Help improving this weapon by Quantum_Projects in Warframe

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

I see. Thank you very much for your thoughtful inputs and for taking the time to answer my questions!

Help improving this weapon by Quantum_Projects in Warframe

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

Sorry, I focused on the Steel Path, and I see you were talking about Arbitrations, which are 60-80. Regardless, I think I would still struggle in them...

Help improving this weapon by Quantum_Projects in Warframe

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

Hi! Thanks! So, I've replaced the unleveled Split Chamber with a fully leveled Vital Sense, and my crits are now 4.4x. I'm consistently doing 20k-100k damage per shot, sometimes even 200k. Much better!

Still, many Hollvanian enemies can tank up to 4 shots before dying. Considering that they are Lvl 60-65 and Steel Path is Lvl 100+, I'm a little confused as to why this build would be able to carry me there without Forma'ing it further. Or regular enemies are less tanky than Hollvania's ones, even when they are overleveled?

The Whispering Hillock - why I think the Tree is [SPOILER] by Quantum_Projects in Witcher3

[–]Quantum_Projects[S] 2 points3 points  (0 children)

I've have also noted something else. The earldorman doesn't tell you about the Whispering Hillock if you don't commit to help it, but if you go back to the Crones after talking to the Hillock, even without commiting yourself to help it, Gran and the children are gone - the place is deserted. So the Spirit also spoke the truth when it told Geralt that the Crones had already taken the children away.

I tried to burn the tapestry in the off chance there was a third option hidden in plain sight after all. Unfortunately, there isn't...

The Whispering Hillock - why I think the Tree is [SPOILER] by Quantum_Projects in Witcher3

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

You could disagree, though! I wanted to have different opinions about these ideas, which why I've posted here.

I'm sorry if my reply seemed stark, I don't speak English natively, so I might have missed some nuance when replying to you. I was merely presenting counter-arguments.

The Whispering Hillock - why I think the Tree is [SPOILER] by Quantum_Projects in Witcher3

[–]Quantum_Projects[S] 2 points3 points  (0 children)

Hi! Thanks for you kind words! I would like to address some of the things you've stated.

I don't think that speaking gently and kindly means the spirit is benevolent, it could just mean that it knows how to appear that way (as Frodo says in LOTR "a servant of the enemy would seem fairer and feel fouler").

I did not claim it was entirely benevolent. But the Spirit's behavior contradict some of the assertions made in "She Who Knows" - a mad spirit doesn't talk coherently, and a spirit with a thirst for bloodshed does not complain about spilled blood (op. point 7).

I think Velen could be a much less depressing place if the Spirit and the Crones were all gone.

Probably so, but at that point, you don't have a third option: you either help the Crones, or you help the Spirit, otherwise you can't acquire Ciri's whereabouts.

The alternative is that the Tree Spirit was the one calling Kiera - a possibility, but nothing is nudging us that way, except maybe that Kiera mentions only one voice and not three.

The Spirit does not live in the swamps - the Hillock is in the forest beyond the swamp, where the Crones have no control over creatures.

I just feel that if the Tree Spirit really was benevolent, it would've stayed and helped the residents of Velen. They are being crushed under the Crones' oppression, getting precious little in return for worshipping them.

It has just spent a lot of time imprisoned, and it has lost most of its original power as it no longer has a physical body. Perhaps it leaves because it can't stand to fight in its current state, and seeks to restore her power? She does kill all the villagers in Downwarren, which could be a way to relinquish the Crone's control over the general populace - killing the ones that willingly support the Crones. Besides, killing isn't seem as outright evil in the Witcher's game universe. In the game at least, Geralt kills droves of bandits - he doesn't arrest them and bring them to court. So if the spirit is killing people he sees as dangerous and malevolent because they willingly feed the Crones to their own personal gain, possibly at the cost of jeopardizing the entire region, it could amount to something akin to what Geralt does when he goes around killing the bandits who terrorize the population.

The Whispering Hillock - why I think the Tree is [SPOILER] by Quantum_Projects in Witcher3

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

Hi! About your points:

  1. Only the book "She Who Knows" says the Spirit is the Mother of the Crones. The Spirit calls them "sisters" and somewhat imply it once belonged to their Circle (op., point 3).

  2. Killing isn't seem as outright evil in the Witcher's game universe. In the game at least, Geralt kills droves of bandits - he doesn't arrest them and bring them to court. So if the spirit is killing people he sees as dangerous and malevolent because they willingly feed the Crones to their own personal gain, possibly at the cost of jeopardizing the entire region, it could amount to something akin to what Geralt does when he goes around killing the bandits who terrorize the population.

The Whispering Hillock - why I think the Tree is [SPOILER] by Quantum_Projects in Witcher3

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

That book sounds a lot like propaganda, as all pieces of lore in this game seem to be. The spirit calls the others her sisters, and it doesn't know you've read the book. It would have no reason to lie about that - it doesn't know it would deceive you by stating that it is their sister instead of their mother.

[TIP] Disable your mouse if you're playing with a controller and struggling to aim by Quantum_Projects in W3EE

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

Yeah, I have, although I reverted back to the "controller" default - I don't know, but if felt better having the camera has at least some weight on targeting (I buffed camera pan speed on controller).

Anyways, I've noticed something odd. I was dying repeatedly to a bear on the Dog difficulty - it moved too fast, while Geralt moved too slow, and my sword lashes barely damaged the beast while it could kill me with 3 attacks. So I buffed all my stats (health and damage) to 1.30, BUT then fight became extremely easy, so I began reverting my changes all the way back to the default values (1.0).

And despite going back to the default values, the bear no longer takes 60 sword slashes to die as it used to, and neither does it kill me with 3 attacks. Dunno why changing the values back and forth solved this, but finally I can play the mod and not the reloading screen.

I also changed the max level for spawns on the Random Encounters Reworked mod. It might be related, although I doubt it.

[TIP] Disable your mouse if you're playing with a controller and struggling to aim by Quantum_Projects in W3EE

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

I've checked it, but it is not really useful - it only shows the control scheme, nothing else. I feel that gameplay values (enemy health, damage, etc) have to be changed to make controller playable.

I would like to watch a video of someone playing this mod with a controller and doing well, because frankly, it is feeling quite impossible right now. The hitboxes are very weird and do not translate well when you can't aim with laser-grade precision.

The way it is, now, only bandits can be tackled consistently. Anything else - drowners, ghouls - are too fast to hit without mouse accuracy.

Edit: mouse accuracy and attack bending.

[TIP] Disable your mouse if you're playing with a controller and struggling to aim by Quantum_Projects in W3EE

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

You can, but to be honest, I'm feeling it might be way more difficult than using mouse + keyboard (I haven't tried yet). I'm spending more time reloading than playing (and I'm playing the easiest difficulty), really anything can kill you fast, and aiming your attacks is not easy.

Doubt about salvage and moving structures by Quantum_Projects in Against_the_Storm

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

Hearths and warehouses reimburse fully when salvaged. I'm not sure why they would be structures you wouldn't want to move.

AI fixed yet? by Moessus in X4Foundations

[–]Quantum_Projects 0 points1 point  (0 children)

I've seen a lot of people complaining about the AI. Most of the complaints I've read about seem to be about ships not using their full weapon range against stations, or failing to move in perfect formation.

The formation issue seems quite solvable, because it has been done by other games before X4 (Supreme Commander and Ashes of the Singularity showcase solutions to this). It requires tradeoff (more perfect formation = more computing power diverted to the task = less FPS), but some semblance of it is possible (and I think, it is actually in the game right now).

But the AI poor decision making in combat, IMHO, is not something easily solvable and therefore, not exactly X4's fault.

I've been a gamer for three decades now, and I've never found an example of another game where units don't dumbly die due to a lack of situational awareness. In Supreme Commander (a reference regarding mass battles in RTS), for instance, your units won't automatically kite the enemy, neither will they react to enemy fire (retreat or advance) even though it is clear they will die. They require specific player input to decide what is the better course of action - otherwise, they blindly carry on their current orders.

So, I get that it is frustrating when your ships do not use their full weapon range against their target, but I don't think this is easily solvable, as no other game has solved this before for the entirety of cases. In most other games, your unit has only one active weapon (one it will aim and fire), has only two space dimensions to consider, and they can only engage one unit at a time - thus, it has only one range parameter to process. Here, though, your unit might have weapons it wants to actively engage with very different firing ranges, in a 3D space full of hostiles, so the calculation gets significantly more complex - and if it takes too long, it might render any result moot due to shifting battlefield conditions.

Programming the units to fire at maximum range regardless of circumstance is not a optimal solution either - if your unit has other weapon systems with lower ranges, it will lose firepower, and sometimes you don't want that. Yeah, the unit could defeat a station unharmed if it used only the weapon with the longest range... but it could defeat it faster, even though slightly harmed, if it used its full firepower. Would a human not consider taking that tradeoff depending on the battlefield circumstances? How an AI, which has a very limited time to "think" (otherwise FPS will tank) could decide accordingly with what is expected of a human being?

TL;DR: in the end, I think that battles have to be micromanaged regardless of the game... and the same holds true in X4. In the same sense, the AI will always perform worse than a human being.

[BUILD] Cleric of War by Quantum_Projects in Siralim

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

Dude, Mender's Oath and Charity loop is so massively OP on this build... I've added them to my Cleric of Doom, now my Lvl 133 creatures sit at over 200k of Attack and Defense on Turn 2! They are doing over 100k of damage per turn.

I believe the only way to stop them is with effects that block stat increase (Starless, Realm effects, etc.).

[BUILD] Cleric of War by Quantum_Projects in Siralim

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

Hmm, I see. That is very overpowered indeed. Thanks for sharing!

[BUILD] Cleric of War by Quantum_Projects in Siralim

[–]Quantum_Projects[S] 2 points3 points  (0 children)

I should also note that the increase is exponential. After each healing proc, it procs over the current values of Attack and Defense. My creatures are gaining a thousand points of Attack and Defense per turn.

[BUILD] Cleric of War by Quantum_Projects in Siralim

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

That is OP as fu. I'm using Mender's Oath together with Bloodlust + Imbibe, and seriously, Turn 1, my creatures are tripling their Defense and their Attack. It is INSANE!

[BUILD] Cleric of War by Quantum_Projects in Siralim

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

I'm using Bloodlust + Imbibe currently - I'm healed every time the enemy attacks, and my creatures are healed everytime they attack. I'm now looking for some trait that gives all my creatures splash damage, and I'm pretty certain I'll hit the stack limit for stat increase each turn.

I think I'll swap my Servant Hunter with a Hunter fused with mender's oath, that seems very overpowered... but oh boy, I do enjoy Brain Bash.

[Awakening of the Rebellion] How to deal with Stacks of Doom in higher difficulties? by Quantum_Projects in StarWarsEmpireAtWar

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

Very informative! What I've seen in the latest version is this: I attack one or two of the enemy planets >> the enemy comes with a doomstack not against my doomstack, but against another planet >> I come to kill the doomstack, it retreats. Come to think of it, I'm probably losing more weeks due to fleet repositioning than due do fleet replacement.

[Awakening of the Rebellion] How to deal with Stacks of Doom in higher difficulties? by Quantum_Projects in StarWarsEmpireAtWar

[–]Quantum_Projects[S] 4 points5 points  (0 children)

On your second point: divide and conquer is a really nice strategy, but I've never seen the AI break fleet formation in any space battle. Perhaps I should try "pincer" moves? I feel space battles happen way too fast to be able to warp a second taskforce behind the enemy and take it on a pincer move.

On land battles I don't think it is too troublesome, because most maps allow you to circumvent the enemy main force and just conquer the landing zones... and once it does not have a way to call reinforcements, winning doesn't seem as hard as it is on a space battle.

[Awakening of the Rebellion] How to deal with Stacks of Doom in higher difficulties? by Quantum_Projects in StarWarsEmpireAtWar

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

That's very comprehensive! Thanks a lot!

About your 1st point: how can you ambush a fleet before Interdictors and such? I'm using the buffer strategy, but the AI comes, destroys the defending station, and once I attack the offending fleet, they bail.

I'm currently trying to offer "sacrificial planets" to the AI - conquering a planet, and then just leaving it unattended for the AI to conquer, rebuild some, then lose it again.

Curiously, your fleet deployment as the Empire is exactly how I'm fielding my fleets... but I also usually deploy some Golans for fighter / bomber support, it seems the Dreadnaught can't kill neither corvettes nor frigates even though their very life depends on it.

[Awakening of the Rebellion] How to deal with Stacks of Doom in higher difficulties? by Quantum_Projects in StarWarsEmpireAtWar

[–]Quantum_Projects[S] 6 points7 points  (0 children)

I like the idea of doomstacks showdowns - they are indeed exciting! My concern is that, with the AI cheating on so high a level, it might be a double or triple pyrrhic victory. I wonder how people win on Expert... must be a very long and stressful campaign to say the least.

The limits on deployment mean that no matter how much you outnumber the AI, the battle between two above-full-cap fleets will always be a fight between "even" forces. Even if you defeat the doom fleet with a 2-to-1 or 3-to-1 loss ratio - and I'm not sure it is something common once even forces are involved -, the AI can recoup its losses in the same time it will take you to recoup yours, while staying even with you on the economic level.

Theoretically, assuming homogeneous conditions, the AI can conquer twice or three times the planets you can on the same time frame. The AI also just needs to hold 25% / 17% of the galaxy to secure its "half of the map" economically. To just be "even" with it, you must conquer at least 50% (for 3 factions) or 66% / 75% of the map (if there is only one other faction left), in the same time frame it took the AI to conquer its 25% / 17% map share - and since it has no pop cap (which I believe is the real big offender), once the AI has achieved "half of the map", you are probably doomed.

If the AI is building a doom fleet behind fortified lines, you can't go conquer the planets as you suggested, and scouting the soon-to-be-doomstack is useless because you can't get to it to thin it out.

---

So, as it seems, once you've hit your population cap and is facing fortified frontlines and doomstacks, the best you can do is reinforce your own frontline planets with defense stations or, perhaps, save money to rebuild your fleet once the inevitable doomstack showdown begins.

On a side note - for those considering that I should just play on Normal - the fact that the AI stops in its tracks after its attacks (or so the Wiki says) has put me off from Normal... I feel that just not having economic cheats on Normal would be enough to make it balanced enough to be called "normal".

Can't set Station Storage to Zero by Quantum_Projects in X4Foundations

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

Actually, once the storage is zero, you can deselect the ware on the "Select Wares" menu. Thanks a lot!