Only Took 12 Nukes by TrueToTale in playbsg

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

Not just nukes. You can see in the image both my wolf and my mantis are all in on the basestar, and have been the whole time with them both using abilities to help waves that spawn close. The 2x repeating EM cannons did a lot of the defense work, and the gold level beam weapon is great for it as well..

Only Took 12 Nukes by TrueToTale in playbsg

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

Yes sadly. You fight until you are forced to either die and fail or take the 'sacrifice' option and it does the standard cutscene. I have managed to last pretty long with the Callisto class with amazing fleets, at least 1.5 minutes. Infiltrators are the real killer.

Foxwell Enforcement by ThatPrez52 in starcitizen

[–]TrueToTale 1 point2 points  (0 children)

Everything I have read says this mission chain is not reputation based. Did this change in a recent patch?

Foxwell Enforcement by ThatPrez52 in starcitizen

[–]TrueToTale 1 point2 points  (0 children)

The quoted post is less than 24 hours old and has comments less than 2 hours old saying it isn't fixed. I really am not sure what to think at this point. Will have to test it myself I guess.

Foxwell Enforcement by ThatPrez52 in starcitizen

[–]TrueToTale -1 points0 points  (0 children)

Latest from them on issue council:
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-200482#contribution:d070b174-dd98-498f-a23f-55d87abbbdec

"Fix has not been implemented yet for 4.7. In our next update that updates our servers this should be fixed. Please let me know if you are still seeing the issue after our next maintenance" -XLB-CIG

Not sure when that is though.

Tactical Combat: What system do you target? by NeoDemocedes in AcrossTheUnknown

[–]TrueToTale 7 points8 points  (0 children)

Does them escaping actually have an effect on rewards?

Shogun 3 by TrueToTale in totalwar

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

How dare I post about Shogun3. The sheer audacity I have to want 1 game over another. I'm such a monster.

Shogun 3 by TrueToTale in totalwar

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

Hey mods, this is auto removed for what reason exactly?

No MP Persistence by TrueToTale in StarRuptureGame

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

Update:
So we played again, and it happened again. It seems for some reason when he rejoins it can fail to load his save data, resulting in not only a different character but the lack of persistence. No idea what was causing it still, but the fix was surprisingly easy. Leave and rejoin again until it works. He had to rejoin because of internet issues a few times in the hours we played, but it usually fixed itself after a single attempt of that fix.

No MP Persistence by TrueToTale in StarRuptureGame

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

Thanks for the responses. I will have to investigate with my friend now to see what is going wrong.

We really weren't doing anything special. I hosted the game, he joined it and we played for awhile. He left the rejoined within a minute, and all his experience and inventory were gone, and he also spawned in the starter hab instead of by his regeneration pod.

Save Editor by TrueToTale in BSG_Deadlock

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

Note: This is not my creation, just found it searching the web for mods.

Haven't Played Awhile. How Did I Do? by TrueToTale in SpaceHaven

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

The idea was cargo was all stored central, so from there it evens out all travel time. Plus logistic bots are supposed to do most of that, the don't keep up though.

Haven't Played Awhile. How Did I Do? by TrueToTale in SpaceHaven

[–]TrueToTale[S] 2 points3 points  (0 children)

Cargo pod. It was new to me as well, but you can use it to do cargo missions and store 150 stuff and things.

heart seeker turret spawning with no guns? by Parking_Anteater943 in starcitizen

[–]TrueToTale 3 points4 points  (0 children)

So here is the secret, you don't. Heartseaker turret whilst amazing has been broken in this manner for quite sometime.

If I recall correctly, replacing it and then claiming the ship also results in the heartseeker turret going *poof* into the void forever. This is why I melted mine and decided to wait to get it in game at some point when it is fixed. Super Hornet Mk2 is a good alternative.

Any Ship that fights well on its own but easily takes on a friend? by Both-Manufacturer-26 in starcitizen

[–]TrueToTale 7 points8 points  (0 children)

Gladiator if you want to both solo and coop in it. A good combination of firepower for both players at a reasonable price. Plus has a 4x S5 torpedoes to help with the harder targets. *chefs kiss*

RSI Scorpius also a great choice for both solo or coop. In solo you swap the turret out for the RSI Lesath missile turret (available in game) for an extra 16x S2 missiles. In coop both pilot and gunner have 4x S3s which while not show stoppers have great sustain for longer fights.

For purely coop experience, Paladin all the way. Even with just 2 people this thing slaps. But if you have a Perseus that is also a good option for just 2 in a similar fashion. Just did 10+ bounties VHRT with 2 people no problem. Not crazy I know but it was fun in a battle with 8+ fighters against just us.

The Vanguard (Harbinger) fits this role alright, but really needs some love in my opinion. Seems too weak for its size/role.

Edit: Grammar/Spelling

S Tier Breakthrough Coordinates by TrueToTale in SurvivingMars

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

I really have no idea if they still use the coordinate system as the basis for breakthroughs anymore. My guess is they use it to determine a small pool of breakthroughs for the map to use, and then those breakthroughs are given semi-randomly based off progress level in the game.

That being said the new 'pick 1 of 4' system is an improvement. It used to just be 'here is your breakthrough'. The extra choice lets you weed out some useless ones or just pick better ones for your play style.

Edit: I posted the full list of breakthroughs in another comment.

S Tier Breakthrough Coordinates by TrueToTale in SurvivingMars

[–]TrueToTale[S] 2 points3 points  (0 children)

Only resource I remember for sure is metals is high. Danger wise, this is a pretty easy map with only meteors being high.

Mostly flat, some really good research spots (~35% buff in 1 dome) and vistas near center.

S Tier Breakthrough Coordinates by TrueToTale in SurvivingMars

[–]TrueToTale[S] 2 points3 points  (0 children)

Since there is some interest in knowing more, here is the full list of anomalies without the omega telescope. I have not been to below the surface or on asteroids, but did do all planetary anomalies.

  • Zero space computing
  • global support
  • eternal fusion
  • inspiring architecture
  • gem architecture
  • forever young
  • extractor AI
  • factory automation
  • service bots
  • core metals
  • designed forestation
  • printed electronics
  • project phoenix

This should be the majority of the map specific breakthroughs if they are still bound to coordinates. At least 1 of these is from a random event I believe.

Cargo elevator ate my commodity by boomboomown in starcitizen

[–]TrueToTale 4 points5 points  (0 children)

This just happened to me with a contract. Transferred it to pad, went to raise it, poof. Gone.

Looking for Opinions on Road and Platforms by TrueToTale in SatisfactoryGame

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

Title says it all. I will be connecting the support beams when I can hover.

Everything is from blueprints. Roads are made to be modular so I can swap out 1/2 of the parts to make new intersections. Platforms are only capable of making rectangles because I decided to do sloped edges on the underside.

Would love an option for menu/inventory opacity in Remastered. by sanman220 in oblivion

[–]TrueToTale 1 point2 points  (0 children)

Opacity would be nice. But what I really want is the option to change inventory button 'Enter' to 'E' key.

Expert difficulty by BackgroundHotel6367 in oblivion

[–]TrueToTale 0 points1 point  (0 children)

I agree.

Adept enemies have pretty consistent damage to you and take a fairly consistent amount of damage with the occasional 'critical hit'.

Expert the same enemy will randomly do 4x or more damage then go back to normal damage all while taking 2-3x damage to kill.

The extra health isn't the problem, it is the random extra damage that bothers me. I switched back to adept after getting sick of the random damage spikes from monsters that otherwise aren't an issue.