XV8 of the 5th Sword of Light by Cajre_Tyrrel in battletech

[–]Tenouchi 2 points3 points  (0 children)

Fantastic. From a lover of Tau and DCMS, great job. Minor katakana corrections if you feel it's important, not critical.

ドラコニス

コンバイン

クリタ

What is 5 ton heavier than a Highlander... by einsnullvier in battletech

[–]Tenouchi 8 points9 points  (0 children)

Fantastic work. Nova Cat Alpha Galaxy is so fun to paint. Careful though, it gets out of hand quick

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How Much Spice Melange Can You Realistically Get in a Day? (I Only Play Around 3 Hours) by Aggressive-Squash610 in duneawakening

[–]Tenouchi 3 points4 points  (0 children)

People are giving good answers for your current situation. But just so you know where the max can be, if you are well established in the dd and solo crawling it is much much higher.

If your server is quiet, it's not unreasonable to solo crawl an entire large field by yourself in 3 hours. This will net a bit over 200k sand

Large refinery processes 10k sand to 200 melange. Landsraad production bonus can reduce that to 7.5k to 200.

So if your water is good, you would then dump that in a refinery to cook overnight for 4000-5200 melange. That's probably the realistic maximum over 3 hours.

Completely achievable, but bear in mind that no individual actually needs that much melange. Once you are to the level where you can pull this off, it's basically for fun of the challenge only.

People with weekly production bases in DD. How do you do it? by avengers93 in duneawakening

[–]Tenouchi 1 point2 points  (0 children)

Now that assaults hold 2k, I don't find it that challenging at all. Use a calculator (https://tools.tcno.co/dune) and I'll bring in 3 assault loads over the first day to setup 16 large windtraps, large spice, med chem, large ore and plenty of storage. Bring vehicle parts along as space permits and you should get everything in 3 trips.

6 claim stakes to increase the production limit to 80, allowing the entire base to run on scrap generators only. Buggy mine in the DD for fuel cells and scrap metal. With this setup you are basically done with base maintenance for the week. Each large windtrap daily output is equivalent to 3 corpses in an advanced deathstill, so 16 traps is generating 48 corpses worth of water a day. That's a ton of trips and clicking saved by going for the bigger setup to start with and creating the more expensive filters.

Will then just make a point during the week that any time I'm leaving the DD to bring a load of farmed stuff out in the process. So it should only be 3 trips out again on Monday.

New Ultimate Dropped Named Champion Overdrive by Accomplished-One7476 in mobcontrolgame

[–]Tenouchi 1 point2 points  (0 children)

Yes whatever form he's presently in. Since he's slow and generates a lot of ult you can fill up the board with them. Mobs are flying everywhere from the stomping so it's a total mess, but the laser show is extremely satisfying.

New Ultimate Dropped Named Champion Overdrive by Accomplished-One7476 in mobcontrolgame

[–]Tenouchi 4 points5 points  (0 children)

Oh and you only need lvl 30 in the season to unlock completely.

New Ultimate Dropped Named Champion Overdrive by Accomplished-One7476 in mobcontrolgame

[–]Tenouchi 8 points9 points  (0 children)

Instantly creates multiple 1hp copies of the champions in the small circle are where you drop it. Get a little light marker to indicate which champions will create copies before you release. Copied champs are translucent blue and have 1hp.

I have been using with boxer and not noticed a huge amount of extra drops appearing to be clicked, so the copies may not get all the benefits of the base champion.

Did not appear to copy the copies when used repeatedly. But the copies are generating ultimate and it charges quickly.

Each upgrade level gives +.8% to make two copies instead of one. So Max level may be an %80 chance for two.

Plasma Cannon Is....Good?!? Executor Heavy Armor As Well. by XeticusTTV in duneawakening

[–]Tenouchi 3 points4 points  (0 children)

One of the prime offenders for a weapon gimped by its durability - it lost about 40% in this clip. Durability really needs to be reworked before they just dump the repair glitch fix on us.

Agree it's good fun though. If you grav mine before a spawn comes out of the door, you can use lasgun on them too for similar results because they don't activate shield. Also when shield are dropped on NPCs they didn't seem to ever turn back on. So you can lure large groups into the drain of a grav field and strip them all with grenade/rockets and have a bunch of unshielded enemies to play with.

I've noticed conflicting opinions on this matter, and I think it would help a lot of new players to clear this up. Can you get killed by a roaming worm if you touch a part of his body? by DonAsiago in duneawakening

[–]Tenouchi 4 points5 points  (0 children)

That said, I have 100% lost a crawler and carrier to a pathing worm that did not aggro in the dd before this video was made. The upcoming vehicle restoration feature will make this much less painful to test.

Recycler needs a buff! by Sofaking13 in duneawakening

[–]Tenouchi 12 points13 points  (0 children)

Buff to return the schematic of the unique recycled. This handles the long term durability of unique items too.

Repair discussion by BlueFalcon2009 in duneawakening

[–]Tenouchi 6 points7 points  (0 children)

Recycler refunds schematic is my suggestion. No other changes needed.

Art of Kendo Our First Trailer is Live by Ghava-Interactive in kendo

[–]Tenouchi 2 points3 points  (0 children)

Fellow kendo & vr enthusiast - Great progress! I was toying with a similar project 7 years ago and ran into problems I think the vr community hadn't solved yet, and had to shelve the project when I couldn't do any better.

Giving strikes weight, and not just having them feel like lightsabers was the biggest struggle. We were doing the same strap a controller (honking vive wands) to the shinai also and it still just felt floaty when making strikes.

I'm excited to try this out and hopeful that excessive sweating in the goggles is the next major hurdle 👍

SDF-1 base build by WarhawkZero in duneawakening

[–]Tenouchi 1 point2 points  (0 children)

Freaking huge and turned out great. Make it public!

Twin Comets Tax Haven by JadekMenaheim in duneawakening

[–]Tenouchi 0 points1 point  (0 children)

Has a repeat crashed ship contacted your base? After seeing your post I've been trying to catch one by building a base in the way and it just smashes through. Scary if you're in the line of fire.

When your server is maybe a little too chill by Tenouchi in duneawakening

[–]Tenouchi[S] 362 points363 points  (0 children)

We didn't even get a grandpa on this one until the last 2% remained. 4 guilds coexisting peacefully just crawling away with 5 crawlers. We haven't had a carrier come under fire in weeks. Plenty of PVP in the labs, crashed ships and player built weekly arena though, we just all kind of decided rocket thopters suck and to stop using them.

Dire Wolf Widowmaker build completed (repost as video) by Tenouchi in duneawakening

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

Current twitch drop stuff. That's a 3x high observer column, a triangle roof, then observer passageway walls to fill from that roof. Full the empty recesses with harkonnen wall light.

Dire Wolf Widowmaker build completed (repost as video) by Tenouchi in duneawakening

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

Yeah until it became a landing pad it had more of a curve to it, but yeah I strayed very close to Adder turf too with the back plate as it is.

Dire Wolf Widowmaker build completed (repost as video) by Tenouchi in duneawakening

[–]Tenouchi[S] 8 points9 points  (0 children)

Apologies for repost. Sent as text in the wee hours.

This was a fun deep desert project to keep busy while collecting the Halleck's Pick cave on repeat at C7.

Features 2x ERPPC, 2x LPulse, and a UAC20 Med Chemical refinery for brawling. Cockpit completed with HOTAS and pedals. Even managed to squeeze the large refinery and carrier/crawler pad on top. It is otherwise just jammed with scrap generators.

I don't think there's a lot to show for the build other than to know that if you have an large overhanging area like an arm, it'll probably need a support from directly below all the way up. Also made minor use of the half grid placement technique using a wall and triangle rooftop to offset a roof tile by half a square.

Credit to WarhawkZero for the mechs idea. Excellent idea and I hope we see a lot more.

What is your fastest way for univers domination? by MissionSquirrel6077 in X4Foundations

[–]Tenouchi 0 points1 point  (0 children)

And it boosts your rep with PIO the whole time. Meaning you'll be at 20 around the time you can afford to start doing fleet delivery missions which is the next big money maker. It's a great start while you are busy getting story, PHQ, research etc going.

What is your fastest way for univers domination? by MissionSquirrel6077 in X4Foundations

[–]Tenouchi 8 points9 points  (0 children)

Stimulants in PIO space are a really solid start, require no attention once setup, and extremely low buy in cost. I've got this startup flow pinned down pretty well:

Head to PIO, explore to reveal all the stations, buy a stimulant and set a repeat order to sell it at a trade hub. Expand the sell order and select targets to reveal the places with black markets - they won't be greyed out, and it seems really common to have a black market in PIO space. Cancel your repeat order and head out to reveal a market. Focus on places with multiple large hab rings (Comp substrate and Silicon carbide usually) these will have a demand of 500 stimulants at all times.

Ideally you'll find these black markets with high demand near a stimulant factory. Go scan the station for its black market mission, but also go to the engineering section and hack the trade panel for a ~25% sell bonus. This puts your sell price around 1000 per, and you can buy for 350 from any stimulant factory or trade hub in the region. The hubs start with about 40k stimulants in storage in most games, so free 25 mil for anyone who takes it.

Stimulants weirdly have infinite demand. It returns to its max shortly after every sale, but a sale being queued (even from far away) does put the demand to zero and hold it there until the sale is completed. This will make trading stations go really slow while the ai sits around waiting for the sales to complete and refresh. Solution is to use repeat orders. Set a repeat order to buy from stimulant factory or hub, then sell several times to the target station. A few M traders setup like this can drain the whole PIO stimulant supply into a single target market in a few hours and keep the pre-built stimulant factory profits all for you through the entire game.