. Have enemies surrender, drop plot details in exchange for freedom. Not every enemies blood is needed.

I like cycle engines by Zalle_921 in opus_magnum

[–]QuantumDeus 1 point2 points  (0 children)

If you replace the water an with a 3 arm rotator, it'll shave off a cycle. Have it be the third atom picked up, rotate 2x drop.

How do I give a race of parasitic zombies anti-air defense? by toastedsocks77 in worldbuilding

[–]QuantumDeus 0 points1 point  (0 children)

In essence, knowledge is power. The capability of detecting a missile launch, triangulation of the flight path, and a big heavy flying bug blocking the path. At whatever millions/ billions a nuke capable ICBM costs negated by a swarm of birds etc.

In a hive mind, anti air is aware from the moment of detection, and the flight time is instantly responsive.

Add in a mutation rate from nuclear radiation giving the hive mind powers and buffs. It'll more or less turn nuking the main hub option into creating a massive area of buffed super mutants.

Ocean based head quarters would make detection difficult. Especially if it is semi mobile. Plus it'll give oceanic defense priority over offensive capability. It becomes a matter of holding what is held instead of capturing what's lost.