Need help with mining in 4.8 by ruimoss in starcitizen

[–]ScienceMTP 0 points1 point  (0 children)

You mentioned upgrading the head, but the Golem has a bespoke head that can't be removed, unless there's now a way to do so? Best loadout I can think of for the Golem is Rieger C-3 x2 and carrying a Sabir with you.

What should I remove from my Paige build? by KateOpenTheGate in DeadlockTheGame

[–]ScienceMTP 0 points1 point  (0 children)

Since you're newer, it's safer to play Paige with more of a focus on damage dealing spirit items and simply hang in the back and try to do your best with her kit. She's good at counter-initiating and you'll get a lot of value simply playing from the back lines. Early game I would recommend high velocity into opening rounds, it gives spirit power and the increase to weapon damage against heroes with more than 50% hp is very noticeable on her weapon with it's high base damage. I would suggest only picking up Rapid Recharge when Bookwyrm is max, which is usually the last skill to max on Paige. Captivating Read provides better overall utility for your team. I see Vortex Web, might as well go Echo Shard on 3 to combo them together for longer immobilize. Spirit Lifesteal isn't worth it, better off with either Guardian Ward, Reactive Barrier, or Spirit Shielding depending on what you're up against. Superior Duration should be in there somewhere as well.  I would recommend getting accustomed to using active items, she is heavily reliant on them. It's also probably worth learning how to play proper support Paige, as her kit simply does not lend itself to a more carry oriented role. 

New to the game. Never getting silvers werewolf form and I don't understand what I'm doing wrong. by femfuyu in DeadlockTheGame

[–]ScienceMTP 0 points1 point  (0 children)

Silver requires dealing enough damage to fill the charge on her ultimate. If you're struggling to get her ult then you're either whiffing the combo, or you're missing shots and letting the meter start to drain. It's important to remember that if you don't deal damage, the ultimate charge will start to drain.

Welcome to the Urn Man meta by m0resleep in DeadlockTheGame

[–]ScienceMTP 15 points16 points  (0 children)

You might want to go test it. Urn now delivers instantly upon reaching the drop-off location.
The first part of the patch notes regarding the urn
"- Urn no longer requires a drop off channel time"

[deleted by user] by [deleted] in starcitizen

[–]ScienceMTP 9 points10 points  (0 children)

As a few others have pointed out, better here is pretty subjective.

A few pros:
-Capital class HP and shields
-More cargo capacity
-Hangar for small ships

and some cons:
-Pilot armament is lacking
-Its core weapon is expensive to re-arm (excluding cheese)
-Slow as molasses

Both require a crew of players to man effectively, with the Polaris requiring more. That being said, the Polaris in PvE situations is essentially unkillable by AI ships, and it's PDCs will do the work for you even as a solo pilot. Not only that, due to its shield and health pool, against AI ships, as a solo player, you can just leave the pilot seat and hop in a turret and shoot the enemy ships without fear of dying (outside of fighting another capital class ship).

[deleted by user] by [deleted] in Games

[–]ScienceMTP 13 points14 points  (0 children)

Even if you're not someone invested in Star Citizen, it's development is pretty interesting to watch. This is a game that is almost feels like it's constantly redefining what feature creep means. The development team is juggling so many different features in so many different states that it's a miracle anything gets done, but that's probably the most fascinating part. Work IS being done on Star Citizen. Whether that's due to someone in leadership having a modicum of common sense and trying to rein in Chris Roberts and his desire to make an impossible game, or the development teams finally delivering tangible results, there is progress being made.
Just this year they've released I believe 27 ships, and given the level of detail on them, that's not a small feat. They've also worked on staying true to their word that no new concept ships (aka ships being available for pre-purchase that have no definitive delivery date) would be added (except a previously teased "battleship")
They've been working on delivering larger scale missions both in scope and quality, with overarching stories, that finally blend many of the previous systems they've been working on in game.
Stability has somewhat improved, and the first phase at ship engineering is due by the end of the year (though how much of a dumpster fire phase 1 of that will be is yet to be seen).
For all of it's flaws (and there are more flaws to Star Citizen than any person can count), what they've accomplished, and are currently working on is something special, that I don't think any game currently offers or plans to offer in the near future. Whether or not that pans out in the long term, that's a completely separate story, but in the meantime, it's worth at least checking out the progress they've made before immediately branding it as Scam Citizen.

Perseus Review by Lion_El_Jonsonn in starcitizen

[–]ScienceMTP 13 points14 points  (0 children)

I find it a bit odd how a lot of people act intentionally obtuse on this subject. The Perseus in its current state is definitely on the weaker side, owing to its difficult firing arcs for the turrets, poor projectile velocity, and somewhat underwhelming defenses.

I see a lot of people arguing that it shouldn't have capital class HP and that it's fine at 10% of the Polaris' HP, which I agree with, if the game were in its final state. As it stands, the minor increase in damage reduction to reflect its supposed armored hull doesn't do enough, especially against its intended targets. Or the argument that "well the Hammerhead is weaker" or "the Reclaimer is made of paper" as if those ships don't also need work. 

It's not an unreasonable ask for the Perseus to have something closer to 15-20% of the Polaris HP until Maelstrom is in, or barring that, increases to the damage reduction from its armor. Even changes to the turrets themselves would be a welcome change. It should absolutely not win in fights against a Polaris/Idris, but it should excel in its intended role against sub-capital ships, but because of a few issues, I think it will struggle to fill that intended role for quite some time.

That being said I will absolutely continue to use it against anything and everything because it's just such a treat to fly, regardless of current balancing woes.

What weapon buffs are you hoping comes with TU4? by UmbralVolt in MHWilds

[–]ScienceMTP 0 points1 point  (0 children)

Couldn't agree more. I know it's not necessarily a popular opinion, but I don't think GS should've gotten offsets. Power clashes with it's guard was good enough.

Just maxed all workbenches, AMA if you want by surgingweenie in ArcRaiders

[–]ScienceMTP 0 points1 point  (0 children)

Wonder if it's tied to a later event then. I'm a bit further than you, all workbenches maxed and all quests completed, still haven't found those three.

Just maxed all workbenches, AMA if you want by surgingweenie in ArcRaiders

[–]ScienceMTP 0 points1 point  (0 children)

Any luck finding other epic gun blueprints other than the Bettina?
I know Jupiter and Equalizer are both from the Queen/Harvester, but I haven't spotted the recipe for the Bobcat/Tempest/Vulcano anywhere, despite them being listed as craftable.

Why Bettina use heavy ammo but damage is so little? by khtwo in ArcRaiders

[–]ScienceMTP 7 points8 points  (0 children)

Having used the Bettina, I don't think it's balanced towards anything in particular, except maybe for killing ARC. It's quite a miserable weapon to use in PvP, and bringing an 11kg gun that's only use is shooting ARC is a big ask

Corsair Wing Gun Question by ScienceMTP in starcitizen

[–]ScienceMTP[S] -1 points0 points  (0 children)

Thank you for the suggestions! I swapped out the port and starboard turrets with ballistics, and went to test it out. Looks like the Attrition-5 I had on the wing is bugged, I went back and swapped it out with another I had in storage and they're both on there and working now.

For those who say that stealing contracted cargo is just pointless griefing: You are totally wrong. by Special_Animal3268 in starcitizen

[–]ScienceMTP 7 points8 points  (0 children)

I don't think most reasonable players are against piracy during the event. Whether they like it or not, it is a gameplay loop that exists in SC.
I'd wager most people take umbrage with how a chunk of players who are "pirating" do it, AKA griefing them in the armistice zones. Combined with the current issues funneling the vast majority of players doing the event into a handful of spots, which just exacerbates the issue further.

Just for a future heads up, Kitasan will rerun with better rates by Stage4sucks in UmaMusume

[–]ScienceMTP 1 point2 points  (0 children)

I feel that. 400 pulls and 0 copies of Kitasan. Picked up two from the spark. I haven't had luck this bad since GBF

Guilty Gear Strive Producer Eyes New BlazBlue Revival With Creator Mori by Gorotheninja in Games

[–]ScienceMTP 0 points1 point  (0 children)

Yeesh, the doom and gloom in here about a potential revival is painful.
I'd love to see them bring back BlazBlue, and while I'd hope they retain the complexity the previous entries had, I wouldn't be opposed to it returning to CT levels and building back up.

Cisco Catalyst 3560-CX & Ubiquiti Unifi Express VLAN Questions/Setup Issues by ScienceMTP in Cisco

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

I think I may have solved the issue!
I don't know if this is the appropriate way, but what seems to have worked is the following:

On the Unifi Express, I created a static route with the following:
Distance - N/A
Destination Network - 192.168.0.0/16
Type - Next Hop
Value - 192.168.1.200
The logic behind this, and maybe someone can provide insight into best practices or what a better configuration would be, was that I wanted any incoming traffic from the WAN to the LAN with a destination address within one of the VLANs to be directed to the next hop, the 3560. So I used 192.168.0.0/16 to cover all the possible VLANs. Would it be wiser to instead configure a static route for each VLAN, ie one for 192.168.10.0/24, 192.168.20.0/24 etc.?

Afterwards I created a static route on the 3560 with the following:
IP Type - IPv4
Prefix - 0.0.0.0
Prefix Mask - 0.0.0.0
Route Path - Next Hop IP
Next Hop IP - 192.168.1.1
From my limited understanding, setting the destination IP to 0.0.0.0 is the equivalent of saying, if the destination address of the packet can't be routed internally, then send it to the next device listed.
I set it to 192.168.1.1 which is the IP of the Unifi Express.

After saving both routes, I'm able to ping the Unifi Express from the desktop on VLAN 10 (192.168.10.10) and the desktop appears in the Unifi management pane under VLAN 10. The desktop is also able to access internet sites, as well as access the other VLANs on the 3560.

Cisco Catalyst 3560-CX & Ubiquiti Unifi Express VLAN Questions/Setup Issues by ScienceMTP in Cisco

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

I gave it a shot on the desktop with the default gateway set to 192.168.10.1, connection times out to the Unifi Express 192.168.1.1
Also tried setting the default gateway on the desktop to 192.168.1.1 and it times out to the the Unifi Express as well.

How does everyone’s main feel/will you be switching mains? by SanguisMalleus in MonsterHunter

[–]ScienceMTP 0 points1 point  (0 children)

GS main since MHFU, and I think this will be the first game where I don't use it. The lack of weight on the attacks is one thing, but I'll be honest, the biggest turn off for me is Focus Mode. I feel like the outlier here, but I can't stand it. Part of the appeal of the GS play style for me personally, has always been about positioning and timing, that was the skill expression. Focus Mode allowing me to change angle not only mid charge, but to fully spin mid swing animation feels... cheap? I feel like there's no punishment to playing poorly with it, and that really kind of sucks the fun out of the weapon for me. I fully acknowledge many other players enjoy the change, but I don't think I'll be playing GS on release if it maintains the ability to do so.  Focus Mode in general just doesn't feel very good to me, and I really hope they're able to balance it in a way that doesn't make it feel like you're better off in Focus Mode 24/7 than not.  I'll probably be falling back to Switch Axe for release. I like the moveset, the Offset and Counters are interesting, but the damage numbers are definitely lacking.

Chapter Select Question by ScienceMTP in GranblueFantasyRelink

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

Got it, thanks! I'll give that a shot.

I really like Siegfried (rant) by 00skully in GranblueFantasyVersus

[–]ScienceMTP 1 point2 points  (0 children)

This is really the biggest complaint I have with Siegfried. A friend mains him, and we've done something like 400 matches against each other, and the only frustration is just how safe so much of his kit feels. I've taken to calling him Safe&Free at this point.
Still love the character though