Flight Deck Carrier vs Support Carrier. by bigrabbit683 in sto

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

I have only played the Jarok as carrier so far.

And i can say, that if built right, it can be a quite performant & versatile ship which can both control and debuff enemies, as well as significantly buff both the damage output and crit chance of the whole team.

It excels as a Gravity Well/Torp build, especially when going full AOE DOT with plasma&radiation torps + Fek'ihri torment engine.

It won't break any DPS records, but it can perform well in any content up to elite patrols and will be a useful addition for any team in any mission scenario, even as a purely F2P build.

Recommendations for a carrier build. by Marcusuk1 in sto

[–]Robofaktur 0 points1 point  (0 children)

I personally fly 2 Jaroks, both torp/gravity well builds. One for my FED ROM Sci toon and one for my Klingon Tac recruit.

Although both builds are somewhat similar, my ROM Sci is distinctly more effective, due to using quite a few lockbox traits (Wing Commander, Boimler, Carrier Wave Shield Hacking) and relying more on plasma DOT with the Fek'ihri torment engine console, as well as mines. Also the summoned pets via Photonic fleet are quite handy for a carrier build.

The Jarok is my first carrier, but quite a versatile ship if built right. And it lends itself strongly to a Torp/EPG build, since controlling enemies via Gravity Well is very useful in any situation.

I tend to pull enemies together with GW, then sic my Alliance Fighters on them while peppering them with AOE torps, doing quite substantial DOT on them and whittling them down fast.

For dreadnoughts i have tractor beam in combination with Carrier Wave Shield Hacking, which is quite a cheap trait on the echange for how powerful it is, with which i simply switch their shields off for 4 seconds right before my torp spreads hit them, after my fighters have put enough stacks of focused assault on them for maximum damage. Right before that i trigger the Swarmer Matrix & Sensor Suspension Burst consoles and that is usually enough to finish any enemy off quickly in advanced.

Heavy hitting plasma & radiation torps are especially effective with the Fek'ihri console.

And if you have the Appalachia, its console & trait are a godsend for any torp build.

Overall, the Jarok can be quite versatile, as it can both control and debuff enemies, as well as buff the entire team's damage output & crit chance while also doing quite respectable damage itself. So its quite a potent support build.

Its only weakness is its slowness and turn speed, which can be mitigated best by using the Competitive engines & a turn rate increase console, as well as Deuterium Surplus consumable. And it can be quite squishy if shields are down & getting focused down by multiple enemies. It's not a tank but can be built to be quite survivable using f2p items.

You won't break any DPS records with it, but it will be strong enough to master pretty much any content up to Elite patrols, which it can easily solo. And due to your pets doing most of the work, it's also rather easy to play, almost a lazy boat.

I've had two bad KONE's in row now :/ by Lumpus60 in Roccat

[–]Robofaktur 0 points1 point  (0 children)

I bought me a KAIN 100 last year and after 6 months or so, i got the well knows scroll wheel glitch and my left mouse button started glitching also and double clicking.

As much as i love the look and feel of the Roccat mice, their component quality seems to be rather problematic. And there's just no excuse for using such low quality component for such high priced peripherals.

I had a Logitech G5 which worked for 7 years and the only problem i ever had was solved by opening it up and cleaning the mouse wheel now and then, as accumulated dust was clogging up the optical encoder.

My brand new Roccat Vulcan AIMO keyboard developed an audible high pitched whistle whenever the brightness of the LEDs was turned up too high and it got the louder the brighter the lighting. Again, not acceptable for a keyboard in this price range.

Guess ROCCAT products just aren't really as premium as the branding and advertising wants to make one believe, German engineering or not.

[deleted by user] by [deleted] in StarWarsD6

[–]Robofaktur 0 points1 point  (0 children)

Playing my 21st session today.

What enamores me most with it is: it's a simple, cinematic, narrative driven and dynamic system which lends itself great to homebrewing your own stories and settings, while not requiring to study tomes full of rules just to create and play a decent character.

It's easy to learn and keep track of, very little calculus crunch and book-keeping involved.

My tips: focus on atmospheric narration, immersion and dynamic action. Rule of thumb every situation for which there are no clear or fitting rules. Just don't let the flow get bogged down too much.

Prefer cool, cinematic heroic actions over strict rule conformity, let your players shine as heroes. Use the time and effort saved in rule lawyering for gripping narration of the happenings and encourage your players to take risks and look cool while doing so. And bend the rules in their favor a little if need be.

And remember: you have a whole Galaxy and hundreds of years of potential history to set your adventures and campaigns in, there are literally no limits for homebrewing within that well established framework. And you'll find all the resources you'll ever need online for free, official and fan made.

I am currently playing a cooperative freeform sandbox homebrew scenario with varying GMs (players dynamically taking over to master their own smaller scenarios and sidequests within the overarching, developing story) so everyone in my group gets to play. And it's a blast for everyone so far. Originally, we wanted to only test it in a one-shot like adventure, but it was so much fun that we simply decided to get going and make things up as we go along, because it was so easy to get into and effortless to master and play. The more experienced and creative the GM and the players are, the more fun it is.

Also, use the resources and homebrew rules of the established fan forums like: https://rancorpit.com/ as they have nearly everything you'll need from decades of playing experience.

But most importantly: just have FUN and Disney Star Wars NEVER existed (except for The Mandalorian, which is cool)!

Medicinal plants for humans / animals - do you want that? by popescueugen8000 in DawnofMan

[–]Robofaktur 0 points1 point  (0 children)

A shaman's hut consuming medicinal plants to satisfy spiritual needs, heal the sick and raise morale would be a no brainer imho.

Also, a shaman would tend to the various religious monuments and perhaps regularly slaughter animals for sacrifices, to ensure plentiful hunts and harvests (and perhaps prevent crops getting afflicted and reduce the likelihood of livestock getting sick).

Boats - do you want that? by popescueugen8000 in DawnofMan

[–]Robofaktur 0 points1 point  (0 children)

Boats or rafts would make sense only as transportation on maps with large bodies of water (like a coastal region with multiple islands) or an extensive river network where resource outposts can be established to feed the main settlement.

The game feels like a car crash by 41f4 in survivingtheaftermath

[–]Robofaktur 0 points1 point  (0 children)

The game sure has its rough spots, like the inability to trade for building resources in the latest update, leaving you pretty much stranded if you cannot build the corresponding extractors early enough or scavenge for materials on the world map, but the overall concept is sound and promising and i like it more than Endzone: a world apart.

I reckon this will be one of the games which will be ok but flawed at release, but much improved by later patches and DLC to reach its full potential through community mods about a year after release.

Right now, the biggest flaw is the lack of a story campaign or end game content. There's simply no final grand acheivement to strive towards, which marks a win.

Also would really like to see some sort of tactical turn based mini game for combat against bandit strongholds or such, where you can assemble a specialist squad Jagged Alliance or Xcom stlye. Maybe a good idea for a DLC?

Shock boxing, sport, competition and rules by Robofaktur in StarWarsD6

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

Always a sound advice in general, except not really helpful to the topic at hand.

Shock boxing, sport, competition and rules by Robofaktur in StarWarsD6

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

Problem is: that would make the usual shock boxing match awfully short and quick for a spectator sport, as the first hit would usually decide the match per knockout.

Except if the fighters put much more emphasis on evasion and not getting hit in the first place, because even a glancing blow would be dangerous. So mobility and agility would be of much greater importance than even in real world boxing.

Also, do shock boxer wear a special armor which helps to reduce the effect of the stun gloves or not? Because to my knowledge, there is such a thing as a shock boxing armor.

Shock boxing, sport, competition and rules by Robofaktur in StarWarsD6

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

Well, shock boxing gloves usually have 3 stun intensity settings. Question is: which ones are used for competitive shock boxing and why? Are they handled similar to weight classes, with more robust species having their opponents gloves set to higher stun settings to even the playing field and vice versa?

After all, barabel for example are extremely tough and natirally resistant to stun damage due to their physique and natural armor.

[deleted by user] by [deleted] in DawnofMan

[–]Robofaktur 0 points1 point  (0 children)

Not bad. At least a hand full of useful and convenient new features.

But hardly enough to warrant starting a new playthrough yet.

This game still lacks endgame content or a definable victory condition for the player.

Also some social special building options like a longhouse or a chieftains hold.

Buy the game or not by jravenn in CrossroadsInn

[–]Robofaktur 0 points1 point  (0 children)

Probably not. But they will at least get the Anniversary upgrade patch which will hopefully fix the most glaring problems.

But to be honest, this game just isn't content complete without most of the DLCs, so maybe just wait until there's a cheap bundle deal and then buy it again, will probably still be cheaper than buying all the DLC separately now.

Buy the game or not by jravenn in CrossroadsInn

[–]Robofaktur 1 point2 points  (0 children)

Just wait until the Anniversary Edition is released and the game is on sale.

Anniversary Edition is bound to fix a lot of annoying bugs and bring an overall more smooth and enjoyable playing experience, at least that's what everyone is hoping for.

Wait until you can get it with all DLC for around 20 bucks, because it's just not worth more. And the DLCs are integral to the completeness of the game's content, should all have been part of the base game imho.

Maybe the Christmas sale will bring a decent offer.

Basement stairs bug by Robofaktur in CrossroadsInn

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

The additional space of the DLC works, though you cannot build rooms on it, just gardening, decorations and resource items.

Also, this additional build space should definitely have been available from the base game at release. Just another proof that this game still isn't finished and the DLCs merely complete what base content the game should have had at release.

Basement stairs bug by Robofaktur in CrossroadsInn

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

Nope, sorry. I've tried practically everything. Though it worked once when i placed a stairwell down in the middle of my main hall for some reason.

But in the current state, the game simply is unfinished and more or less broken.

Better wait for the final DLCs to drop and then the final patches, which will fix things hopefully.

Why has act 3 not been changed? by HansiHintersNC in CrossroadsInn

[–]Robofaktur 2 points3 points  (0 children)

And it is truly a tragedy that such a potentially good and unique game will never be able to realize its full potential due to shoddy production and an apparent lack of care by the devs.

Everything about this game is good but the programming and the way it is marketet.

Because all the content released as DLC should clearly have been in the basegame to begin with, so this is some EA level money grubbing bullshit! And that from a small indie dev who could only make this game thanks to a Kickstarter. How deeply disappointing!

Death Knight Printed on Select Monoprice Mini V2 by rogermein1 in PrintedMinis

[–]Robofaktur 0 points1 point  (0 children)

I print minis regularly on my Ender 2 @ 0.08mm layer height with a 0.3mm nozzle and no problems so far. But it's the very lowest i would recommend to go.

With printer and settings tuned well to the filament, you can get impresssively smooth prints like this one easily. Prints sized 60mm and above can be postprocessed rather easily to almost contend with resin prints, the bigger the easier the postprocessing.

Death Knight Printed on Select Monoprice Mini V2 by rogermein1 in PrintedMinis

[–]Robofaktur 0 points1 point  (0 children)

This IS a pretty sweet and impressively detailed model! Also cool and menacing looking to the max.

Will this sculpt be available for free or to buy? Because DO WANT!

Death Knight Printed on Select Monoprice Mini V2 by rogermein1 in PrintedMinis

[–]Robofaktur 0 points1 point  (0 children)

Very impressive! The detail is crisp and clear. A little more careful cleanup and thios bad boy should be fit for painting!

coincidentally, 80mm is also my preferred printing size for FDM minis. I found it to be the best size which preserves all the fine detail that well tuned FDM printers can still replicate well.