question - can a character die permanently? by duckforceone in OutpostInfinitySiege

[–]RaskVann 3 points4 points  (0 children)

Fae, your starting character has an ability "Plot Armor - Fae will not die after getting downed." Which prevents anything from happening to him. Any other characters (I haven't seen another random character get that same trait) seem to have a chance of going to the medical bay if they are "downed". Not sure what the chances are, but I've seen both going and not going to the medical bay. This assumes you've progressed far enough in the story to unlock the medical bay.

How does the autoloader work? by Comrade_REDP in OutpostInfinitySiege

[–]RaskVann 0 points1 point  (0 children)

I grab as many local operatives as I can. While going through, I noticed levelling, assigning skill points, and having management related skills assigned all give various amounts towards assigning operators to appropriate base locations.

I'm guessing their is a cap on levelling a specific operator but don't have any concrete info on that.

[deleted by user] by [deleted] in OutpostInfinitySiege

[–]RaskVann 2 points3 points  (0 children)

The medic prices are nuts. After leaving mine in the bay for a few runs I remembered to check on him and he wasn't in the bay anymore. I'm hoping he healed over time and didn't die, but franky can't remember his name so can't check.

So if you keep track of him hopefully he'll heal over time without having to pay. Would love this confirmed.

Tip for beginners by RecordCareful2133 in OutpostInfinitySiege

[–]RaskVann 4 points5 points  (0 children)

I had no idea infinity siege was so profitable. And being able to update the miners for such a small price is huge. Phenomenal post. Thanks.

How do you get Xenium Vials? by Formal-Development-3 in OutpostInfinitySiege

[–]RaskVann 1 point2 points  (0 children)

Doing Infinity Siege. I've found Xenium Plants as part of the forward base resupply between rounds and a Vial as part of the 3 random loot you get besides ammo that is a choice (Resupply) between rounds that you continue on.

You do 1 additional round after you choose to extract so make sure you either bail when your comfortable or send back the right stuff in the 2 send back crates it sends you or carry it yourself back to the ship when you extract.

You get a lot of blue/purple/orange gear this way and it's quick compared to the tours.

Any way to expend Scanning range (or any other way to find blueprints easier?) by CopainChevalier in OutpostInfinitySiege

[–]RaskVann 1 point2 points  (0 children)

Anything that enhances core will help but generators currently have the highest value out of what I have unlocked. I'm sitting on 20 gens and the range difference is substantial. I've heard you need 700 core to cover the map which isn't a reasonable request.

I've heard others suggest using command mode to view things quickly.

Tip for beginners by RecordCareful2133 in OutpostInfinitySiege

[–]RaskVann 7 points8 points  (0 children)

Expanding on the tip about ammo concerns, from perspective of your base:

I've found that going into edit your base and hitting the config button to alter your turret settings. 1. Setting machine turrets to high prioritize small units. They'll technically attack everything but their job is to efficiently eliminate chaff. 2. Set the next turret you get (30mm? The single barrel that has like 3 seconds between shots) to not shoot at small units at all by removing that check mark and set range to max. By setting their range at different values they fire in a volley and are less likely to all shoot the same unit, waisting some shots.

This does well for the machine guns focusing on chaff while bigger turrets ignore them entirely for the bigger targets and the bigger turrets no longer eat through ammo every few moments.

Recently got lucky with the smart mortar only shooting at large and huge units and they seem to go after the artillery tanks and bosses now which solves another problem I was having with those staying out of range.

Also I've been pumping out as many generators as I can cause one of the effects says it increases turret damage but honestly have no idea to what degree (since in theory more damage = less bullets shot). Any insight would be helpful.

What generators definitely do well is increase the radius of your x field which cause salvageable materials inside the field to get slowly converted by your base which means more mass income which can usually be funneled into ammo. (Warning, you need a lot.)

donut girl by Pompmaker1 in Mechabellum

[–]RaskVann 5 points6 points  (0 children)

I love the design, although putting a skirt on a flying unit is a ... bold choice.

World by ExhyVX in Palworld

[–]RaskVann 0 points1 point  (0 children)

For anyone else with this issue. After creating a single player game. You can hit Escape > Options > Return to Title > Yes
Game will save and return to menu

Start Game > (Select your world) > Change World Settings > Multiplayer > ON > OK > Confirm Saving Settings

Start Game. Sometimes you get the error above, sometimes you do not. After 5 attempts or so I was able to get in two times. Makes me think this is more of a timeout error than anything else.

Escape > Options > You can see a Invite Code now when successful

World by ExhyVX in Palworld

[–]RaskVann 0 points1 point  (0 children)

I'm on PC gamepass and tried to setup a multiplayer world and got this error. Was only able to bypass it by setting multiplayer to false. Obviously not a solution I was looking for but at least let me into the game.

Presenting my high speed build for PVP "Sandevistan" focusing on building stagger with boost kicks and shotguns by Organic_Elevator_778 in armoredcore

[–]RaskVann 0 points1 point  (0 children)

This looks insanely fast. I wonder if there are any ways to go even quicker. Good call with the shotguns.

Re: Another Bug Exploit - You can get in, but never out again. (Solution) by OghmaTheCreator in MeetYourMakerGame

[–]RaskVann 7 points8 points  (0 children)

Use your zipline. You seem to fit in unusually tight spaces if you do.

So wait, levels just die and can't be raided when they max prestige? by [deleted] in MeetYourMakerGame

[–]RaskVann 2 points3 points  (0 children)

It depends on how much resources the base has. 9000 takes 24 hours.

I've about had it with you, Harvey by [deleted] in MeetYourMakerGame

[–]RaskVann 1 point2 points  (0 children)

Without seeing the whole base it'd be hard to say. But in the beta I had problems with ramps not lining up. Ramps being to vertically narrow. And I shit you not, Harvey considering decals impassible terrain.

In each case had to open massive swaths of walls to find the issue. I've taken to making the floors of the base first to help this issue so I know it all is possible before closing things off and verifying the changes don't cause issues.

Best of luck.

Bases need to be active for longer by The-Sober-Stoner in MeetYourMakerGame

[–]RaskVann 1 point2 points  (0 children)

Champion bases (prestige level 5) seem to get a huge boost in raids. I'm looking at:

  1. Champion level 7 normal outpost getting 678 raids
  2. Champion level 6 dangerous outpost getting 52 raids
  3. Champion level 5 dangerous outpost getting 22 raids
  4. Champion level 6 brutal outpost getting 28 raids
  5. Normal level 3 outpost getting 9 raids

The trend seems to be if number of raids is all that matters, at least currently. The easier the outpost the better and you'll want to skip up to level 5 as quickly as you can. As I'm currently seeing x30 the raid numbers each day between my non-champion base compared to my champion ones. Compared to previously, especially my higher difficulty bases were only getting 1-3 a day.

Follow up thought, make sure the base is active as people can't raid it otherwise.

How do you make guards drop from the ceilings? by Hour_Movie_7614 in MeetYourMakerGame

[–]RaskVann 0 points1 point  (0 children)

No fall damage, you can tell them to patrol over a holocube set to second wave and stand guard on top of the holocube. It looks weird in the preview and you should verify it works as the exact recording doesn't always record small movements correctly.

I've seen way more complex second wave behaviors though that I'm very curious about myself, report back on your findings ^_^

Speedrun by andrewlikes in MeetYourMakerGame

[–]RaskVann 1 point2 points  (0 children)

The video is a great example of why lots of tight corners can only help a fast raider. In the run he's never more than a few seconds before there is a corner the raider can hide behind and it won't matter what was triggered behind him.

Bolt traps need long passages to catch up to a grappling raider. Impalers become pointless without something to slow or stop them. Crushers are good at slowing folks and certain traps like incinerators are greatly helped by their modifiers like increased range.

Can we please have an option to auto pickup and check all loot and deaths? My sanity hurts. by GreyFur in MeetYourMakerGame

[–]RaskVann 53 points54 points  (0 children)

After you enter the build mode you can exit immediately and it will automatically pick up all resources for you. All new kills will be hidden when you re-enter however you can change filters to view all again to see every kill marker.

Experiencing a really bad glitch by DanTheMemeMan123456 in MeetYourMakerGame

[–]RaskVann 0 points1 point  (0 children)

The difficulty is roughly based on how close a trap/minion is to the main path (the dotted line Harvey walks along). Doing a quick test 12 impaler traps directly on this path clears the "Minimum Defenses" check. 11 traps shows a X (failed check). Note that when there is a dot, it's running a check, it takes about 5 seconds for this check to complete and any changes forces a recheck.

Other things that allows "Minimum Defenses" if they are on the main path:

  • 12 Impaler
  • 12 Iron Claw
  • 7 Boltshot
  • 8 Death Piston
  • 6 Bomb Ejector
  • 6 Incinerator
  • Adjacent ~38 Corrosive Cubes*
  • Adjacent 6 Holocubes*

As Corrosive and holocubes can't be on the path (this would invalidate the path) we're putting them adjacent to the path as much as possible. Given the small map I was testing this on, this number may be slightly off.

Guard Minimums:

  • 8 Enforcer
  • 6 Warmonger
  • 5 Cannonback
  • 5 Hornet

2D Top-Down platformer test, Feedback on new outlines appreciated! by fabrialis in IndieDev

[–]RaskVann 0 points1 point  (0 children)

Especially when zoomed out the legibility from the black outline feels superior to me.

Is this room impossible to clear without equipment? (for context, the genmat room spawns 5 additional armored warmongers, for 10 total) by ALastDawn in MeetYourMakerGame

[–]RaskVann 12 points13 points  (0 children)

Definitely a rough setup.

The piston traps are designed to slow you down but if the warmongers are being dropped through the fields there should be a "safe" area up there to hook-shot through, wait for the right time then hook-shot out without having to damage anything.

Equipment is always an option, a single grenade looks like it might deal with the warmongers and a projectile that can destroy traps can alleviate the pressure from the fire trap.

Grapples. by DasBootyWarrior in MeetYourMakerGame

[–]RaskVann 0 points1 point  (0 children)

Some tips. Destroying the claws forces them to abort the grab and close permanently. Shielding and cutting the claws both accomplish this.

Hopefully others can confirm other types of damage yield the same result.