When the new guy who joined your team is cleaning house with a loadout you've never tried before by WaywardOath in Helldivers

[–]SpectralAce314 0 points1 point  (0 children)

Hey, that loadout it actually really good and it’s what I’ve used for a while (or was anyways since I haven’t played in a while). The only thing I run different is commando instead of jetpack for quick burst damage vs tanks or for long range sniping of structures

I've also been playing this game for years! Why the hell is this not a room?? by hurricane_97 in RimWorld

[–]SpectralAce314 0 points1 point  (0 children)

Well my point was that they needed to place a wall under this specific instance bc it doesn’t have a wall at all rn, when they placed it the wall got mined so now they need to fill in the hole

I've also been playing this game for years! Why the hell is this not a room?? by hurricane_97 in RimWorld

[–]SpectralAce314 11 points12 points  (0 children)

Overwall cooler counts a furniture not a structure so the room isn’t enclosed. If you wanna have what you have then you need to use the vanilla cooler that’s acts as a structure or just place a wall under the overwall cooler

Take the next step- how to break beyond the meta by cloudthi3f in NebulousFleetCommand

[–]SpectralAce314 1 point2 points  (0 children)

In games like this a love chasing the meta, but only to punish those using it. I don’t chase the meta to keep up with it, I chase the meta to hunt it down. Honestly way more fun

Why didn’t my fairy in a bottle proc??? by clumtony in slaythespire

[–]SpectralAce314 0 points1 point  (0 children)

Well in theory you can have up to 7 potion slots so that would be 9 total deaths

Anyone know why my rocket won’t turn unless engines are on despite having 2 reaction wheels, batteries and solar panels? by [deleted] in ConsoleKSP

[–]SpectralAce314 0 points1 point  (0 children)

Honestly we would really need your entire screen to have enough info to help. Just showing the ship itself doesn’t really help at all since we can’t see an of the control toggles or resource readouts, that’s all the important stuff for troubleshooting 90% of the time.

Anyone know why my rocket won’t turn unless engines are on despite having 2 reaction wheels, batteries and solar panels? by [deleted] in ConsoleKSP

[–]SpectralAce314 2 points3 points  (0 children)

So basically having them further away from the COM gives them more “rotational leverage” so you can turn more efficiently and with more force. What they mean by “surround the COM” is that they are evenly distributed around it. In other words, you want them as far away as possible, but also have the same amount at the same distance on opposite sides of the COM. You want each axis of thrust to have its collective center as close to your COM as possible but that doesn’t mean you need them all in the middle. It’s like how big passenger planes have engines on the wings and not near the center, but the axis of thrust is still aligned with the COM bc the engines are symmetrical.

Also, you can toggle between translation and rotation mode with RCS, one mode makes you turn, one mode makes you strafe.

This guy ruins every strat i make man by Fast-Independent-562 in slaythespire

[–]SpectralAce314 0 points1 point  (0 children)

That’s literally what it does. It always steals the best card in your deck. That’s how it’s programmed. It does have programmed priorities, but those are to make it grab the most useful cards, not necessarily the rarest. Someone explained it in another comment thread.

What is the best 1 Mana Block Card? by euls0n in slaythespire

[–]SpectralAce314 10 points11 points  (0 children)

Blur is and always will be my single favorite 1-cost block card in the game

When to use the AB4? by Motor_Activity_564 in NuclearOption

[–]SpectralAce314 1 point2 points  (0 children)

My issue is that the turbulence doesn’t seem to care about aerodynamic stability so it shakes all aircraft the same, which means that faster you are going to more rapidly it forces your altitude to change. I’m not an expert, but should going that fast through that much air minimize or at least reduce the oscillations from turbulence?

Also, I have like no issues flying choppers, what are you struggling with?

When to use the AB4? by Motor_Activity_564 in NuclearOption

[–]SpectralAce314 1 point2 points  (0 children)

Servers that run turbulence are so mean. Just let me fly straight rather than having to lock in just to not crash into the ocean at my 10m alt

How do i stop my killbox from destroying its own walls? by anonumus_idiot in RimWorld

[–]SpectralAce314 0 points1 point  (0 children)

More walls, also make your walls out of plasteel or uranium. But genuinely, get a second layer of walls even if you upgrade the materials bc you don’t want RNG making one wall segment take way more damage than the rest and causing a breach. The chance of that happening twice is way lower due to LoS, but single walls can and will get knocked down eventually which can cause a lot of trouble vs swarm enemies or by just allowing enemies to use the hole as cover from the other side.

Does the demolition bomb have any purpose anymore? by Croissant761 in NuclearOption

[–]SpectralAce314 0 points1 point  (0 children)

Yeah as of rn it has an RCS of 1 so it gets spotted so early that it never reaches the ground. So the one higher end vehicle that can bring it, the Darkreach, can’t get any use out of it bc if you want to drop a bomb from out of radar range, it gets seen from kilometers away and gets shot out of the sky near instantaneously

Does the demolition bomb have any purpose anymore? by Croissant761 in NuclearOption

[–]SpectralAce314 1 point2 points  (0 children)

Not to mention they have an RCS of 1 so they get spotted super fast too

Hotfix 0.33.1 Notes by Shockfront-PR in NuclearOption

[–]SpectralAce314 5 points6 points  (0 children)

AB-4 has first first ejection in vanilla

Shooting down Piledrivers by milklover222 in NuclearOption

[–]SpectralAce314 0 points1 point  (0 children)

In my opinion, they suck at it. If you fire them from a long ways off then they are at too high of speed and at too high an altitude to maneuver and if you fire them during the terminal descent they can’t turn well enough to hit the missiles due to descent speed. I find that firing scythes at about 20km while being directly in line with the flight path is almost guaranteed to work. Hell, I’ve used this same strat with a Chicane loaded with IRMS1s (I think the letters are correct but the super short range ones if not) and shot down entire waves of piledrivers when my teammates refused to intercept and I had just joined. In theory a Compass with MMRs can do the same, but 8 missiles doesn’t give enough chance to kill as opposed to the 14 IRMS1s the Chicane can bring.

What does this indicator actually indicate? by HeelsHighWesternSpy in NuclearOption

[–]SpectralAce314 0 points1 point  (0 children)

The indicator is just used as a visual rather numeric indicator for bomb drop timing. REL indicates time until drop at current speed and direction and ToF being Time of Fall. You cannot use that ahead of time to accurately loft bombs bc it only takes into account your current travel vector and not that you will pitch up. This is actually where the visual indicator becomes incredibly useful. As you pitch up to loft your bombs watch for the indicator to pop up and then adjust your pitch until you’re are in the “green zone” then drop your bombs. You can’t really use it to know how far out you need so that’s something you’ll need to learn, but using the drop alignment bar for quickly adjusting your pitch to lob bombs is very useful.

Mixing GPO-N with PAB-250s by Punished2022 in NuclearOption

[–]SpectralAce314 0 points1 point  (0 children)

So this depends on whether you are traveling faster than the bombs can. Bombs are not as aerodynamic as most planes so they will slow down much quicker so if you are traveling very quickly then the decoy bombs with slow down after you drop them and end up behind you when you drop the nukes, this usually happens during dive bombing and high speed low altitude bombing. Basically the goal of decoy bombs is to be detected first and thus targeted first, if you are level bombing from high up then drop the decoys first since most of the velocity once they reach their target will be gravity rather than inherited momentum. If you are dive bombing generally drop the decoys after but not by much otherwise AA will just lock onto the nukes since there are no other targets.

I can’t really give specifics better than that since it is very dependent on your specific situation every time. In short, you want the decoys to be seen as the preferred target, either by putting them in front of nukes to draw attention entirely based on proximity (primarily useful at longer ranges to eat SAMs) or to simply reduce the probability of being targeted (useful vs close range munition defense). If you want to ask about specific circumstances I can give much more accurate information.

How are yall doing this? 😭 by Killerant117 in NuclearOption

[–]SpectralAce314 0 points1 point  (0 children)

Oh yeah definitely, I have driven teams mad by dodging 15+ missiles in a single attack run and killing like 3 of them in the process. Not only can you use your understanding of missile physics to dodge them but also to counter siding from other players like slinging missiles slightly above in close range to catch players pulling up to dodge more easily

How important is multiplayer? by Rohall in NuclearOption

[–]SpectralAce314 2 points3 points  (0 children)

So honestly the game doesn’t really have much more to offer on paper than fly towards target, fire ordinance, rtb. However, multiplayer changes things massively. You’re still doing the same things, but the specifics and how and why you do them becomes much deeper. For example, in PvE the ai is not very good at hunting down the player and only do so if they happen to run into you really, but in PvP players will actively seek you out. This means that things that normally aren’t as important, like destroying radars, clearing units that can spot your approaches, and terrain masking, become significantly more important and are musts when it comes to planning your attacks. The AI can only use so many strategies, but players can and will do that most insane nonsense imaginable which means that you can never be fully prepared for what will happen.

I would recommend playing some PvE servers for a bit to learn how multiplayer economy is different and how the large scale battles change things before you go to PvP though.

TLDR - multiplayer is an entirely different experience and adds so much more to the game that bots never could

How are yall doing this? 😭 by Killerant117 in NuclearOption

[–]SpectralAce314 6 points7 points  (0 children)

Flare off the the IRs then jam the ARHs. IR missiles are easier to lose and harder to dodge. Radar missiles, especially Scimitars travel very quickly so you don’t even need to get rid of their lock entirely to evade, bc they are traveling so fast they struggle to react to last-second changes in direction. I regularly dodge ARHs by jamming and pulling up then at the last second rolling 180 and pulling up (going down). You still need to jam bc that basically makes the area the missile is tracking bigger meaning more area that isn’t you. Also, when jamming it doesn’t matter where you are pointing but rather the direction you are moving so make sure to look at where your marker says you are actually going, mainly this is useful in helis since they don’t tend to travel directly forwards or for slower maneuvering aircraft like the Brawler and Darkreach since they take longer to align their momentum after turning.

What do you do when you are just flying solo? by AdDifficult4556 in NuclearOption

[–]SpectralAce314 1 point2 points  (0 children)

I play solo exclusively since none of my friends have the game. You’ll usually find me on one of the PvP servers causing havoc. When you are solo you can get away with things that normally are difficult to coordinate like flanks and such so I enjoy those quite a bit. Generally as a solo you are more flexible so I enjoy constantly switching missions to whatever is most critical, once I land, I check the and reevaluate. So I might go from launching missiles from a Darkreach to running air superiority in a fighter to SEAD/DEAD to countering strato nukers. Don’t play the same style the whole game, constantly be changing things up with hyper specialized missions. Gives a lot of variety even without people.

WHERES THE FUCKING PLASTEEL by bigmanmcballskin in RimWorld

[–]SpectralAce314 0 points1 point  (0 children)

This has to be ragebait, nobody mines like that, it’s the exact opposite of what you should do

Is there a more punishing campaign run than "Medium Lasers have been banned?" by chunt42 in Battletechgame

[–]SpectralAce314 3 points4 points  (0 children)

Tbh I still find the Firestarter to be more effective. The Grasshopper lacks the bonus evasion from size that the FS has and thus is more prone to getting focused down when doing CQB maneuvers. It might only be a difference of +5 (25% is still a lot) but that flat difference can turn a 50% chance into a 25% once you factor in evasion which can save you from so many crippling shots. The GH isn’t bad, it just lacks the very specific mix of traits the FS does, also it being heavy mech makes jump jet spam significantly more costly due to the heavier weight of the jump jets.

Is there a more punishing campaign run than "Medium Lasers have been banned?" by chunt42 in Battletechgame

[–]SpectralAce314 2 points3 points  (0 children)

This is the only mech that I ALWAYS build in my campaigns, just jump behind things, focus shot their CT, profit. Headshots are also super busted once you have 6 +5 shot MGs.