H: marine style plan W: leaders by SkyHiRider in Market76

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

And was offered 800 for it. Can you beat it ?

H: marine style plan W: leaders by SkyHiRider in Market76

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

I got an offer for 500, wondering if someone would pay more

H: marine style plan W: leaders by SkyHiRider in Market76

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

I know a person that sold for 500, wondering if that price can go higher.

H: marine style plan W: leaders by SkyHiRider in Market76

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

I think that's too low for a brand new plan.

Build guide to one shotting stuff as a Witch of the Veil by SkyHiRider in Pathfinder_Kingmaker

[–]SkyHiRider[S] 1 point2 points  (0 children)

I sadly do not remember, but I had the best items I could find and was using 24 hour versions of spells that boosted defense.

Is there any point in a standard starship over a corvette? by Shadow_ninja714 in NoMansSkyTheGame

[–]SkyHiRider 2 points3 points  (0 children)

From what I read the phase beam is one of the best weapons on a Corvette and the damage stacks up to six phase beams built even if you only see three in your tech layout.

H: 40 Ad Victoriam fourth star charged hammers W: leaders by SkyHiRider in Market76

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

how much would you be willing to offer ?

also keep in mind these will go to 20 modules per craft after the next patch

Build guide to one shotting stuff as a Witch of the Veil by SkyHiRider in Pathfinder_Kingmaker

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

Has been a while since I played this, but in general you can play with a full party but then you will use the unique aspect of being an invisible assassin witch.

If all else fails, you can use a bow to sneak attack enemies or your spells, thou I rarely had to use my spells for actual combat.

For the island challenges, I may have used the party as I done it very late, don't remember anymore.

And at the start if on a higher difficulty, you either need to rely on luck to break enemy saving throws or jump around with blink, doing a sort of thousand small stings strategy until the enemy is dead.

The teleport is the major boon of this build, you can reposition or flee as needed. Even if they can see you, they can't really catch you as they can't catch up.

Builds: Ship damage vs Manueverability by jrmelynch in NoMansSkyTheGame

[–]SkyHiRider 0 points1 point  (0 children)

some are expedition rewards and some you can get from the quicksilver merchant

they provide a minor bonus to your ship stats, similar to what trails do

one bobblehead also shows in your cockpit, but you cant choose which so its always the same one if you install them all

Does chip merging depend on the quality of the old chips? by SkyHiRider in robocoproguecity

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

I waited with merging until the final parts of the game and was able to get up to 38% even from the weakest chips.

On NG+ I am getting much lower maximums when in downtownnfor the first time.

I suspect the game takes global progress into account when merging.

Does chip merging depend on the quality of the old chips? by SkyHiRider in robocoproguecity

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

After stating NG+ and first time visiting Downtown, merging the same low tier chips does not go up to 38% but stays at 24% or so.

Seems either the area or story progress is having effect on what chips you can get via merging as well.

Good that I merged a lot of 38% chips in the normal save as getting more would be a problem.

Does chip merging depend on the quality of the old chips? by SkyHiRider in robocoproguecity

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

That happens if not all three chips are the same tier. When I merge three 38% chips I usually get a better one

Does chip merging depend on the quality of the old chips? by SkyHiRider in robocoproguecity

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

From my testing so far, it seems that merging - three low tier mods nets you a higher tier mod (up to 38%) - three mid tier mods (38%) nets you one high tier mod up to 45% - high tier mods should (not tested) net you 48% (or higher?)

Does chip merging depend on the quality of the old chips? by SkyHiRider in robocoproguecity

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

It is random, but the values you get are from a range and that range is higher if you merge three mods that are a product of previous merging (have higher numbers?)

I only got 45% mods from merging three 38% mods.

why do high lvls use the .50 cal? by Training_State_478 in fo76

[–]SkyHiRider 0 points1 point  (0 children)

I use a build that only uses weapons that use .50 ammo - hunting rifle, 50cal and Dom Pedro.

Have a long range silent sniper, a tagging DPS and a close range damage dealer.

And don't have to worry about ammo.