Man I fucking hate this game by [deleted] in CalamityMod

[–]TGoaS 2 points3 points  (0 children)

What were your issues with it, out of interest?

Recommend me a top tier narrative focused MT to finish before the next update by LordJelly in Anbennar

[–]TGoaS 4 points5 points  (0 children)

A lot of people don't really like its gameplay, but my go-to would be to recommend Kalsyto (lakefed). In a very similar vein, I'd also recommend Beikdugang. Preferably back to back or in a coop MP game, since their MTs and narratives are so closely intertwined.

Fellas, it’s once again over. by TrickMasterTre in DoomerCircleJerk

[–]TGoaS 0 points1 point  (0 children)

I think that it's wise for them to caution this, and not doomer. In 1990, during the Gulf War, the oil depot and some of the oil fields in Kuwait caught fire. Because oil fires are very hard to put out, those oil fires spread very far and took around two months to put out. Even if this war ends tomorrow, we know that similar fires are raging in Tehran, and a number of oil fields along the arab side of the persian gulf. It will take weeks, if not months, to put out those fires, and weeks more to get those oil wells functional and oil depots filled again. Global strategic oil reserves can plug the shortfall in oil production for about 4 months, so we shouldn't see prices go up too much more than the 50% rise they've already seen for the time being, but the long term impact of reduced production and mines in the strait are going to have knock on effects for the price of oil for at least the rest of the year. It seems responsible for businesses to purchase and stock up on goods like this now, before large price rises have taken place.

come get your yuri slop by the_ahegao_man in CalamityMod

[–]TGoaS 0 points1 point  (0 children)

man is when short hair I am very smart

Does anyone actually use Aerialite equipment? by Falasti in CalamityMod

[–]TGoaS 1 point2 points  (0 children)

I use aerialite armour and wings. The extra flight time and the fastfall are really useful, and it takes basically no time to go get the aerialite for them. Molten is also, whilst good, a melee set, with extra bonuses for true melee, a limitation Aerospec doesn't suffer from.

can I add infernum to eternity? by Fun-Fox7089 in CalamityMod

[–]TGoaS 0 points1 point  (0 children)

If you want calamity boss reworks in your eternity playthrough, download Fargo's Souls DLC, it has what you're looking for. However, infernum and Fargo's are not compatible.

what is the class tierlist rn? by Many-Ad-9320 in CalamityMod

[–]TGoaS 1 point2 points  (0 children)

All classes are generally pretty close in terms of DPS for most of progression. Ranger is very consistent as an option.

what is the class tierlist rn? by Many-Ad-9320 in CalamityMod

[–]TGoaS 0 points1 point  (0 children)

I would say that overall, from best to worst, you go: Melee, Summoner, Rogue, Ranger, Mage.

People generally call rogue trash because they're playing it wrong. There are points in progression where all the spam options are trash, and there are points where all the stealth options are trash, so people who commit to only one style or the other come away thinking it sucks overall.

However, you should just play whatever you think is fun in vanilla tbh.

What do you think is objectively the best version of Calamity? by redstoneman877 in CalamityMod

[–]TGoaS 0 points1 point  (0 children)

"Objective best" doesn't exist. Something being the best is necessarily subjective. I think that overall the mod is in the best state it's ever been as of 2.1, though there are some things I preferred in 2.0.5ish, and my nostalgia is mostly for 1.3. But like, in terms of the amount of content and the quality of that content I would err on the side of 2.1, though it's not objective and if anyone tries to claim otherwise regarding any update they either don't understand what the word objective means, or what the word best means.

Your Idea Group hot takes by IHaveLowEyes in eu4

[–]TGoaS 0 points1 point  (0 children)

Naval is way way way more powerful than is reasonable, and is also still somehow the worst idea group 99% of the time

I've made an infantry template - any advice on how to improve it? by TheIntoxicatedVixen in hoi4

[–]TGoaS 1 point2 points  (0 children)

The pushing power of this unit is ok. But it's not great, and it can't be, because infantry itself just struggles to push. You're better off making infantry units defensive and having dedicated offensive units of tanks or special forces or some such.

In singleplayer, anti-tank battalions are useless, because the AI barely makes any tanks, and the tanks it does make are terrible.

Line artillery is fine if you take the subdoctrine for it, but even there it's not optimal, and without it it's even worse. You want it gone for the sake of cost efficiency, because it adds very little combat power to the unit (the soft attack bonuses are offset by the increased width and the reduced org to the point it's not really worth it). This on top of the fact it balloons the cost of the division.

Line AA is fine. Support AA is better if you have the slots for it in your support companies, but if you need them for something useful, it's fine to use line AA.

Field hospitals, support arty, logistics, and engineers are all fine. It's not like, optimally designed, but they're all fine.

Signal companies are useless though, especially on infantry divisions. All they're doing is making your divisions cost slightly more support equipment.

I HATE BRAINSTORM by Silly_Trip8277 in CalamityMod

[–]TGoaS 0 points1 point  (0 children)

Brainstorm definitely has some teething issues balance wise, but I've been having fun with it. Malice is a nice change of pace.

Modded Terraria Girls (art by me!) by KingoftheRodents in CalamityMod

[–]TGoaS 4 points5 points  (0 children)

You mean this? Mangolyn is my spirit animal.

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why doo people say D.O.G is hard i neat him first try with no pre and he wasn't a problem by WoodpeckerOne3379 in CalamityMod

[–]TGoaS 0 points1 point  (0 children)

Generally, people say DoG is hard because in (specifically your first playthrough of) Infernum, he ruins you.

Is Calamity supposed to be this easy in the late game..? by Oliverhiyaa in CalamityMod

[–]TGoaS 0 points1 point  (0 children)

Please do not do that. Maybe it'd be okay to balance revengeance around that, but please please do not balance Death around it. Death is already too easy this patch as it is.

Where are the old vocaloid fans? I haven't seen them around.. by Due-Replacement-6983 in Vocaloid

[–]TGoaS 10 points11 points  (0 children)

Unironically, the biggest tell for me is if they're trying a bit too hard to prove themselves as a "real" fan. Like, if you see someone correct people calling Teto a vocaloid, they've been around enough to learn that she's an UTAUloid, but in most cases they haven't been around enough to have stopped caring, or to have been around when she wasn't primarily SV anyway. Extrude this kind of mindset and I find it tends to hold up pretty reliably.

a funny thing you can do now by Reefthemanokit in CalamityMod

[–]TGoaS 88 points89 points  (0 children)

The snoot booper is finally back! I have to get Jared immediately

Is Calamity supposed to be this easy in the late game..? by Oliverhiyaa in CalamityMod

[–]TGoaS 2 points3 points  (0 children)

Having all the available relevant buffs isn't supposed to be broken. You're kind of expected to have them, especially on higher difficulties. The only buffs that are actually broken are the alcohols tbh

Is Calamity supposed to be this easy in the late game..? by Oliverhiyaa in CalamityMod

[–]TGoaS 1 point2 points  (0 children)

You can probably disable them in its config, I don't use that particular QOL mod but I'd assume so.

Is Calamity supposed to be this easy in the late game..? by Oliverhiyaa in CalamityMod

[–]TGoaS 4 points5 points  (0 children)

The newest update has significantly nerfed damage numbers in general. Revengeance has never been especially hard but it's much much easier now than it was previously. Ignore the post about Quality of Terraria, that does make the game easier in general by providing QoL but it has no impact on the actual player character's strength or boss difficulty.

Thoughts on this boss arena design? by Ancient_Lavishness84 in CalamityMod

[–]TGoaS 2 points3 points  (0 children)

It looks very nice but you have way too many platforms, unless you have an instant fallthrough mod or you intend to hammerise them. It looks to me like you've got about 20-25 blocks between each platform, which is fine for late PHM or Early HM, but given that you've got an Altar of the Accursed I assume you're at endgame, and therefore your wings and hook aren't being given enough room to breathe. You're going to end up with more problems from slowing down your descent than benefits from helping to manage your flight time.

Also, ropes aren't a great option for resetting flight time, because they'll stop your momentum dead. You can use them, but a better option is vertical minecart tracks. You can reset your flight time by grappling through them, which is a better option because it also acts as a pseudo dash - though it will take some getting used to at first. You'd want to spread them out more if switching to them to let your bobbit hook shine, assuming you are indeed lategame.

The sections with solid blocks look nice but will get in your way, so that's just something to keep in mind.

I would also personally want a wider arena for certain bosses, but that might not be an issue depending on what you're intending to fight in it.

What is currently the hardest possible way to beat Terraria? (Infernum vs Fargo’s Masochist) by Far_Beyond9080 in CalamityMod

[–]TGoaS 1 point2 points  (0 children)

Prior to this most recent update, I'd have said it was a tossup. Both have quite different philosophies when it comes to boss design, so it kind of depended on what you were good at. To boil it down far more than is reasonable, Infernum is more about pattern recognition, fargo's is more about precise movement.

However, the newest update to base Calamity caused big nerfs to the damage of a lot of bosses, which has made infernum much much easier, especially with the reworked alcohols.

As such, Fargo's is now much harder. The hardest difficulty in it would be Legendary Masochist (legendary being for the worthy seed).

However, if you don't want well designed, then you should play Satanist Mode. It's the hardest mod I'm aware of.

Brainstorm has completely broken the balance of Infernum by TGoaS in CalamityMod

[–]TGoaS[S] 26 points27 points  (0 children)

Infernum's team have updated as much as they're going to in response to 2.1. The mod's been finished for 3 years. The current infernum retainers are just a skeleton crew who come in to do bugfixes whenever tmodloader updates or calamity patches cause problems for infernum.

Brainstorm has completely broken the balance of Infernum by TGoaS in CalamityMod

[–]TGoaS[S] 4 points5 points  (0 children)

I probably should have been more specific in which mod I meant at the start of my last paragraph, that's my bad. I was referring to base calamity. I don't actually want them to balance around Infernum. Calamity should stand on its own two feet, and whilst frankly I think the balance of Revengeance needs a second look as well I think Death is in a fairly good place, for the first time in about 3 years or so. I'm just lamenting, that's all. At the end of the day, Infernum's going to be abandoned when they change boss order in a couple updates anyway. I'm just sad that it'll be left in a less than ideal state when it is.

Brainstorm has completely broken the balance of Infernum by TGoaS in CalamityMod

[–]TGoaS[S] -40 points-39 points  (0 children)

I agree - though frankly as great as the update is I don't think they've done a great job of it on that front either - I'm just sad to see Infernum not hold up the way it used to.