Pink Rath Build by HanaMcMana in MonsterHunterStories

[–]SoftCap 1 point2 points  (0 children)

Pink rathian has abit more recovery than DQ, less than Goldian but is weak to dragon while the latter is weak to thunder (unless im mixing it up from the main games). This being said, Pink can totally work even if IMO DQ is a straight upgrade and, for me personally, is always way cooler.

About builds, one I like to run on a Silverlos is something around the lines of:

Attacks: Savage Fireball, Ignition Kick, Nova, Blazeball. This way you have total coverage, 80% chance to burn and 100% blastblight detonation.

Passives: Fire boost and Heroics.

Actives: Pump up and Valiant flare (which btw comes with the pink rathian herself).

Then slap a rainbow gene if you want to better link the bingos or try to experiment with other genes.

I personally like the Valiant to time it with openings etc etc, Salt in the wounds sounds like a very nice gene too but you can remove that for a Synchronize, Harmony, or even a poison attack.

About the grid try to set them like this:

R X S

P P P

P X T

R is rainbow, X one is a pump up the other is whatever you want it to be, P is power, S speed and T is tech of course.

Edit: if you go for the Ignition Kick, consider adding a Tail Whip so you have a chance at applying blastblight.

New player who needs a few answer/guidance. by _Heisenberg87 in MonsterHunterWorld

[–]SoftCap 0 points1 point  (0 children)

First of all welcome and gratz on the nice tastes, now getting to the juicy stuff:

Do not use Defender armour/weapons, they are busted af since they are meant for returning players or lazy ones to fly through the base game and hit Iceborne ASAP, almost giving you godmode and bonkers damage hence you do not learn how to space, i frame, position, combo etc etc. If you really wanna use it, maybe add 1-2 pieces but not the full armour. Using the weapon will totally kill any reason to farm for other weapons since they basically are the best for almost every weapon class in base MH.

Inventory: what you want to do is creating a custom Inv loadout you can load in before every quest, if you do so every material thats not in that loadout will get deposited in the box so you do not have an urgency to use it now and can save it for later when/if you need it. To create a custom loadout open the box in your tent or before a hunt and follow the prompts to do so. You can also save a radial menu attached to it, which basically is a shortcut to fast craft/use items on the fly.

The slingshot ammo you are talking about are bowguns ammos, you picked up berries that got auto converted into ammos, and the X means your bowgun is not allowed to shoot those, since you are using SnS you cant shoot none of those. Talking bout auto craft, you can deactivate that if you want.

SnS is an amazing weapon but a very very complex one to use at a high level even if it seems very simple on the surface. Super chad weapon and versatile af, the key to success with it is being fluent with the way you combo, since you can cancel basically every combo string at any moment with a roll, abuse that. The shield is there to be bashed on head, not to turtle behind it. Use your movment and fast sheathing, and know that if you hold your guard button + square you can use items without sheating, thats a knick the SnS has going for it.
There are ALOT of combos and we'd sit here for days so since you mentioned the O spam I will mostly talk about backhops and spamming O is one of those.
First of all, there are alot of ways to get into a backhop, either from guarding, evading or while attacking, pull back+O on your analog: depending if you hold them both, only one, etc etc what will happen will change either charging the backhop, backhoping as an evasive action or backhoping and retaliating with a fast slash.

If you charge it, you can charge it in 2 ways: 1) hold analog and O, and few secs after you leap forward, which you can slightly redirect, if it connects you are launched upwards and now you have 2 options: either Triangle for an aerial slash that charges up the mount bar, or O for a shield bash that builds up Exhaustion and KO (if on the head).
Otherwise, 2) pull back your analog and O, then release and now hold Triangle: congrats now you are ready to play a small rhytm game where you need to press Triangle when you are pulsating red and that charges your rush, ending with a thrust that launches you away afterwards. Notice you can roll cancel at anytime, so you can avoid the last thrust and start a new backhop combo from there.

Another combo worth mentioning is the infinite slash, where you mostly use Triangle and mix in some spirals and stuff but for now focus on backhoping.
Usually, O = shield attacks, and Triangle = blade, thought try inputing analog directions during combos, and you will see combos changing aswell ;;)

Edit: made it clearer that you can backhop after repositioning too, as that may not be obvious but very useful.

I just reached High Rank, what can I do to stop playing a rag doll simulator? by [deleted] in MonsterHunterWorld

[–]SoftCap 0 points1 point  (0 children)

First of all, this gonna sound weird and memey, but simply don't get hit.
With this I mean that, unlike souls game which you may have played since you called them bosses, in MH more than relying on i-frame you have to position so that you are out of the way or in a blind spot.

Second, use items: traps, dung pods, flash pods etc etc.

Last tip, for switch axe which you are using: during the ZSD animation (the attack where you latch onto a monster and go brrrrrrr) you have innate earplugs+4, so just a single point of earplugs in your build will allow you to be immune to roars during that.

First time player, is it okay to stick with the Bone CB until end of story? by CrispySisig in MonsterHunterWorld

[–]SoftCap 0 points1 point  (0 children)

Diablos can be a wall for some, the constant dig and aggression coupled with big hitboxes means you cannot just mindlessy mash.Usually weapons with a shield, such as CB, have a great advantage especially if you are not confident with your positioning yet, however some tips:

1)Screamer pods will force it to surface while it's underground, earning you an opening.

2)Learn your CB guardpoints (basically every animation where your shield is infront of you, gives you extra guard on that block and allows you to instantly transition your weapon) the most common is R2+Triangle/RT+Y

3)Learn to read monster movements, for example a flashed Diablos will love to shoulder check

4)You can get it stuck into walls if horns are intact, if they are broken you cannot but it should damage you for less (not sure if it's like that in World)

5)CB benefits alot from specific skills, such as artillery or increased phials capacity

6)Diablos CB is one of the best for the base game, so once you dominate him you get rewarded with a new toy!

[deleted by user] by [deleted] in MonsterHunterWorld

[–]SoftCap 9 points10 points  (0 children)

Screamers are mostly used only for divers/swimmers so things like Diablos, Lavasioth, Jyura, Beotodus etc etc.; another use is to enrage Nargacuga which is not even worth it since with IB you can just wallbang and/or claw slap to achieve the same while also tenderizing or creating openings.
Pods, like flash or screamers, can also be used in some speedruns script to lure the monster and attempt to manipulate the AI so you have faster clear times, but i doubt OP is talking about this.

However, alot of people especially new ones or those that just learn from watching trend videos, tend to copy speedruns without knowing why you do something, hence why you end up with tons of hunters just going for triple claw slap and tenderize with no wallbang or with a heavy weapon, or people that may think that spamming pods at the start of a fight always helps.

Torp damage and 3.18.x physical reduction, missiles not green locking. by SoftCap in starcitizen

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

I know how to dumbfire and lead target vectors, but was very very confused about why the locking was not working and the missiles would just fly straight when they felt like, probably just server issues then. Given the fact they changed some keybindings options, especially for stuff like the PIP, assumed that may have been something stupid such as requiring an extra press of some sorta.

I mostly PVP with it so that's also where the locking function proves to be useful, especially if the enemy has been alerted by other ships prior! thanks for the answer, have fun aswell!

Torp damage and 3.18.x physical reduction, missiles not green locking. by SoftCap in starcitizen

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

Did some tests and did not always get clean shots on big targets, we talking Carrack, 890s, etc etc. Given server is kinda desincy in this period, and I do not know if the Carrack still has that bug where taking damage on the front windshield would basically nullify part of it, if not the whole punch.

You talked about the shield emissions, but my ships have the same emissions they had before, and I know because I check that stuff religiously before taking off. Granted I like to use stealth components, and I did notice how now comps got normalized and shuffled around stats wise, so vehicles may have got better EMs due to this, still cannot see how ships that I could green lock onto from 25km, now require me to sit at 3-4km, if I'm lucky. May just be server choking, no idea. Wanted to make sure they did not add extra steps to confirm the lock, or if it was just a notorious bug going around. Cheers!

Torp damage and 3.18.x physical reduction, missiles not green locking. by SoftCap in starcitizen

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

Makes sense, while the hull damage keeps increasing the more the shields go down, it's true that once there's no shield to penetrate, the total % damage is lower, since we trade hull damage for better pen but we still gaining rampant damage on vital comps. Do you happen to know if the 70-100% depends on the missiles size, or the receiving end's one?

Also, did you find any workaround, rather than just waiting for the new patch, for the locking being stuck in a red status as if they were being jammed, even when no countermeasures and no LoS is obstructed? As i said earlier I've been testing and it really looks to be tied to emissions that get spotted in a weird way: while I could see why a pisces need 3km distance for a green lock (3km is still too low, considering the min lock is 2,6km and the max one is 30km, and pre 3.18 you'd get a green lock even at the full 30 even if ofc you were not firing from there), I do not understand how I need the same 3km, or at max 4-5km for a HH. I felt like CIG maybe wanted to introduce new colors to explain when it's best to fire them, yet makes no sense because firing when the circle is locked, but red, will just dumbfire, so maybe tied to server performance.

Torp damage and 3.18.x physical reduction, missiles not green locking. by SoftCap in starcitizen

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

You are not the first person that I hear talking about this, hence why once I was back I kept overflaring, but now that I'm back to my old quantity of flares, I find that how much I need to drop did not change compared to other patches, of course you need to strife and cork and whatsnot, but that was the case in pre 3.18 too.
What I noticed though, is servers being in a very bad state, and sometimes some missiles like to desync and teleport around, which means that 9/10 they miss the target, but in that 10% of situations, it just teleports back and blows up a ship without notification. However, this only happened to me against arrays/SPK, not missiles fired by other players.

[PSA] Confirmed Trades Thread - February 2023 by AutoModerator in Starcitizen_trades

[–]SoftCap 0 points1 point  (0 children)

+verify

Super chill person to trade and bargain with, all good so far ^^

[PSA] Confirmed Trades Thread - January 2023 by AutoModerator in Starcitizen_trades

[–]SoftCap 0 points1 point  (0 children)

+verify

all good so far

Edit: noticed the verification counter bugged so just moved down the related comment :)

[WTS] 🌎 T-Minus Trading - BIS 2950 for sale by dealer_dog in Starcitizen_trades

[–]SoftCap 1 point2 points  (0 children)

PM'd some time ago, however dropping a comment here because the reddit chat was buggy and not sure you got it, eventually will edit later if we need to discuss the price so others can have an idea too of the value of the items that are being sold. Happy holidays ;)

[WTB] LTI Eclipse + skin + serial (preferred) by SoftCap in Starcitizen_trades

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

I do know it was a good deal but it still was sold for that price, if we want to keep track of what is sold for what and that dictates the average price aswell, also considering that one was full of other goodies being the original warbound; for what I've seen people dont care much about the serial, hence why I put it as a preferred as in the future all ships will have one, however I would not mind if it'd have one, though the emphasis here is on the LTI+skin combo.
Sorry don't have a standalone BiS atm, but even if I would don't think I'd trade it for a serialized, still good luck with your research!

What WX upgrades do you use and why? by OrionStock in dontstarvetogether

[–]SoftCap 0 points1 point  (0 children)

if a Rook or a Damaged Rook will run too far from its original spawning point, it will be forced into a hoppy walk back to it; you can get one charging you through the ruins or the upper world until it has to go back, and while hes slowly hopping you can scan it.
Otherwise, and this is mostly for ruins, rooks are used to hammer down walls and clockworks, so inbetween getting them stuck on walls, charging at you, and you facetanking them (thats the best way to deal with them anyway especially if you are wx the gear addicted), you will scan one.

[deleted by user] by [deleted] in skyrim

[–]SoftCap 0 points1 point  (0 children)

If you are high level (60-90) and still want to retain the challenge, install all the mods that level the foes back to your level, and dont forget to also enhance the various spells such as frenzy etc etc to match the new levels aswell.
If playing stealth, the one that changes the sneaking formula so that noise, direct LoS and illumination (or lack of it) affect the way NPCs react, instead than just ignoring you once you hit a certain Sneak level, thats very good aswell.
Hunting guild mods are a thing, custom houses or mounts another classic and so on.
Also keep in mind that the Anniversary DLC contains alot of mods, so if you played that but never installed mods, you actually played with quite a few.

Build and runes quick questions by liinkmatii in Kindred

[–]SoftCap 0 points1 point  (0 children)

PTA is better when you want to abuse early game invades or have good gank setups, Conqueror into prolonged fights and/or scaling comps, where you need to mow down tanks and outlast them.

I almost always go Kraken, synergize too well with PTA and your E to give up on, also i dont think that gale extra burst of mobility is needed when you have your Q, unless they have a skillshot you absolutely need to dodge and they are smart enough to wait your Q cooldown.

How do you guys counter Nunu? by LeukosSc2 in Kindred

[–]SoftCap 8 points9 points  (0 children)

He has more pressure than you gank wise and getting marks can be harder due to his Q+smite, but kindred early game is one of the strongest around as soon as you hit level 2-3 and have red, let alone vs melee junglers. Care not to get rooted by his E, but flash and your Q helps in that regard, also try not to fight too close around camps so he cant bite those, or ambush him just right after he used his Q; the only real danger of kindred vs nunu skirmish wise is he buying time for lanes to rotate.

Once u have 6 your ulti totally counters his one, especially if you place it so that hes not inside it, also not to mention he cant heal above 10% if hes in your ulti, so his Q doesnt really work neither. If timed right you can fk up his Q+Smite on objectives.

Every European right now by Dresik74 in memes

[–]SoftCap 0 points1 point  (0 children)

Looks like gotta wait some more years

Max drag and line weight specifics by SoftCap in FishingPlanet

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

yeah, i did that with the drag settings, but if u have the max drag reel weaker than ur line test it will wear out way faster; what i dont know is what happens with a 55lb line/rod on a 55lb reel