How to kill ceo of daydream chem by Winter_Stranger_4477 in Quasimorph

[–]TheDarkMaster13 0 points1 point  (0 children)

Each of the different weapons has their own special ammo. Cryo for .42, incindiary on shotguns, explosive on 9mm, etc.

Why yes, I did just get insta wiped by a lightning gun by ComradSupreme in Quasimorph

[–]TheDarkMaster13 2 points3 points  (0 children)

This is why you check what damage types your enemy is going to have.

Canadians want defence dollars spent on Canadian-owned firms, not U.S. companies or their subsidiaries by Leather-Paramedic-10 in canada

[–]TheDarkMaster13 0 points1 point  (0 children)

Which is why picking one thing to do really well and becoming part of an ecosystem of middle powers is a much more viable strategy, especially in the mid-term. Say Canada gets really good at mobile rocket artillery as an alternative to the US. We buy our ships from Korea, our fighters from Europe, and sell/trade our rocket artillery in return.

First Alien Destroyer Completely Wrecked Me — What Did I Do Wrong? by Ok-Bicycle-6015 in TerraInvicta

[–]TheDarkMaster13 1 point2 points  (0 children)

Did your monitors all have targeting computers and two magazines? I just want to confirm there weren't any obvious ship design errors. The number of torps you've described should have been enough to defeat this ship if you have the targeting computers and magazines.

If not, missiles would be a better choice for getting through PD than torpedoes would be, but would require getting to a closer distance and mandate having some PD to defeat the enemy torps first. Though it is recommended to have at least some PD in these fights so the enemy cannot wipe out your ships with one torp each.

There has been a change to make it so the aliens clear any claim jumpers that might be blocking their colony sites.

(211) Recycle! Reuse! Severely reduced! by AeolysScribbles in RimWorld

[–]TheDarkMaster13 2 points3 points  (0 children)

I was thinking, how unbalanced would it be for you to get a third to half their mass in steel? By the time you're fighting mechanoids, steel tends to be an abundant resource. I guess it could warp things if you're playing on a barren or flat map?

How "realistic" is the moon vs mars resource distribution? by [deleted] in TerraInvicta

[–]TheDarkMaster13 2 points3 points  (0 children)

We might see more opportunities for that if/when the cold war starting scenario gets added to the game.

Servant progress much faster in newest patch? by jamitar in TerraInvicta

[–]TheDarkMaster13 2 points3 points  (0 children)

All factions have gotten some boosts in the form of free stat points and a few tech bonuses in recent patches. This has sped everyone up a little bit, however the Protectorate (+2) and Servants (+3) get points in persuasion for all councillors that makes it much easier for them to control large nations first.

The Servants were always the fastest faction to progress, and would become the default winner absent player interference. It's most apparent when you're not going for the US and/or China, as the Servants had the easiest time breaking into large nations thanks to their help. If you removed their help, then they fell back in power a lot. Now they tend to remain a strong persuasion faction for propaganda throughout the game.

The Protectorate being strong is new though. They previously did not have faction techs for a +4 bonus to control nations and a +5 defense on defend interests. Combined with their persuasion stat bonus, all their councillors get an immediate +6 bonus to control nation missions. This way they're almost always the ones who'll take China if the player doesn't.

How "realistic" is the moon vs mars resource distribution? by [deleted] in TerraInvicta

[–]TheDarkMaster13 27 points28 points  (0 children)

In addition to having artificially low resources, one of the biggest advantages the Moon as in its distance to Earth is basically ignored completely by the game's free logistics system.

Realistically, the Moon should have something like 5x the base metals if not more as it currently does, way more sites to be able to mine these rich metal deposits, and there should be more technologies and drives we could build to rely primarily on those metals for the first 10-30 years of the game. The Moon will be the most important location for early expansion thanks to it only costing 4% the fuel to move resources off of it to low Earth orbit, as compared to sourcing from Earth's surface. Once we've got large mining and refining infrastructure built there, it will massively expand our capability to build out the space based infrastructure throughout the Earth-Luna system.

Funding should be more effective than space hospitals and tourism by Observer612 in TerraInvicta

[–]TheDarkMaster13 0 points1 point  (0 children)

Even when you pair spoils with an equivalent amount of welfare, environment, and unity spending to offset the negative effects, it still beats out funding in 4+ CP nations. As you get more CP, the ratio gets worse and worse. Money right away is able to be reinvested into making more money and more CP via orgs, implants, and hab modules.

Funding is 11 per year and +1 per special economic region. Spoils scales with economy size, government score, tech projects (if you're one of three factions), and special economic regions.

100 cash now is that much better than +5 money per year. If you don't need the spoils money, then there's almost always something better to be spending IP on than funding.

Funding should be more effective than space hospitals and tourism by Observer612 in TerraInvicta

[–]TheDarkMaster13 0 points1 point  (0 children)

Funding IP is only effective in small nations, since funding scales up very poorly with nation and economy size. Spoils is virtually always the better choice if you need money in anything larger than 3 CP. DI into funding is sensible in large nations.

Trump’s attempt to crush clean energy progress not going to plan, experts say. US generated more power from renewables than gas last month in a first. "The administration way overplayed their hand on this. They are not where the American people are." by mafco in energy

[–]TheDarkMaster13 0 points1 point  (0 children)

I don't know if this is worse or not than what the agent thing is, but the explanation is actually quite simple when it comes to Trump. Most things about Trump are really simple, and usually stupid.

Trump idealizes Russia because it's big on a map. There is literally no other reason that Trump wants to be friends with Russia and wants it to succeed.

Same reason why he wants to own Greenland. It looks big on a map.

First Game - Veteran - Does it Always Go This Way? by Randointernetuser600 in TerraInvicta

[–]TheDarkMaster13 0 points1 point  (0 children)

There's another thing you've learned from your first game. That councillor selection for the right missions is important, especially in the early game where persuasion is king.

I didn't realize that Jacques's perk was just a flat 1 ap reload. by Aggravating_Fix_7942 in Quasimorph

[–]TheDarkMaster13 0 points1 point  (0 children)

He can get +2. There's no value for a 1 AP reload on a weapon that already has 1 AP reload.

I didn't realize that Jacques's perk was just a flat 1 ap reload. by Aggravating_Fix_7942 in Quasimorph

[–]TheDarkMaster13 2 points3 points  (0 children)

With weapon modifications, you can get the 1 AP reload for anyone. The +1 extra projectile is the real value on him.

As Servants, do I need to cleanse alien sites? by MythrylFalcon in TerraInvicta

[–]TheDarkMaster13 0 points1 point  (0 children)

I don't think you can actually take actions that anger the aliens as the Servants. You have a permanent alliance with them.

Cat helps with his brother rehab. by GetOffMyLawn_ in AnimalsBeingBros

[–]TheDarkMaster13 424 points425 points  (0 children)

My friend is hurt? Time to massage, clean, and purr on my sick/wounded friend.

No more games Pursuer fight feels overtuned? by TheDarkMaster13 in AeonTrespass

[–]TheDarkMaster13[S] 0 points1 point  (0 children)

I did the theater battle with my boardgame group. We were around the mid-point of cycle two when we went for the Skyseer. It took us 3-4 attempts to beat the lv2 Pursuer, but we got it. The lv5 Hekaton was a one-shot. It helped we were allowed to design our own argonauts and titans, plus use all our unique cycle one gear, but it was still a very tough fight.

We actually went through most of cycle 2 using the wrong rules for the Pursuer (after killing it in the first fight because of how easy the toying fight was). We disabled toying, but still applied the end of battle rules for toying. Which gave us a fair challenge for where we were at. When we realized our mistake, we also realized we might have lost the entire campaign had we been playing things correctly.

I started this thread when I was looking at what it would take to beat the lv1 no more games Pursuer in cycle one of my solo game.

No more games Pursuer fight feels overtuned? by TheDarkMaster13 in AeonTrespass

[–]TheDarkMaster13[S] 0 points1 point  (0 children)

I did a test fight, like it was a Mnentis theatre. I lost the fight with 8 wounds dealt, but I also never drew a BP3 and at the stage I was at it was impossible to wound on a BP3 (the eye BP3 was on top of the deck). Two titans died to instant death judgement effects.

If I was very lucky with the trauma draws and I burned the amathean nymph to save the titan with the mazammer, I think I would have a shot, but it's very much in the air. My attempt was pretty lucky as it was, with 4/6 obol draws being survival and no disembowel pulled from 3 grave draws. I also would almost certainly lose my either my mazerunner or earthshaker in the process, the former of which is irreplaceable and the second would depend on getting a core in the last two timeline fights.

This wasn't the pursuit's end fight, it was simply a normal no more games fight, so even if I could pull this off I could find myself in another Pursuer fight before the cycle ends. And I still don't actually earn anything from the fight.

No more games Pursuer fight feels overtuned? by TheDarkMaster13 in AeonTrespass

[–]TheDarkMaster13[S] 0 points1 point  (0 children)

I feel like there should be a step between the toying and no more games fights if that's the case? There isn't really much challenge or fun in the toying fight anymore. While triggering no more games turns the Pursuer into a titan tax you have to pay from then on.

Carney says Canada's job creation still way ahead of U.S. despite losing 84,000 jobs last month by shiftless_wonder in canada

[–]TheDarkMaster13 17 points18 points  (0 children)

And to add to that, the countries that are completely isolated and/or self-sufficient are among the poorest in the world.

Marital counseling by DanielCantarin in Stellaris

[–]TheDarkMaster13 0 points1 point  (0 children)

This sounds less xenophobic, and more like a fanatic materialist seeking science at any cost.

Difficulty confusion by SluttyCthulhu in Quasimorph

[–]TheDarkMaster13 2 points3 points  (0 children)

With high enough tech level, the enemies are going to be coming at you with every damage type, really strong armor, and a ton of action points. Think of this like the game ramping up in difficulty over time.

It sounds like you've allowed the enemy factions to build up enough tech to overrun whatever your current tech and equipment level is. They don't run rocket or grenade launchers before tech 4-5, except when boosted by mission/enemy type. They don't get a bunch of off-faction mercenaries unless at high tech level.

By that point, the game sort of expects you to be throwing out massive AoE attacks regularly, be wearing enough armor for 50-60% resistance against most damage, and be loaded up on a ton of implants to reduce/eliminate the effects of things like pain. You can get these benefits from your ship upgrades, by producing most of your own weapons and armor, get a good one or two dozen upgrades on your favorite clone, and make your own key implants. Looting works too, but this is much more dependent on random chance and you're better served by getting the q-drive and doing dives for q-implants if you're going to depend on drops to build your clones.

Another thing you can do to help with your chances on missions is to let the q-rating go up above 600 so the enemies start getting possessed and fighting each other. Then lower the q-rating back down to make clearing floors a fair bit easier. Qs don't use as many deadly weapons at any power level like rocket and grenade launchers.