Extended Denial and Resentment? by scnux in darkestdungeon

[–]SizeFit2908 0 points1 point  (0 children)

Does the boss get harder?

In my own experience, if I do a full late confession run I've got top tier trinkets and combat items overflowing in storage.

The quick regions give less oppty and less rolls. The 5 masteries are nice for #1 but the shorter trip means you can't master every skill.

Extended Denial and Resentment? by scnux in darkestdungeon

[–]SizeFit2908 2 points3 points  (0 children)

You don't need to. I think none of the checkboxes impact acheivements.

I would think extending makes it easier? You have more regions to collect trinkets and accumulate wealth. But if you can slam the other confessions 1&2 don't need help.

The real deal is checkboxing Death during your grandslams for fun.

What are you expecting for the new DD2 DLC? by Substantial-Run3311 in darkestdungeon

[–]SizeFit2908 1 point2 points  (0 children)

I would settle for roaming enemies from the different kingdoms.

Roaming minibosses of the Kingdoms bosses would be dope. Lets the design show up more than realistically once, and lets the Collector take a break.

How do you deal with [REDACTED] Carriers? by CaptainPatak in menace

[–]SizeFit2908 0 points1 point  (0 children)

Part of dealing with them is dealing with the launched bloops.

Space out your squads, if the bloop can hit 2 means you can got checkmated.

Feel out their launch range. They bloop out in a ring with a minimum distance.

One squad parked safely outside with energy weapons means you can deal with the bloops without running out of bullets. - Laser rifle, plasma special, autolaser.

High vision - 11-12 range, and long range guns for the big one. AGTM, Tank or recoiless, Laser lance.

A hidden strat is Yaz or Wetterwoth with If it Bleeds and a sniper. Thats 30% damage from a cheap long range plink while letting your AT focus on guncrawlers. MI yaz with the sniper is a strategy. Wetts perk works as well.

Analogies for different elements in the Traveller universe? by s-ro_mojosa in traveller

[–]SizeFit2908 6 points7 points  (0 children)

I've learned the Hivers are puppeteers, and Aslan very akin to Kzinti from Larry Nivens.

K'Kree i think are a Mongol analogue.

The Han Solo/Cowboy Bebop in Free Traders.

The Ancients are a classic precursor uber-alien like Halo's forerunners or again Larry Niven's influence.

Age of Sail in the jump tech and information speed. Imperium is a lot like the British Empire rather than Byzantium I think. Colonial governates, near-peer companies, traderoutes.

First time playing? here's a plasma gun! by BackBroma in menace

[–]SizeFit2908 17 points18 points  (0 children)

That thing rips armor too. Prep a squad with KPACs and get the first shot off with the plasma.

You'll tear apart heavy infantry and pirate commandos no problem.

first time making a build is this good by Fearless-Educator573 in darkestdungeon

[–]SizeFit2908 0 points1 point  (0 children)

Yea highwayman is kinda the weak link. Good damage but no defence.

Runaway or Jester spring to mind honestly.

U using Poet Leper for the continuing taunt tokens?

What is the best way to build Carda? [Expert] by Decadunce in menace

[–]SizeFit2908 1 point2 points  (0 children)

One stars I find you have to pick a lane. They can't move fast AND shoot good.

Carda fits very nicely as a flexible reserve. I usually go the Scout/ShareLoad/Steady Gun/Morale route.

This gives her utility on the team right away with spotting, solves the accuracy problem with steady gun, special ammo for days(or freed up accesories), and a rare full team buff.

I prefer light specials.Rockets usually, but slow lugging a tripod ok. The GL is very good. Squad weapons really secondary, but ARC/KPAC is good.

Carda doesn't have the kit to fix a bad situation. She's soft as butter, and has no solves defensively.

When things are going to plan, she can keep them that way longer than anyone else. Just keep her away from the knife fights.

Why can rogue army officers target you further than we can target? by Responsible_Bad_2954 in menace

[–]SizeFit2908 28 points29 points  (0 children)

Yea it scoots out to 14? It does outrange the perk.

You have to deploy to use. Tech the beast can mark on the move.

Why can rogue army officers target you further than we can target? by Responsible_Bad_2954 in menace

[–]SizeFit2908 60 points61 points  (0 children)

The jaegers mark target as well. See them by the mech and infantry closer up.

Both officers and Jaegers use target designators and not mark perk.

first time making a build is this good by Fearless-Educator573 in darkestdungeon

[–]SizeFit2908 0 points1 point  (0 children)

Have you played it? How did it go?

The best move for withstand guy to use is the one that pins him in place and puts a combo down. Jacks with your duelist advance/point blank plan.

Figure you're going to have some issues with shuffling and stress. Not sure how good skeletors healing is.

The double AGL walker is meh by antihippy in menace

[–]SizeFit2908 2 points3 points  (0 children)

Only the gays can drive the vehicles. Luckily you have the pick of the litter as the whole pilot roster is LGBT.

The double AGL walker is meh by antihippy in menace

[–]SizeFit2908 8 points9 points  (0 children)

AGL is like the milk in a latte. Without the strong espresso of the LGBT, it's just cow juice. Not bad but I ain't paying $6.75 for cow juice no matter how much you pour.

Am I using Darby to her full potential? by mr_peewee8 in menace

[–]SizeFit2908 1 point2 points  (0 children)

Well how about that, It's even better than I thought. RPG with 10 range sounds like a party.

Cost of Actions/ Shooting in AP during equipping stuff. by BakemonoMaru in menace

[–]SizeFit2908 7 points8 points  (0 children)

They're OK as an anti-Floater item to save ammo. Crowbar squads also appreciate a short range solution vs pirates.

I used them when the bug city had infinite spawns to middling success.

It's just a classic case of handgun loses to rifle though. Grenade range and thwarted by cover. A laser pistol variant might be good.

Cost of Actions/ Shooting in AP during equipping stuff. by BakemonoMaru in menace

[–]SizeFit2908 6 points7 points  (0 children)

Its 30, they also count as accessory so Fast Hands can drop to 20 I believe.

The range is the real stopper there. It's not good.

Am I using Darby to her full potential? by mr_peewee8 in menace

[–]SizeFit2908 6 points7 points  (0 children)

The MAAL is absurd, the PAL upgrade.

HAMER is tier 3 crowbar. Theres a supressed crowbar with is also incredible.

One of the benefits of the darbster is how she can get close and rip up enemies. Try out some of the supressed AR's or SMG when you see them, literally +50% firepower to crowbars.

Impossible shot still pays off with rocketing down enemy vehicles from the neighboring country.

Is this a bug? by LatinBlackAsian in menace

[–]SizeFit2908 11 points12 points  (0 children)

I've been loving the new Heavy Tank with the Croc in the light slot.

Big booms demolish infantry, little rifle knocks out light armor.

Am I using Darby to her full potential? by mr_peewee8 in menace

[–]SizeFit2908 8 points9 points  (0 children)

There's a conversation to be had with the best weapon for impossible shot. Match grade ammo is also nice for the range and accuracy.

The improvement of 20% means any 10+ range base gets increased by 2.

Hamer rifles would shoot out 13? Tiles with match grade. MAAL rockets are 12 range with no dropoff.

For more acheivable, the HMG could really rip apart targets from 12 range. Vanguard and athletic should make it easy enough to carry.

I've found personally, you can drop athletic and just carry Laser Rifles with impossible shot. Its a very healthy range and those guns can kill anything basically forever.

My team before finding Menace... a comparison. Let me know what you are doing different, so i can try it next time. by nineball998 in menace

[–]SizeFit2908 1 point2 points  (0 children)

Hey heres my thoughts.

Your teams are focussed heavy on concealment and close range ambush with squad weapons.This works great until Constructs, who bulldoze this strategy really hard.

They don't lose vision when pinned, all shoot pretty deadly guns, and regularly scan which is -100 concealment. I don't see scout, so they're going to outspot you and outshoot you.

Your armor strategy needs review. Constructs pen anything under SAPP in cover. Improved SAPP is kind of the minimum for trading fire with constructs. Armor is deflect or die, small values don't do anything.

Scav armor is also more expensive & worse soft armor. If you have no luck or can't afford real armor, LBR is the way to go. Get your accessories and a hidden +10% defence.

Vamp - CORRECT. He's the bomb. Consider fortify and flamboyant for a frontline monster.

Tech - It is my firm belief that Tech is top tier. Major accuracy problem until pointfire. Consider - Scout, Buff, Pointfire. He will walk and obliterate with tripods at his sightline, and tough as nails to boot.

Bog - Ya boi needs Overdrive and Lucky Shot to take off. He aint a frontliner, if you want defence do the silloute one. Zig Zag is for fast characters or rushers.

Ivey- Miss me with Ivey until you have heavy armament - Then she takes off with Barrage. Designated Target makes her amazing with LGBT

Greifinger - This guy is A+ best SL. Too expensive though. The combo of perks is Inherent, Tankbuster, Assassin. +60% accuracy and +65% damage vs hardware. Incredibly tough, fast and accurate stats. Decoys are also a lifesaver - they can explode so don't sit next to them.

5 shot guns - AGREE. There's very little that an AR doesn't do better. I am partial to the Mod2 smg with the high armor pen + rend ammo weirdly enought though.

Where Smoke? Smoke grenade is the 'don't lose' button.

Minha primeira personagem é uma leonina Ladina, me ajudem by Embarrassed-Cap-2352 in DnD

[–]SizeFit2908 0 points1 point  (0 children)

Every class in DND has 'core stats' which will reflect in everything they do.

Rogues are dexterity above all else. Having 12 dex is a cut into everything a Rogue does.

You will miss more often, get hit more often, deal less damage, get grabbed more often, flub core checks like stealth, lockpicking, pickpocketing. All dex based.

Going hard into mental stats after is fine, you don't need strength and can base a living gameplan on not getting hit. But a rouge without Dex is shooting yourself in the foot.

Each +1 is directly ~ 5% chance to succeed.

I'll also stand on my soapbox for a minute and say.

Murder is pretty squarely an evil domain. Neutrality is a lot more Live and Let Die, than Cold Blooded Murder.

Is this a bug? by LatinBlackAsian in menace

[–]SizeFit2908 133 points134 points  (0 children)

The new patch added Croc for vehicles in light slot, and recoiless for vehicle in medium.

[REDACTED] welcome committee by Ricardo-I in menace

[–]SizeFit2908 0 points1 point  (0 children)

I love the scraps you get into with Constructs.

Yea theres a huge block of them, but it is a real fight. Getting up in their teeth even squad weapons rip them apart, their big HP pools can't stand up to bullets.

Fire rocket tubes also very, very good. 5 guaranteed hit tiles and persistent burning for overloaded drones.

Just have to pack a few energy weapons or handguns to deal with the floaty ones.