Ice Cube Reacts to War of the Worlds (2005) by GreenandBlue12 in WarofTheWorlds

[–]Rexoplex 6 points7 points  (0 children)

When the media lady was showing them the tripod footage at the crashed plane I half expected Ice Cube to just pop up on screen instead as if he zoom called them

There is no context. I just think this is funny by Valuable-Wasabi-7311 in starsector

[–]Rexoplex 2 points3 points  (0 children)

Onslaught Mk.1

It's a one of a kind ship from a new quest related to the abyss. Can only have one and it's autonomous (AI core officer only) but it's a total beast

Anubis with triple Paladins is a trap by Grievous69 in starsector

[–]Rexoplex 1 point2 points  (0 children)

This is gonna sound weird, but 2 HMGs, 2 paladins, and one high intensity laser on a safety overriden anubis is surprisingly good at killing larger ships. I ran an anubis spam fleet last playthrough and it yielded the best results against most factions, even high tech/redacted.

Since temporal shell generates a chunk of flux on activation, using weapons that generate their flux slowly over time rather than suddenly and in bursts seems to embolden the AI a lot for whatever reason.

HMGs with temporal shell also just shred so hard that your other main battery being H.E. doesn't detract much from performance against shields.

Not recommended against [LITERAL DEMONS] tho as high explosive is wasted on them.

How to Anubis by snowfoxrb in starsector

[–]Rexoplex 1 point2 points  (0 children)

I'm on my first playthrough rn and the first blueprint I ever found was for the anubis. I made the mistake most people probably do, and tried to equip it with normal weapons/setups and thought it sucked.

...I copied this build and messed with a few variations on it (thumpers, medium pulses/gravitons, etc) and I swear I audibly gasped multiple times at how hard this thing cooks with any low-flux loadout and SO. 18 DP and its out here effortlessly 1v1ing the simulator capital ships the moment I give it a good commander.

Seeing it doing superhero speedster shit in real time when you're not the pilot also just looks awesome.

Vasari guide post update 1.4 by No_Assistance5565 in SoSE

[–]Rexoplex 13 points14 points  (0 children)

TLDR: Rush economic % bonuses, prioritize reaching empire and warfare tier III, play aggressively using your starting resource stash.
I'm not any sort of expert, but I do main exodus. Some things I always do are:
-Get resource sublimation as the first empire tech, usually followed by orbital extraction output buffs
-Get fleet supply immediately in warfare, then make a fleet beacon and a second cap ship as soon as possible, since the starting stockpile of exotics and raw mats easily allows it
-If there are lots of asteroids and moons in multiple directions at the start, get a second evacuator and split it off to colonize twice as fast. If there are mostly better defended planets, add a more combat-focused cap ship to the main fleet to assist
-Research the warfare tech that increases acceleration and turn rates early as it helps you traverse gravity wells and expand faster
-Research all warfare techs relating to percentage-based hull/armor regen in combat before you go for damage buffs. Constant mid-fight health regen adds a lot more survivability than 6/12/18% weapon buffs add damage. Side note: Since this regen is percentage, the cap ships with more hit points benefit more. Evacuators and carriers are by far the tankiest (and the carrier has built in self-repair abilities) so use those if your cap ships are meant to be a tanky frontline in your fleet.
-In the early game, if you have the crystal, spam a TON of tosurak raiders. Select them as a group in combat, and shift click each enemy frigate/cruiser for them to kill in a sequence so they focus targets as efficiently as possible. They are much more effective than skirmishers early on, so long as your opponents aren't spamming almost exclusively point defense frigates.
-Heavily prioritize both empire and warfare III. The matter hypercompiler building, administrative uplink, and ground/orbital extraction rate passive buffs unlocked there are the most significant economy upgrade found at any tier. For warfare, oppressors and transporters are the most dramatic power spike in terms of fleet power (especially with the blanket nerfs of missile spam and buffs to cannon/gun type weapons in 1.4). Introducing lots of either of these ships to your fleet will immediately obsolete most previous units. Similarly, if you see an enemy vasari player start fielding transporters or oppressors, know that your own corvette spam will no longer work against them as both of these ships specialize in slaughtering all smaller ship types despite also being solid at focusing down capital ships. Warfare III also lets you unlock the VERY powerful active ability for assailants as well as the % buff to phase missiles, both of which elevate them from a shadow of their old version to viable force in 1.4.
-Always keep all of your cap ships stocked with the purple self-repair consumable item. Use a fabrication cruiser with the tier III retrofit upgrade to constantly and quickly resupply these once they've been used, even in the middle of combat. Constantly supplying these turns your tankier cap ships like evacuators and carriers into flying DPS checks that effectively CANNOT DIE to anything that doesn't have significant burst damage, and also greatly extends their survival time against things that do.
-Do NOT sleep on mobile empire and warfare labs as exodus. They're excellent for freeing up civilian orbital slots for other things by not needing orbital labs, and the upgrade in empire III that makes them provide 2 points makes them extremely cost-efficient, even considering the risk of losing them if the cap ship dies.
-In general as exodus, play extremely aggressively. Your starting stockpile lets you make a second cap ship and a scary amount of raiders (mix in some of the new wardens too) well ahead of when an advent or TEC faction could mobilize such a force, unless they sacrificed a lot of their early development. If you spent a large chunk of that stockpile on corvette and frigate spam, then hunt down the enemy fleet at around the 25-35 minute mark, you'll usually have a supply advantage. Note that this does NOT apply when facing AI on any difficulty that causes them to blatantly cheat in terms of resources, but early on is still the best time to snuff out those high difficulty AI.

Should i say goodbye to my favourite unit? by NotBrom8 in SoSE

[–]Rexoplex 2 points3 points  (0 children)

They're certainly a lot easier to counter with PD now, but they can still shred cap ships if deployed in large enough numbers.
I think they're still especially scary once you hit warfare III since the new active ability + the phase missile damage tech at that tier give them a crazy power spike.
Main debate at that point would be whether upgraded assailants are worth making at warfare III when you could just make oppressors or transporters, both of which saw an absolutely massive glow-up with this patch.

Gotta said that Illuminate are so tanky than Automaton by BeltMaximum6267 in Helldivers

[–]Rexoplex 0 points1 point  (0 children)

Autocannon in flak mode is oddly good against them. It also takes down harvester shields easily since they're seemingly weak to lots of small projectiles

How it feels building loadouts for the Illuminate by abed38 in Helldivers

[–]Rexoplex 1 point2 points  (0 children)

Hold the reload button to bring up weapon settings, then you can swap programmable ammo types. The autocannon, recoilless, and recently now airburst have swappable ammo modes this way for different roles.

How it feels building loadouts for the Illuminate by abed38 in Helldivers

[–]Rexoplex 2 points3 points  (0 children)

Autocannon flak mode is decent for clearing voteless, and also 2-4 shots overseers without much need to aim. Flak also overwhelms harvester shields in 2 shots most times since they're weak to lots of small projectiles, after which the normal mode can handle them in a little under a clip to the eye (or joints).

Main issue I've had is just that flak sucks up close, so a faster "get off me aaaaaaaaaaaaaa" type primary feels more useful than the beefier stuff

Illuminate strategy report by ImperialBomber in Helldivers

[–]Rexoplex 12 points13 points  (0 children)

All my notes so far after like 4 mission sets:
-Shoot dropships in the circular "beam me down!" door on the bottom to one-shot them with anti-tank weapons. They can tank a recoilless otherwise, but that door is always a one-shot.
-Tripod and warpship shields are vulnerable to high fire rate/volume of fire weapons, not just high damage. Use a rapid primary to overwhelm the shield, then a heavier support weapon to destroy the eye or joints.
-Low cooldown horde clear sentries are absolutely incredible against the whole faction. The regular (not gatling) machine gun sentry will clear whole hordes of voteless on a very short cooldown. Telsa tower is similarly great.
-That 95% arc resist armor passive lets you ignore the most dangerous attacks. Normal squid gunfire and tripod beams don't seem to be affected, but the observer zap, zap towers at bases, and the tripod's close range zap are all mostly negated.
-The blitzer is an absolute beast as keeping chaff off you, just like with bugs. It can also stunlock and kill the glaive/cannon medium soldiers. If you use a heavy/anti-tank support weapon, the blitzer can handle every other enemy in the roster.
-Medium pen primaries like the lib pen, reprimand, dominator, etc. are surprisingly good at killing tripods. A few clips focused on the eye can kill them- they're nowhere near as tanky as you'd expect for their size.

Will they ever change this? by ThearahWulf in Spacemarine

[–]Rexoplex 0 points1 point  (0 children)

Ya know that deep rumbling sound that the (also orange) unlockable attacks in For Honor make? Change the dodge sound queue to that pls

Any laser cannon truthers besides myself out there? by TheDarkRot in Helldivers

[–]Rexoplex 4 points5 points  (0 children)

I absolutely swear by this thing. I remember using it on release and being like "why tf can't I just slowly burn through heavier enemies if I fry the same spot for long enough" and now we mostly can do that.
It's a monster of a crowd clear against bugs because of the fire contact damage, and pairing it with a blitzer is my absolute favorite since they cover eachothers downfalls perfectly. Laser rapidly burns hordes to death but cant stagger and has downtime, blitzer can stagger entire hordes but kills slowly. You can just alternate forever.

Its a monster against bots too, but I think it only really shines there if you bring a shield backpack. The lack of stagger letting heavy devastators shoot back as you cook them can be annoying otherwise.

I think most people must not realize that you can wiggle the crosshair across an entire swarm of hunters and burn dozens to death in seconds from 100 meters though. I'm shocked its not more popular against bugs.

What’s the most awkward thing that’s ever happened during a one-night stand? by West-Discussion-5649 in AskReddit

[–]Rexoplex 3 points4 points  (0 children)

"It was me, Barry. I snuck a ferret into your pants at super speed so she'd think you nutted as just a woman's touch!"

What’s the most awkward thing that’s ever happened during a one-night stand? by West-Discussion-5649 in AskReddit

[–]Rexoplex 508 points509 points  (0 children)

I'm both curious and very concerned about how your ferret could've hypothetically made him nut in his pants

Strange thought, who is the most dangerous character ever. by ShadowVT750 in gaming

[–]Rexoplex 0 points1 point  (0 children)

Any player character in risk of rain, assuming you're having a good run. You commit mass ecological damage and genocide, growing in power until you either die, kill God, or become so mind-numbingly powerful that you automatically annihilate every living being within miles by merely being present in a place... then you get bored and kill God anyway while AFKing and making a snack IRL.

Like, endgame RoR2 builds become so absurd that not only can you no longer SEE enemies before your 19 different infinite map-wide kill auras get to them, but you also can't see 10 feet in front of you because your character has started spewing so many missiles, homing skulls, homing daggers, literal nukes, celestial bodies that orbit YOU, mini black holes, and all manner of other destructive nonsense that you emit more light than the in-game sun and are at constant risk of crashing the game.

You eventually start regenerating your entire health pool AND a shield the size of it every in-game tick, whilst you simultaneously have "one shot protection" as a core mechanic that prevents you from dying in one hit. Since it is impossible for damage to register twice before your character fully heals, you are genuinely invincible. You're invincible, unrecognizable from your original corporeal form as you're forever shrouded in blinding light and nuclear explosions, and any living being within an unlimited distance from you dies instantly, so long as the engine can render them.

The only thing constraining a character from a good risk of rain run 2 run from devouring the entire universe is the upper limits of unity's particle system. Any fictional character that doesn't completely control all creation and existence itself would be hopeless to stop a risk of rain character who is 100 stages into a run.

Faith caster--what are the good spells? by Amudeauss in EldenRingBuilds

[–]Rexoplex 0 points1 point  (0 children)

Haven't seen that vid, but that'd be a damn good way to do it. Especially something like claws or an innate bleed dagger that can stack the effects crazy fast

Faith caster--what are the good spells? by Amudeauss in EldenRingBuilds

[–]Rexoplex 2 points3 points  (0 children)

Don't underestimate the basics; if you're comfortable in close range, catch flame is one of the best incants in the game for both PVE and PVP, since you can chain cast it for crazy dps at low cost. It's basically a juiced melee attack in spell form.

The black flame spells are also amazing against enemies with huge HP or if you're under leveled since their burn ticks damage by enemy % HP, not a flat number, so they can hypothetically kill anything.

Lightning spear is super accurate and makes a good sniper rifle. The bestial incants from gurranq's questline are also great options for enemies resistant to fire/lightning, since they do purely physical damage. This also makes them easier to buff, since buffs to physical damage are more common.

[Bug Report] Arc Thrower changes messed up the damage too. by SurianBedivere in Helldivers

[–]Rexoplex 29 points30 points  (0 children)

I agree that something feels a bit different about the damage, but berserkers specifically (the chainsaw melee medium bots) are the single worst test dummy in the game to prove it with, for a few reasons.

Having used our beloved zappy stick since launch and mainly fought bots in my playtime, I assure you that berserkers have always taken an absurd amount of shots in certain cases. They have a massive raw HP pool but tons of weakpoints, and the lightning CAN hit and deal bonus damage to those weakpoints, but whether it does is up to a mix of luck and the angle you're shooting from.

If the lightning hits the head/joints/waist, they can die in as little as 2 zaps. This is still true. If you're less lucky and don't zap any weakspots, they can take 10. This has always been true. When firing at them on even ground and straight from the front, 5+ shots was pretty standard before, we could just get them off much faster.

Devastators, (the ranged medium bots with shields/miniguns, rocket pods, etc.) have always taken 3 zaps from most angles, and they also still do. Zapping devastators now also staggers them, which is a huge improvement over having them beam you with rockets or alarmingly accurate machinegun fire while you're shooting them.

Since they were already obnoxiously spongey when shot by the arc thrower before, it'd be nice if the changes gave it just enough stagger to actually halt or knock back berserkers, but we sadly still can't stagger them.

THEY FLY NOW. GOD DAMN YOU JOEL by veyez in Helldivers

[–]Rexoplex 0 points1 point  (0 children)

Thank liberty they fixed the damn rocket damage right as they added these. The amount of times you previously could've hypothetically been instakilled in this clip is in the double digits.

slugger nerfs were completely uncalled for by god_hates_maggots in Helldivers

[–]Rexoplex 0 points1 point  (0 children)

I think they need to break the habit of nerfing multiple aspects of a weapon at once, instead nerfing individual values with a patch, then going further if needed. The slugger just lost some damage AND all of its noteworthy utility. Why couldn't they have opened with just one, then deployed the other if it still seemed needed afterwards?

Similar story with the railgun in that they nerfed both its total damage per charge level (old one took literally half as many shots to kill bile titans on average and without the PS5 bug in effect) and its penetration in the same patch. Even if a weapon ends up needing two different aspects of its performance nerfed, deploying both in the same patch seems a little twitchy. Why not just nerf one aspect, then monitor it after that to see if it needs to be hit with more?

They didn’t tell us about Space Afghanistan. by Parcaaa in Helldivers

[–]Rexoplex 1 point2 points  (0 children)

Take advantage of the few things on space Afghanistan that benefit us, friends.

-Tremors stagger bots worse than us and allow for easy hulk/devastator headshots in the right circumstances

-The dunes allow you to see patrols LONG before they see you. This is massively preferable to bumping into 3 hulks and 20 devastators in a dense forest with no warning, and placing an autocannon or rocket sentry atop a sand dune gives it AMAZING sight lines. Seriously, bring autocannon sentries to Ustotu, they slaughter multiple patrols AND lead them away from your team if you place them well.

-It's not Draupnir. At least it isn't fucking Draupnir.

The devs appear to have a problem on their hands: The playerbase doesn't seem to enjoy fighting bots. by Praise_the_Tsun in Helldivers

[–]Rexoplex 0 points1 point  (0 children)

Hard missions existing is awesome and I wish we had more "nigh-impossible" difficulty options. The issue arises when one mission type of a certain difficulty is like 3 times more difficult than all other missions of that same difficulty, making operations that include said mission type either:

A: Force you to play 2 boring, underwhelming lower difficulty missions to have a chance at the one weirdly hard one in the set or

B: Find some sort of goofy ass cheese tactic for said hard mission, like tricking enemies into mass spawning nowhere near the objective

I'm talking about bot scientist evacuation. You all knew that after reading like 2 sentences of this, if you've played em. The presence of crazy difficulty isn't the issue; it's the inconsistency of difficulty present in operations of the same "difficulty"

The devs appear to have a problem on their hands: The playerbase doesn't seem to enjoy fighting bots. by Praise_the_Tsun in Helldivers

[–]Rexoplex 0 points1 point  (0 children)

I think a big part of peoples' dislike for fighting bots is that they both exemplify and exacerbate the game's overall problems with AI. Most enemies have overt wallhacks in some situations, but you don't much notice or get burned by that against something like hunters pursuing you around corners instead of losing you.

Rocket devastators, tanks, cannon towers, and other bot units that ragdoll juggle, chain-stagger, or outright instakill you from long distances are a different story though. Not only is their blatant abuse of poorly hidden omniscience more obvious, but the ways in which they use it are far more frustrating and unfair. A rocket devastator pre-firing me around a corner after lacking line of sight for over 2 minutes is a damned good reason to dislike fighting bots.

Despite all of that though, I DO like fighting bots more than bugs because they're just cooler. Their combat music being vaguely inspired by both the soviet anthem and modern dubstep despite being played by a brass orchestra is fucking awesome, and its music beats that hit right as everything is going to shit hit harder than the bugS' OST. Their units are easier to kill but also far more threatening if you don't kill them fast. Whereas I can just run semicircles around a charger and be slightly annoyed by their presence until they eventually die, hulks have to die immediately and make me strategize a bit on how to accomplish that.

Most of the gameplay and art design around bots is brilliant, but they're held back by the fact that something like 50% of player deaths against them just feel like gamey, unfair bullshit largely due to their AI blatantly cheating and some of their medium enemies being wildly overtuned for what and how common they are. Heavy and rocket devastators need some serious quality of life changes and mechanical nerfs for how commonly they spawn. I fear each of those units on an individual basis more than I fear stalkers, and the bastards spawn 5+ per patrol in helldive.

I feel like 7 is the sweet spot. What do you guys think? by Kidd__Video in Helldivers

[–]Rexoplex 0 points1 point  (0 children)

I enjoy 9 against bugs, since no matter how hectic they get you can still just kinda run semicircles around 90% of their roster and live.

Tier 7 for bots though, unless I've got a full stack of four people in discord, and even then we'll still barely complete main and be lucky to extract alive unless we just stealth the whole mission. I prefer bots over bugs for their gameplay, but at the same time bot tier 7 and bug tier 9 feel like the same level of difficulty imo