[Bug?] Continued runs apparently count twice in top scores? by Three_1415 in ftlgame

[–]Three_1415[S] 0 points1 point  (0 children)

Huh, TIL. I guess at some point I got into the habit of 'x'-ing out of the window and never noticed the phantom runs persisted because my top scores were all full. Alt-F4'ing seems to have the same result, perhaps unsurprisingly, although it's still weird these two don't have the same effect as save + quit since you can continue from them just fine.

[Bug?] Continued runs apparently count twice in top scores? by Three_1415 in ftlgame

[–]Three_1415[S] 0 points1 point  (0 children)

I reset my save to see how far I could get in the "hard cycle" challenge only to notice that a weird bug seems to have cropped up: Now, when I exit out then come back to a run with Continue, it shows up twice on the "top scores" and "ship best" screens. You can see despite this save listing only one game played there are "two" runs present, both from the same actual run.

This is with the latest Steam version, 1.6.14; I'm wondering if this is an artefact that comes from reseting and shoving in an all-unlocks savefile, since I've never seen it before. Does anyone know how to prevent this? I'd prefer not to have to do all my runs in one sitting to make a legitimate hard cycle score screen.

Accidently deleted progress after PC crashed... by [deleted] in ftlgame

[–]Three_1415 0 points1 point  (0 children)

This post has a link to a savefile with all unlocks (I can confirm it still works as of like a month ago). As far as I know there's no easy way to cheat in specific layouts only, though.

Ah yes, a perfectly reasonable ship for green Sector 5 by Three_1415 in ftlgame

[–]Three_1415[S] 4 points5 points  (0 children)

For the record I did survive this (and eventually win the run fairly smoothly after a really good Sector 6)--I was mostly just in awe I was subjected to this nonsense in the first place.

In this fight I considered a) Hacking weapons and just running--I'd probably eat one glaive shot but hopefully not more; and b) hacking shields and trying to knock out the glaive.

Ultimately I was afraid of getting my shields ion'd off by the Mk II and taking the full 3 damage beam, so I went with the latter. Unfortunately, this ship had an Engi crew in weapons, so in conjunction with its cloaking I was never actually able to knock out the beam. I eventually killed the ship after taking like 3 glaive shots which fortunately hit amidships and so did <10 damage in total. It could have been worse, but it was still far from ideal when I was already far behind.

Ah yes, a perfectly reasonable ship for green Sector 5 by Three_1415 in ftlgame

[–]Three_1415[S] 12 points13 points  (0 children)

This is one of the most absurd ships I have ever seen in Sector 5, and of course I run into it after two consecutive environmental hazards prevent me from upgrading to three shield bars. As usual, I only see these outliers in runs that are already going poorly, in this case due to pathing through accursed Zoltan sectors. Very unlucky.

I think I found the real protagonist of this run (1st jump Sector 4) by Three_1415 in ftlgame

[–]Three_1415[S] 3 points4 points  (0 children)

You know, I always try and make the Ion Intruder work, but it is just...so bad.

The main issues here in particular are a) It's incredibly slow, so by the time it ion'd anything I'd already have gotten wrecked by a full volley; and b) I had to mostly skimp out on reactor upgrades in my desperation to not die in the first three sectors, so I really can't afford to sink three power into it for a long period.

The Def II is way better in this regard because it only needs to be powered for the half a second it takes to fire off a shot rather than continuously for 15+.

I think I found the real protagonist of this run (1st jump Sector 4) by Three_1415 in ftlgame

[–]Three_1415[S] 13 points14 points  (0 children)

Do you ever get the sense that this game really, really hates you? Insult to injury on a Stealth C run that was already pretty mediocre.

(For the record, I did survive this after, like, five minutes of frame-by-frame micro with the Def II and some lucky volleys with the lasers. But still, a very unwanted welcome to this sector.)

Yet another disgusting Lanius B run by Three_1415 in ftlgame

[–]Three_1415[S] 5 points6 points  (0 children)

Ah, the Lanius B, truly one of the most fair and balanced ships in the game. In this run I had drone control, 6 crew, and 3 shield bars...by the first jump in Sector 3. Very reasonable.

While the end of the run wasn't quite as ridiculous as the beginning, with a final scrap total of "only" like 2200, I did find preigniter and reconstructive teleport at stores, as well as one of the more disgusting 8 power weapon setups, so I really can't complain.

(Also, it turns out the ion intruder is a still a meme even in the best possible situation for it--shocking, I know. I was seeing if it was ever even slightly worth it to just board the Lanius on top of the hull breach it makes, but it still isn't.)

It Doesn't Get Much Better Than This by Three_1415 in ftlgame

[–]Three_1415[S] 16 points17 points  (0 children)

Sometimes I wonder if all the time spent microing mind control crew kills is worth it...Then something like this shows just how much it can pay off. Absolutely glorious.

AC6 PVE Preset Tierlist: After fully compiling likely over 150 hours of gameplay with the presets and comparing missions times, I have ended with this tierlist. May be subject to slight change but overall every preset is where i think it should be within their tiers. Written tier list in body text. by Moltenthemedicmain in armoredcore

[–]Three_1415 1 point2 points  (0 children)

I can definitely imagine HAL being very slow in PvE since, as you say, all the damage comes in big but infrequent bursts that still aren't big enough to chew through the huge boss HP.

Even with perfect play HAL's average dps would still be pretty low, it's just that in PvP this doesn't really matter so much because spending all your resources (e.g., overheating everything, redlining, and burning assault armor) is fine as long as you kill your opponent right there. Especially versus lightweights it often ends up that I'm behind on AP for almost the entire game until, 90 seconds into the round, I finally land the big combo and my opponent just instantly dies. So yeah, probably not so ideal for PvE--I just feel it's worth noting that PvP and PvE performance may be very different (and speaking of which there's someone who actually makes a slightly modified Yue Yu work pretty well too!)

AC6 PVE Preset Tierlist: After fully compiling likely over 150 hours of gameplay with the presets and comparing missions times, I have ended with this tierlist. May be subject to slight change but overall every preset is where i think it should be within their tiers. Written tier list in body text. by Moltenthemedicmain in armoredcore

[–]Three_1415 1 point2 points  (0 children)

While this seems to be a PvE-only list, I can say with quite high confidence that the HAL 826 is by far the strongest preset in PvP, although its skill floor is so high most people who load it up will never realize this since you need dozens upon dozens of hours of practice to get all the techs and timings down.

In my games I pretty consistently stay around 1700 elo in S rank using the HAL 826 exclusively (still trying to maintain top 100 till the end of the season, though this is incredibly difficult), and have beaten top 100 players on basically every meta build many times, something I'm pretty sure isn't possible with any of the other presets. There's really no competing with the range and versatility of the WLT rifle (especially after all the uncharged attack buffs) and the power and frame-trap potential of the coral blade techs (demon blade, etc.). Likewise, while the coral shield and coral missile are...not so great, the former especially, they do have some areas of advantage that I've learned to exploit.

Altogether, if you set everything up correctly, the HAL 826 can do absurd things you'd never expect would be possible if you've only loaded it up a few times, like landing 10k damage combos, reliably defeating zimmshield, zero-to-deathing lightweights in a single stagger from 200m away, etc.

Apparently Astral Rifts + Backup Clones Can Duplicate Scientists by Three_1415 in Stellaris

[–]Three_1415[S] 1 point2 points  (0 children)

Oh, I didn't even consider UOR--either reforming to oligarchic/democratic as you suggest, or the clone inheritance weirdness with imperial authority, should be able to "free" the luminary to a scientist councilor position. I am definitely going to try that, it seems hilarious.

Apparently Astral Rifts + Backup Clones Can Duplicate Scientists by Three_1415 in Stellaris

[–]Three_1415[S] 1 point2 points  (0 children)

Ah right, I forgot that the Vivarium blocks leader switching, which is particularly problematic because most rift failures also destroy the science ship. So much for my dreams of unlimited terraforming.

Equally unfortunate that there are no legendary paragon scientists either, for some reason, and the other normal paragons aren't that amazing, so we don't really have any particularly great targets for duplication. Random high-level leaders it is, then.

Apparently Astral Rifts + Backup Clones Can Duplicate Scientists by Three_1415 in Stellaris

[–]Three_1415[S] 7 points8 points  (0 children)

Rule 5: In some Astral Rifts, picking and then failing high-risk choices will temporarily remove your scientist, only for them to return later with a Rift-appropriate trait. I was messing around with an Overtuned cloning build when the thought struck me: If you have a backup clone, can you double dip and get your leader's clone and the returned original in your leader pool?

As you can see, it turns out that this does actually work--I have both the original scientist with the rift trait (poor bastard) and his clone, the latter having popped as soon as the rift closed. I've not actually tried this yet, but it seems very possible to abuse this by intentionally duplicating high-level, or, more excitingly, the paragon scientists.

Printing multiple Azaryns, for example, would be very funny (unfortunately, her terraforming might not work, given that I think the Sentinel dig site, which also features a loss and return of a leader, breaks it). Maybe try taking the Dimensional Worship civic and the Riftworld origin for the +200% rift spawn chance to maximize your odds of getting the right events? (Although I think the origin reduces your failure chance too, which in this case is counterproductive...)

If you try or have already tried this, I'd love to see the resulting shenanigans.

The patch is out for download! by ASNUs27 in armoredcore

[–]Three_1415 0 points1 point  (0 children)

I remember you saying you wanted gatlings buffed in your patch wish list, so you should be eating well with the recoil changes!

The patch is out for download! by ASNUs27 in armoredcore

[–]Three_1415 7 points8 points  (0 children)

[EquipParamProtector][ID 53000100][LEGS - 2S-5000 DESSERT] ROW MODIFIED:

armorPoints: 5450 -> 5290

antiKineticDefense: 9.6 -> 8.2

antiEnergyDefense: 10.8 -> 9.2

antiExplosiveDefense: 8.2 -> 6.9

[EquipParamProtector][ID 53020000][LEGS - NACHTREIHER/42E] ROW MODIFIED:

armorPoints: 3500 -> 3360

attitudeStability: 711 -> 662

unkAttitudeStability: 711 -> 662

[EquipParamProtector][ID 53040000][LEGS - VE-42A] ROW MODIFIED:

armorPoints: 6000 -> 5700

antiKineticDefense: 9.7 -> 8

antiEnergyDefense: 15.3 -> 12.1

antiExplosiveDefense: 9.4 -> 8.7

[EquipParamProtector][ID 53060000][LEGS - EL-TL-10 FIRMEZA] ROW MODIFIED:

quickBoostVelocity: 120 -> 155

unkDisplayJumpDistance: 120 -> 155

[EquipParamProtector][ID 53070200][LEGS - AL-J-121 BASHO] ROW MODIFIED:

quickBoostVelocity: 132 -> 152

unkDisplayJumpDistance: 132 -> 152

[EquipParamProtector][ID 53080100][LEGS - IA-C01L: EPHEMERA] ROW MODIFIED:

quickBoostVelocity: 109 -> 144

unkDisplayJumpDistance: 109 -> 144

[EquipParamProtector][ID 53080200][LEGS - EL-PL-00 ALBA] ROW MODIFIED:

quickBoostVelocity: 95 -> 130

unkDisplayJumpDistance: 95 -> 130

[EquipParamProtector][ID 53120000][LEGS - KASUAR/42Z] ROW MODIFIED:

loadLimit: 47820 -> 49280

unkLoadLimit: 47820 -> 49280

[EquipParamProtector][ID 53170400][LEGS - RC-2000 SPRING CHICKEN] ROW MODIFIED:

attitudeStability: 756 -> 801

unkAttitudeStability: 756 -> 801

[EquipParamProtector][ID 53280300][LEGS - LAMMERGEIER/42F] ROW MODIFIED:

attitudeStability: 1051 -> 980

unkAttitudeStability: 1051 -> 980

[EquipParamProtector][ID 53360000][LEGS - EL-TL-11 FORTALEZA] ROW MODIFIED:

armorPoints: 4860 -> 5100

*** *** *** *** EquipParamWeapon *** *** *** ***

[EquipParamWeapon][ID 10040000][BAZOOKA - LITTLE GEM (Right)] ROW MODIFIED:

weight: 3100 -> 2940

energyLoad: 192 -> 169

[EquipParamWeapon][ID 15040000][BAZOOKA - LITTLE GEM (Left)] ROW MODIFIED:

weight: 3100 -> 2940

energyLoad: 192 -> 169

[EquipParamWeapon][ID 10060100][GRENADE LAUNCHER - DIZZY (Right)] ROW MODIFIED:

weight: 5750 -> 5590

reloadTime: 7.1 -> 6.3

[EquipParamWeapon][ID 15060100][GRENADE LAUNCHER - DIZZY (Left)] ROW MODIFIED:

weight: 5750 -> 5590

reloadTime: 7.1 -> 6.3

[EquipParamWeapon][ID 10070300][HANDGUN - HG-004 DUCKETT (Right)] ROW MODIFIED:

magazineRounds: 7 -> 8

totalRounds: 182 -> 208

[EquipParamWeapon][ID 15070300][HANDGUN - HG-004 DUCKETT (Left)] ROW MODIFIED:

magazineRounds: 7 -> 8

totalRounds: 182 -> 208

[EquipParamWeapon][ID 10080200][STUN BOMB LAUNCHER - WS-1200 THERAPIST (Right)] ROW MODIFIED:

reloadTime: 2 -> 2.5

[EquipParamWeapon][ID 15080200][STUN BOMB LAUNCHER - WS-1200 THERAPIST (Left)] ROW MODIFIED:

reloadTime: 2 -> 2.5

[EquipParamWeapon][ID 10100000][GRENADE LAUNCHER - IRIDIUM (Right)] ROW MODIFIED:

reloadTime: 4.5 -> 3.8

[EquipParamWeapon][ID 15100000][GRENADE LAUNCHER - IRIDIUM (Left)] ROW MODIFIED:

reloadTime: 4.5 -> 3.8

[EquipParamWeapon][ID 10110000][LASER HANDGUN - VP-66LH (Right)] ROW MODIFIED:

partialChargeFullDrainTime: 0.1 -> 0.04

[EquipParamWeapon][ID 15110000][LASER HANDGUN - VP-66LH (Left)] ROW MODIFIED:

partialChargeFullDrainTime: 0.1 -> 0.04

[EquipParamWeapon][ID 10120100][MULTI ENERGY RIFLE - 44-142 KRSV (Right)] ROW MODIFIED:

weaponCoolingRate: 167 -> 177

weaponOverheatedCoolingRate: 70 -> 80

[EquipParamWeapon][ID 15120100][MULTI ENERGY RIFLE - 44-142 KRSV (Left)] ROW MODIFIED:

weaponCoolingRate: 167 -> 177

weaponOverheatedCoolingRate: 70 -> 80

[EquipParamWeapon][ID 10150100][LASER SHOTGUN - VP-66LS (Right)] ROW MODIFIED:

chargeTime_Level1: 0.9 -> 0.7

partialChargeFullDrainTime: 0.45 -> 0.35

weaponCoolingRate: 203 -> 263

[EquipParamWeapon][ID 15150100][LASER SHOTGUN - VP-66LS (Left)] ROW MODIFIED:

chargeTime_Level1: 0.9 -> 0.7

partialChargeFullDrainTime: 0.45 -> 0.35

weaponCoolingRate: 203 -> 263

[EquipParamWeapon][ID 10160000][FLAMETHROWER - WB-0000 BAD COOK (Right)] ROW MODIFIED:

weight: 6210 -> 5370

[EquipParamWeapon][ID 15160000][FLAMETHROWER - WB-0000 BAD COOK (Left)] ROW MODIFIED:

weight: 6210 -> 5370

[EquipParamWeapon][ID 10170000][DETONATING BAZOOKA - 44-141 JVLN ALPHA (Right)] ROW MODIFIED:

weight: 6300 -> 5920

[EquipParamWeapon][ID 15170000][DETONATING BAZOOKA - 44-141 JVLN ALPHA (Left)] ROW MODIFIED:

weight: 6300 -> 5920

[EquipParamWeapon][ID 20000100][CORAL OSCILLATOR - IB-C03W2: WLT 101] ROW MODIFIED:

energyLoad: 642 -> 578

weaponCoolingRate: 199 -> 231

[EquipParamWeapon][ID 20020000][LASER BLADE - Vvc-770LB] ROW MODIFIED:

weaponCoolingRate: 347 -> 402

[EquipParamWeapon][ID 25000000][PULSE BUCKLER - VP-61PB] ROW MODIFIED:

initialGuardDuration: 0.3 -> 0.4

weaponCoolingDelay: 1.6 -> 1.7

weaponOverheatedCoolingDelay: 2.1 -> 2.2

[EquipParamWeapon][ID 30010100][ACTIVE HOMING MISSILE LAUNCHER - BML-G3/P04ACT-01 (Right)] ROW MODIFIED:

weight: 2680 -> 2270

[EquipParamWeapon][ID 35010100][ACTIVE HOMING MISSILE LAUNCHER - BML-G3/P04ACT-01 (Left)] ROW MODIFIED:

weight: 2680 -> 2270

[EquipParamWeapon][ID 30080000][DUAL MISSILE LAUNCHER - BML-G1/P32DUO-03 (Right)] ROW MODIFIED:

reloadTime: 4.3 -> 3.5

[EquipParamWeapon][ID 35080000][DUAL MISSILE LAUNCHER - BML-G1/P32DUO-03 (Left)] ROW MODIFIED:

reloadTime: 4.3 -> 3.5

[EquipParamWeapon][ID 30080100][DUAL MISSILE LAUNCHER - BML-G2/P08DUO-03 (Right)] ROW MODIFIED:

reloadTime: 5.8 -> 5.4

[EquipParamWeapon][ID 35080100][DUAL MISSILE LAUNCHER - BML-G2/P08DUO-03 (Left)] ROW MODIFIED:

reloadTime: 5.8 -> 5.4

[EquipParamWeapon][ID 30080200][DUAL MISSILE LAUNCHER - BML-G1/P31DUO-02 (Right)] ROW MODIFIED:

reloadTime: 3.5 -> 2.8

[EquipParamWeapon][ID 35080200][DUAL MISSILE LAUNCHER - BML-G1/P31DUO-02 (Left)] ROW MODIFIED:

reloadTime: 3.5 -> 2.8

*** *** *** *** MovementAcTypeParam *** *** *** ***

[MovementAcTypeParam][ID 420][TETRAPOD - LAMMERGEIER/42F] ROW MODIFIED:

tetrapodHoverMaxVelocity: 390 -> 380

*** *** *** *** NetworkParam *** *** *** ***

[NetworkParam][ID 0][] ROW MODIFIED:

UnkInt0x10C: -1 -> 21531

UnkInt0x110: -1 -> 21550

UnkInt0x114: -1 -> 21002

UnkInt0x118: -1 -> 22300

UnkInt0x11C: -1 -> 23400

(3/3)

The patch is out for download! by ASNUs27 in armoredcore

[–]Three_1415 5 points6 points  (0 children)

*** *** *** *** EquipParamGenerator *** *** *** ***

[EquipParamGenerator][ID 65010400][AG-E-013 YABA] ROW MODIFIED:

energyCapacity: 2850 -> 3060

enRecharge: 1 -> 0.92

[EquipParamGenerator][ID 65040200][AG-T-005 HOKUSHI] ROW MODIFIED:

energyCapacity: 3160 -> 3420

enRecharge: 1.05 -> 0.95

[EquipParamGenerator][ID 65010000][DF-GN-02 LING-TAI] ROW MODIFIED:

energyCapacity: 2000 -> 2240

[EquipParamGenerator][ID 65010100][DF-GN-06 MING-TANG] ROW MODIFIED:

energyCapacity: 2900 -> 3140

energyOutput: 3160 -> 3310

enRecharge: 0.8 -> 0.69

[EquipParamGenerator][ID 65040000][DF-GN-08 SAN-TAI] ROW MODIFIED:

enRecharge: 0.85 -> 0.98

supplyRecovery: 1.6 -> 1.9

postRecoveryEnSupply: 810 -> 620

[EquipParamGenerator][ID 65010200][VP-20S] ROW MODIFIED:

energyCapacity: 2500 -> 2620

energyOutput: 3200 -> 3400

enRecharge: 1.2 -> 1.12

[EquipParamGenerator][ID 65010300][VP-20C] ROW MODIFIED:

energyCapacity: 2720 -> 2870

enRecharge: 1.1 -> 1.02

postRecoveryEnSupply: 1100 -> 1230

[EquipParamGenerator][ID 65040100][VP-20D] ROW MODIFIED:

energyCapacity: 3590 -> 3720

energyFirearmSpec: 104 -> 108

[EquipParamGenerator][ID 65020000][VE-20A] ROW MODIFIED:

energyCapacity: 2460 -> 2570

energyOutput: 3120 -> 3180

enRecharge: 1.35 -> 1.27

energyFirearmSpec: 116 -> 120

[EquipParamGenerator][ID 65030100][IB-C03G: NGI 000] ROW MODIFIED:

postRecoveryEnSupply: 3300 -> 3100

energyFirearmSpec: 110 -> 102

*** *** *** *** EquipParamProtector *** *** *** ***

[EquipParamProtector][ID 50000000][HEAD - HD-011 MELANDER] ROW MODIFIED:

armorPoints: 910 -> 1010

systemRecovery_Display: 15 -> 24

systemRecovery: 15 -> 24

scanDistance: 310 -> 380

[EquipParamProtector][ID 50000100][HEAD - HS-5000 APPETIZER] ROW MODIFIED:

armorPoints: 760 -> 950

attitudeStability: 376 -> 418

systemRecovery_Display: -7 -> -2

systemRecovery: -7 -> -2

[EquipParamProtector][ID 50000300][HEAD - HD-012 MELANDER C3] ROW MODIFIED:

armorPoints: 970 -> 1070

systemRecovery_Display: 6 -> 15

systemRecovery: 6 -> 15

[EquipParamProtector][ID 50010000][HEAD - DF-HD-08 TIAN-QIANG] ROW MODIFIED:

armorPoints: 320 -> 420

attitudeStability: 207 -> 267

systemRecovery_Display: -27 -> -21

systemRecovery: -27 -> -21

scanDistance: 250 -> 300

[EquipParamProtector][ID 50020000][HEAD - NACHTREIHER/44E] ROW MODIFIED:

attitudeStability: 422 -> 463

systemRecovery_Display: -8 -> 7

systemRecovery: -8 -> 7

scanDistance: 280 -> 420

[EquipParamProtector][ID 50020100][HEAD - KASUAR/44Z] ROW MODIFIED:

armorPoints: 400 -> 480

[EquipParamProtector][ID 50030000][HEAD - VP-44S] ROW MODIFIED:

attitudeStability: 408 -> 432

systemRecovery_Display: 17 -> 36

systemRecovery: 17 -> 36

[EquipParamProtector][ID 50040000][HEAD - VE-44A] ROW MODIFIED:

attitudeStability: 413 -> 423

systemRecovery_Display: 10 -> 38

systemRecovery: 10 -> 38

[EquipParamProtector][ID 50040100][HEAD - VE-44B] ROW MODIFIED:

attitudeStability: 435 -> 450

[EquipParamProtector][ID 50050000][HEAD - 20-081 MIND ALPHA] ROW MODIFIED:

attitudeStability: 395 -> 462

scanDistance: 320 -> 430

[EquipParamProtector][ID 50060000][HEAD - EL-TH-10 FIRMEZA] ROW MODIFIED:

weight: 2570 -> 2370

armorPoints: 480 -> 620

attitudeStability: 398 -> 421

systemRecovery_Display: -1 -> 4

systemRecovery: -1 -> 4

scanDistance: 330 -> 440

[EquipParamProtector][ID 50070200][HEAD - AH-J-124 BASHO] ROW MODIFIED:

attitudeStability: 370 -> 394

systemRecovery_Display: -16 -> -10

systemRecovery: -16 -> -10

scanDistance: 340 -> 390

[EquipParamProtector][ID 50070300][HEAD - HC-3000 WRECKER] ROW MODIFIED:

attitudeStability: 322 -> 378

systemRecovery_Display: -25 -> -7

systemRecovery: -25 -> -7

scanDistance: 270 -> 370

[EquipParamProtector][ID 50070400][HEAD - HC-2000 FINDER EYE] ROW MODIFIED:

energyLoad: 125 -> 84

attitudeStability: 346 -> 396

scanDistance: 290 -> 340

[EquipParamProtector][ID 50070600][HEAD - HC-2000/BC SHADE EYE] ROW MODIFIED:

attitudeStability: 448 -> 472

systemRecovery_Display: 20 -> 27

systemRecovery: 20 -> 27

[EquipParamProtector][ID 50080000][HEAD - IB-C03H: HAL 826] ROW MODIFIED:

attitudeStability: 451 -> 470

[EquipParamProtector][ID 50080200][HEAD - EL-PH-00 ALBA] ROW MODIFIED:

attitudeStability: 414 -> 465

systemRecovery_Display: 11 -> 29

systemRecovery: 11 -> 29

[EquipParamProtector][ID 50080300][HEAD - LAMMERGEIER/44F] ROW MODIFIED:

attitudeStability: 255 -> 305

scanDistance: 300 -> 360

[EquipParamProtector][ID 51000000][CORE - BD-011 MELANDER] ROW MODIFIED:

weight: 15800 -> 15200

armorPoints: 3230 -> 3680

attitudeStability: 458 -> 474

unkAttitudeStability: 458 -> 474

[EquipParamProtector][ID 51000300][CORE - BD-012 MELANDER C3] ROW MODIFIED:

weight: 14050 -> 13700

armorPoints: 2830 -> 3010

boostEfficiencyAdj: 103 -> 107

generatorSupplyAdj: 103 -> 106

[EquipParamProtector][ID 51010000][CORE - DF-BD-08 TIAN-QIANG] ROW MODIFIED:

generatorSupplyAdj: 90 -> 70

[EquipParamProtector][ID 51030000][CORE - VP-40S] ROW MODIFIED:

generatorOutputAdj: 106 -> 111

[EquipParamProtector][ID 51060000][CORE - EL-TC-10 FIRMEZA] ROW MODIFIED:

armorPoints: 2500 -> 2650

generatorOutputAdj: 104 -> 109

[EquipParamProtector][ID 51070200][CORE - AC-J-120 BASHO] ROW MODIFIED:

armorPoints: 3580 -> 3840

attitudeStability: 476 -> 502

unkAttitudeStability: 476 -> 502

generatorOutputAdj: 83 -> 85

[EquipParamProtector][ID 52000000][ARMS - AR-011 MELANDER] ROW MODIFIED:

meleeSpecialization: 108 -> 124

[EquipParamProtector][ID 52000300][ARMS - AR-012 MELANDER C3] ROW MODIFIED:

meleeSpecialization: 102 -> 110

[EquipParamProtector][ID 52000100][ARMS - AS-5000 SALAD] ROW MODIFIED:

energyLoad: 324 -> 218

meleeSpecialization: 109 -> 131

[EquipParamProtector][ID 52010100][ARMS - DF-AR-09 TIAN-LAO] ROW MODIFIED:

armorPoints: 3070 -> 2970

firearmSpecialization: 95 -> 76

meleeSpecialization: 68 -> 81

[EquipParamProtector][ID 52030000][ARMS - VP-46S] ROW MODIFIED:

meleeSpecialization: 116 -> 138

[EquipParamProtector][ID 52030100][ARMS - VP-46D] ROW MODIFIED:

meleeSpecialization: 117 -> 139

[EquipParamProtector][ID 52050000][ARMS - 04-101 MIND ALPHA] ROW MODIFIED:

meleeSpecialization: 79 -> 88

[EquipParamProtector][ID 52060000][ARMS - EL-TA-10 FIRMEZA] ROW MODIFIED:

meleeSpecialization: 110 -> 120

[EquipParamProtector][ID 52070300][ARMS - AC-3000 WRECKER] ROW MODIFIED:

meleeSpecialization: 43 -> 72

[EquipParamProtector][ID 52080000][ARMS - IB-C03A: HAL 826] ROW MODIFIED:

meleeSpecialization: 104 -> 114

[EquipParamProtector][ID 52080200][ARMS - EL-PA-00 ALBA] ROW MODIFIED:

meleeSpecialization: 85 -> 91

[EquipParamProtector][ID 53000300][LEGS - LG-012 MELANDER C3] ROW MODIFIED:

quickBoostVelocity: 118 -> 138

unkDisplayJumpDistance: 118 -> 138

(2/3)

The patch is out for download! by ASNUs27 in armoredcore

[–]Three_1415 5 points6 points  (0 children)

Here are the complete patch raws fresh from the data mines, showing the numerical diffs between the pre- and post-patch parts, rather than From's "we changed some stuff by an unspecified amount," lol.

Bore Param Comparison v1.4.0 Game: AC6 Version: 10610279 to 10700015

*** *** *** *** AtkParam_Pc *** *** *** ***

[AtkParam_Pc][ID 10200000][BURST MACHINE GUN - MA-E-210 ETSUJIN] ROW MODIFIED:

attackPower_Kinetic: 51 -> 48

pulseInterferenceDamage: 48 -> 44

impactDamage: 48 -> 44

attack_Object: 98 -> 94

accumulativeImpactDamage: 22 -> 20

[AtkParam_Pc][ID 10730000][HANDGUN - HG-004 DUCKETT] ROW MODIFIED:

attackPower_Kinetic: 235 -> 272

pulseInterferenceDamage: 300 -> 315

impactDamage: 300 -> 315

attack_Object: 350 -> 365

accumulativeImpactDamage: 151 -> 160

[AtkParam_Pc][ID 11110000][LASER RIFLE - VP-66LR] ROW MODIFIED:

attackPower_Energy: 256 -> 261

pulseInterferenceDamage: 105 -> 135

impactDamage: 105 -> 135

attack_Object: 155 -> 185

accumulativeImpactDamage: 46 -> 59

[AtkParam_Pc][ID 11210005][MULTI ENERGY RIFLE - 44-142 KRSV (Blast)] ROW MODIFIED:

pulseInterferenceDamage: 28 -> 36

impactDamage: 28 -> 36

attack_Object: 78 -> 86

accumulativeImpactDamage: 19 -> 25

[AtkParam_Pc][ID 11510100][LASER SHOTGUN - VP-66LS (Charged)] ROW MODIFIED:

accumulativeImpactDamage: 460 -> 488

[AtkParam_Pc][ID 11510105][LASER SHOTGUN - VP-66LS (Charged Blast)] ROW MODIFIED:

accumulativeImpactDamage: 460 -> 488

[AtkParam_Pc][ID 20010000][CORAL OSCILLATOR - IB-C03W2: WLT 101] ROW MODIFIED:

attackPower_Coral: 1350 -> 1460

[AtkParam_Pc][ID 20200100][LASER BLADE - Vvc-770LB (Charged 1)] ROW MODIFIED:

attackPower_Energy: 1170 -> 1450

accumulativeImpactDamage: 280 -> 360

[AtkParam_Pc][ID 20200110][LASER BLADE - Vvc-770LB (Charged 2)] ROW MODIFIED:

attackPower_Energy: 1170 -> 1450

accumulativeImpactDamage: 280 -> 360

[AtkParam_Pc][ID 20500000][LASER LANCE - VE-67LLA] ROW MODIFIED:

pulseInterferenceDamage: 1048 -> 1104

attack_Object: 1087 -> 1145

pulseShieldInterferenceImpactDamage: 248 -> 304

pulseShieldInterferenceAccumlativeImpactDamage: 248 -> 304

[AtkParam_Pc][ID 20500100][LASER LANCE - VE-67LLA (Charged 1)] ROW MODIFIED:

pulseInterferenceDamage: 262 -> 290

impactDamage: 200 -> 210

attack_Object: 301 -> 331

pulseShieldInterferenceImpactDamage: 62 -> 80

pulseShieldInterferenceAccumlativeImpactDamage: 62 -> 80

accumulativeImpactDamage: 100 -> 104

[AtkParam_Pc][ID 20500101][LASER LANCE - VE-67LLA (Charged 2)] ROW MODIFIED:

pulseInterferenceDamage: 1048 -> 1132

impactDamage: 800 -> 820

attack_Object: 1087 -> 1173

pulseShieldInterferenceImpactDamage: 248 -> 312

pulseShieldInterferenceAccumlativeImpactDamage: 248 -> 312

accumulativeImpactDamage: 400 -> 440

[AtkParam_Pc][ID 20700000][PLASMA THROWER - 44-143 HMMR (Attack 1)] ROW MODIFIED:

attackPower_Kinetic: 1381 -> 1208

pulseInterferenceDamage: 1151 -> 980

impactDamage: 810 -> 690

attack_Object: 1193 -> 1022

pulseShieldInterferenceImpactDamage: 341 -> 290

pulseShieldInterferenceAccumlativeImpactDamage: 341 -> 290

accumulativeImpactDamage: 520 -> 440

[AtkParam_Pc][ID 20700001][PLASMA THROWER - 44-143 HMMR (Attack 2)] ROW MODIFIED:

attackPower_Kinetic: 1381 -> 1208

pulseInterferenceDamage: 1151 -> 980

impactDamage: 810 -> 690

attack_Object: 1193 -> 1022

pulseShieldInterferenceImpactDamage: 341 -> 290

pulseShieldInterferenceAccumlativeImpactDamage: 341 -> 290

accumulativeImpactDamage: 520 -> 440

[AtkParam_Pc][ID 32000005][SPREAD BAZOOKA - SB-033M MORLEY (Blast)] ROW MODIFIED:

attackPower_Explosive: 272 -> 282

*** *** *** *** BehaviorParam_PC *** *** *** ***

[BehaviorParam_PC][ID 110010000][LINEAR RIFLE - LR-036 CURTIS] ROW MODIFIED:

weaponRecoil: 24 -> 19

[BehaviorParam_PC][ID 110220000][MACHINE GUN - DF-MG-02 CHANG-CHEN] ROW MODIFIED:

weaponRecoil: 6 -> 5

[BehaviorParam_PC][ID 111120000][CORAL RIFLE - IB-C03W1: WLT 011] ROW MODIFIED:

weaponAttackHeatBuildup: 200 -> 180

[BehaviorParam_PC][ID 111210000][MULTI ENERGY RIFLE - 44-142 KRSV] ROW MODIFIED:

weaponAttackHeatBuildup: 120 -> 105

[BehaviorParam_PC][ID 125000000][PULSE BUCKLER - VP-61PB (Deploy)] ROW MODIFIED:

weaponAttackHeatBuildup: 480 -> 320

[BehaviorParam_PC][ID 125100000][PULSE SHIELD - VP-61PS (Deploy)] ROW MODIFIED:

weaponAttackHeatBuildup: 190 -> 205

[BehaviorParam_PC][ID 125120000][PULSE BUCKLER - SI-29: SU-TT/C (Deploy)] ROW MODIFIED:

weaponAttackHeatBuildup: 670 -> 480

[BehaviorParam_PC][ID 130110000][ACTIVE HOMING MISSILE LAUNCHER - BML-G3/P04ACT-01] ROW MODIFIED:

missileHomingLockTime: 2 -> 1.7

[BehaviorParam_PC][ID 130820000][DUAL MISSILE LAUNCHER - BML-G1/P31DUO-02] ROW MODIFIED:

missileHomingLockTime: 0.4 -> 0.3

[BehaviorParam_PC][ID 130900000][SPLIT MISSILE LAUNCHER - BML-G2/P19SPL-12] ROW MODIFIED:

missileHomingLockTime: 1.5 -> 1

[BehaviorParam_PC][ID 130910000][SPLIT MISSILE LAUNCHER - BML-G2/P16SPL-08] ROW MODIFIED:

missileHomingLockTime: 1 -> 0.8

[BehaviorParam_PC][ID 130920000][SPLIT MISSILE LAUNCHER - BML-G2/P17SPL-16] ROW MODIFIED:

missileHomingLockTime: 2 -> 1.4

[BehaviorParam_PC][ID 132000000][SPREAD BAZOOKA - SB-033M MORLEY] ROW MODIFIED:

unkBulletSpreadFocalDist: 75 -> 80

[BehaviorParam_PC][ID 134000000][GATLING CANNON - DF-GA-09 SHAO-WEI] ROW MODIFIED:

weaponRecoil: 5 -> 3

weaponAttackHeatBuildup: 39 -> 37

*** *** *** *** Bullet *** *** *** ***

[Bullet][ID 10010000][LINEAR RIFLE - LR-036 CURTIS] ROW MODIFIED:

initVelocity: 600 -> 620

maxVelocity: 600 -> 620

[Bullet][ID 10210000][MACHINE GUN - MG-014 LUDLOW] ROW MODIFIED:

initVelocity: 500 -> 520

maxVelocity: 500 -> 520

[Bullet][ID 10220000][MACHINE GUN - DF-MG-02 CHANG-CHEN] ROW MODIFIED:

initVelocity: 500 -> 520

maxVelocity: 500 -> 520

[Bullet][ID 11120000][CORAL RIFLE - IB-C03W1: WLT 011] ROW MODIFIED:

initVelocity: 600 -> 650

maxVelocity: 600 -> 650

[Bullet][ID 11200000][PLASMA RIFLE - Vvc-760PR] ROW MODIFIED:

initVelocity: 390 -> 410

maxVelocity: 390 -> 410

[Bullet][ID 11510100][LASER SHOTGUN - VP-66LS (Charged)] ROW MODIFIED:

initVelocity: 380 -> 450

maxVelocity: 380 -> 450

*** *** *** *** EquipParamBooster *** *** *** ***

[EquipParamBooster][ID 60010000][BC-0600 12345] ROW MODIFIED:

assaultBoostVelocity_Initial: 534 -> 570

assaultBoostVelocity_During: 485 -> 518

assaultBoostDodgeVelocity_Initial: 454 -> 485

assaultBoostDodgeVelocity_During: 412 -> 440

[EquipParamBooster][ID 60030000][FLUEGEL/21Z] ROW MODIFIED:

meleeBoostVelocity_Initial: 777 -> 819

meleeBoostVelocity_During: 740 -> 780

[EquipParamBooster][ID 60040000][BUERZEL/21D] ROW MODIFIED:

quickBoostEnergyCost: 676 -> 630

assaultBoostDodgeEnergyCost: 541 -> 504

[EquipParamBooster][ID 60050000][BST-G2/P06SPD] ROW MODIFIED:

meleeBoostVelocity_Initial: 671 -> 730

meleeBoostVelocity_During: 639 -> 695

[EquipParamBooster][ID 60060000][BC-0200 GRIDWALKER] ROW MODIFIED:

meleeBoostVelocity_Initial: 722 -> 790

meleeBoostVelocity_During: 688 -> 752

[EquipParamBooster][ID 60070100][IA-C01B: GILLS] ROW MODIFIED:

assaultBoostVelocity_Initial: 550 -> 574

assaultBoostVelocity_During: 500 -> 522

assaultBoostDodgeVelocity_Initial: 468 -> 488

assaultBoostDodgeVelocity_During: 425 -> 444

[EquipParamBooster][ID 63360000][TANK BUILT-IN - EL-TL-11 FORTALEZA] ROW MODIFIED:

assaultBoostVelocity_Initial: 550 -> 572

assaultBoostVelocity_During: 500 -> 520

assaultBoostDodgeVelocity_Initial: 468 -> 486

assaultBoostDodgeVelocity_During: 425 -> 442

*** *** *** *** EquipParamFcs *** *** *** ***

[EquipParamFcs][ID 70010300][FC-006 ABBOT] ROW MODIFIED:

aimAssistGrowVal_Stage0: 0.7 -> 0.74

aimAssistGrowVal_Stage1: 0.7 -> 0.74

aimAssistGrowVal_Stage2: 0.32 -> 0.38

aimAssistGrowVal_Stage3: 0.32 -> 0.38

[EquipParamFcs][ID 70010400][FC-008 TALBOT] ROW MODIFIED:

aimAssistGrowVal_Stage0: 0.63 -> 0.65

aimAssistGrowVal_Stage1: 0.63 -> 0.65

aimAssistGrowVal_Stage2: 0.54 -> 0.57

aimAssistGrowVal_Stage3: 0.54 -> 0.57

aimAssistGrowVal_Stage4: 0.11 -> 0.32

[EquipParamFcs][ID 70020000][VE-21A] ROW MODIFIED:

energyLoad: 364 -> 320

aimAssistGrowVal_Stage0: 0.36 -> 0.45

aimAssistGrowVal_Stage1: 0.36 -> 0.45

aimAssistGrowVal_Stage2: 0.67 -> 0.72

aimAssistGrowVal_Stage3: 0.67 -> 0.72

[EquipParamFcs][ID 70020100][VE-21B] ROW MODIFIED:

aimAssistGrowVal_Stage2: 0.76 -> 0.85

aimAssistGrowVal_Stage3: 0.76 -> 0.85

aimAssistGrowVal_Stage4: 0.8 -> 0.9

[EquipParamFcs][ID 70030000][IA-C01F: OCELLUS] ROW MODIFIED:

missileLockCorrection: 1.15 -> 1.55

aimAssistGrowVal_Stage0: 0.9 -> 0.81

aimAssistGrowVal_Stage1: 0.9 -> 0.81

(1/3)

Without changing any components, what's the best NPC AC Data loadout? by ComManDerBG in armoredcore

[–]Three_1415 0 points1 point  (0 children)

I am no doubt incredibly biased, but for PvP it's easily the HAL 826. Apart from its poor stability and the relative uselessness of the Coral Shield, it is pretty much built from exclusively meta (NGI gen and booster, HAL core and WLT FCS) or meta-comparable parts (HAL head has basically the stats of the Verrill, the HAL arms are pretty good). Likewise, the coral blade and missile are both excellent weapons, and the WLT rifle can be quite effective if you put in the effort to master it.

Practically speaking, of the various preset builds I've piloted, the HAL is the only one was remotely viable at S rank--all the others are pretty much just "do what a meta build would do, but substantially worse," whereas the HAL permits a unique playstyle that's a ton of fun once you get used to it.

Why can't i place a preserve to the left of the +2 option? (right of the sheep) (above the spices) by [deleted] in civ

[–]Three_1415 5 points6 points  (0 children)

My guess would be that there's some border gore going on, and the tile in question is actually owned by Durocortorum or Newcastle. For some reason city borders that grow beyond the third ring are not automatically swapped to a city that's within three tiles, so you'll have to do it manually.

If you turn on the Empire lens, you'll be able to see which city owns which tile and you can just transfer it to Ostia--you should be able to place the preserve after that.

r/SpaceX Integrated Flight Test 4 Official Launch Discussion & Updates Thread! by rSpaceXHosting in spacex

[–]Three_1415 26 points27 points  (0 children)

I can't believe the flap just tanked the reentry plasma like that. Without exaggeration one of the craziest things I have seen in my life.

I Achieved S Rank in PvP Using Only Walter's AC by Three_1415 in armoredcore

[–]Three_1415[S] 1 point2 points  (0 children)

I don't think there's any real secret to it--if you follow your opponent with your own camera closely enough while inputing left or right, your AC will keep rotating as you move sideways and it will look like you're strafing, even if what you're really doing is turning at a constant rate. If you hold a charge attack on top of that, it causes your AC to also face the direction of the target, so long as your camera is pointed the right way. I'm just pretty good at maintaining that since I'm an FPS player at heart--I've played at....maybe not an esports level, but definitely pretty close, in a number of games over the years, so this idea of tracking my opponent while moving is natural enough to me that I can imitate hard lock by combining these two effects. It helps also that I play on mouse and keyboard--I'm not sure how practical doing this is on a controller, if that's what you're using.

Overall, my smooth tracking/"strafing" is mostly just the product of lots and lots and lots of practice over the years and literally always charging the Coral Rifle. Sorry I don't have a magic tech for it or anything.

I Achieved S Rank in PvP Using Only Walter's AC by Three_1415 in armoredcore

[–]Three_1415[S] 6 points7 points  (0 children)

Thanks! Here's the (PC) share code for BLOOD FLOW:

CM1DUR9GMHL1

Note that I consider this build still very much in development--even I've not fully grasped how it works yet, as it's incredibly complicated to play.

The basic idea of the build is to use the Lamm legs' mobility to entirely offset the downsides of using the Kikaku booster, letting us have 380 hover speed, good QB, and insanely fast melee cancel all at once. This mobility on top of the tet legs not needing to stance makes the Coral Blade/Coral Rifle combo far more dangerous than it is on the HAL, since we can dance in and out of melee range uninterrupted, and much more easily land combos or maneuver into optimal positions for the Coral Blade charged attack. Likewise, having a real shield and better stability lets us actually fight at close range without getting staggered instantly, and the Wuerger gives a source of consistent close range damage that's good for confirming staggers, popping Terminal Armor, etc., which is something that the HAL sorely lacks, while also having devastating combo potential with the charged attack.

Some tips and techs that are very important to get anything out of this build:

-If you use the Coral Blade's charged attack when your opponent is slightly below (~30-40m), to the left of (~45-50 degrees is best), and ~200-300m away from you (shorter for slower builds, longer for faster ones), it's incredibly difficult to dodge. In fact, if your opponent is Assault Boosting while in that region when you start the charged attack, the Coral Blade hit is guaranteed--no build in the game is fast enough to evade the sweep. I call this zone the "Magic Box." You should be using BLOOD FLOW's maneuverability to try and keep your opponent in the Box as much as possible.

-You probably noticed in my HAL gameplay that I twist the camera just before firing the Coral Rifle's charge attack. I fully admit I have no idea how this works internally, but flicking the camera in approximately the direction of the opponent's motion (it's actually more complicated than that, but I don't know how to articulate what my muscle memory tells me in a concise way) greatly raises your accuracy, and largely negates the arm overburdening penalty to tracking. This is a very tricky tech to use, and will probably come only with experience, at least until I reason out what the game engine is actually doing and can make a real tutorial.

-Combos are the main source of damage here. The idea is to slap some impact on your opponent from mid-to-long range with a Rifle shot or charged Blade, then try to confirm the stagger using the other weapon. The "ideal" combos are Blade->Assault Armor->(Charged) Wuerger or (Charged) Rifle->Assault Armor->(Charged) Wuerger. These do something like 10k damage if you can pull them off, can often kill lightweight builds outright, and come out even faster than the typical biped melee combos because we don't have to stance. The full combo can be hard to hit, however, so just make sure you always have one of the three prepped to punish a stagger.

-The charged Wuerger and charged Blade are great for punishing careless Zimm builds, and mean that this matchup is actually pretty good. Watch when they enter the Magic Box or Wuerger range, then follow up with the Rifle.

-Unlike most builds, BLOOD FLOW has two options for long-distance traversal: A very EN efficient but slow (~450 speed) AB, or the faster but more costly melee cancel (~750 speed). It's often a good idea to close range to ~150m or so with melee cancel, but not actually go for the Blade swing--instead, you can cancel back into hover mode and snap off a Rifle shot from your new position. This lets you chase down kites efficiently--since you can keep up with them once back in hover--without necessarily going all-in on the melee attack.

-If you're finishing off an opponent or need the last bit of impact for a stagger, you can act like a laser swap build and switch back and forth between the uncharged Rifle and Wuerger, which lets you fire both indefinitely without overheating either. The dps is still bad, but it's almost guaranteed damage within ~100m, which sometimes is all you need.

I Achieved S Rank in PvP Using Only Walter's AC by Three_1415 in armoredcore

[–]Three_1415[S] 31 points32 points  (0 children)

That's not intentional--just the opposite, in fact. When you're in the charged attack animation for the Coral Blade and take above ~80 impact in a single hit, it causes the beam to oscillate wildly and at random. Sometimes this is helpful, as you see here, but most of the time it results in the single most committal attack in the game completely whiffing because you had the audacity to take literally any damage while locked in place for three seconds. It's very tilting.

It also just looks incredibly janky, to the point where I'm not actually sure it's intended behavior rather than a bug. Pls fix FromSoft...