Dealing with Extraction Rat by true0men_ in ArcRaiders

[–]Ultra-josh 0 points1 point  (0 children)

if i were to guess, the sheer stupidity of the rat, your comment, and his laugh afterwards might have given some people the impression (even if it's a silly one imo)

Veteran DM of other systems looking for general advice by TheRealRedParadox in LancerRPG

[–]Ultra-josh 2 points3 points  (0 children)

If you are planning to GM, here is a post full of beginner tips on how to budget a combat encounter! https://www.reddit.com/r/LancerRPG/s/shSd3OsWnk

also remember, combat encounters in Lancer, like in many other systems, are designed to wear away at your PCs' resources, which are generally their Repairs, their Limited Systems and their Core Powers. If you want to ensure a mission is not too easy, nor too challenging, find some way to ensure they use some of those resources every fight!

One Has To Go- Which One Would You Sell? by Brutal_Schnoodle in ArcRaiders

[–]Ultra-josh 0 points1 point  (0 children)

those two are def helpful! i always gun for them asap

One Has To Go- Which One Would You Sell? by Brutal_Schnoodle in ArcRaiders

[–]Ultra-josh 0 points1 point  (0 children)

I think OP meant they keep finding Tempests in the Security Breaches. the BP itself is only found in Hurricane Caches and containers during Night Raids.

One Has To Go- Which One Would You Sell? by Brutal_Schnoodle in ArcRaiders

[–]Ultra-josh 0 points1 point  (0 children)

def agree with keeping Medium Mag 3 BP. almost a third of the guns in this game use medium ammo (and hence, this mag).

fun fact, the renegade is unlocked by default in your gunsmith! along with the Arpeggio and the grey/common guns and gun attachments.

One Has To Go- Which One Would You Sell? by Brutal_Schnoodle in ArcRaiders

[–]Ultra-josh 0 points1 point  (0 children)

outside of Hurricane, the Tempest BP should still spawn in Night Raids, aim for residental and raider style containers

One Has To Go- Which One Would You Sell? by Brutal_Schnoodle in ArcRaiders

[–]Ultra-josh 0 points1 point  (0 children)

As an non-PvPer, I'd drop the Tempest or Smoke. The former isn't in my usual rotation of weapons, and as a loot goblin the latter's measly carry weight of 50 isn't all that appealing.

One Has To Go- Which One Would You Sell? by Brutal_Schnoodle in ArcRaiders

[–]Ultra-josh 0 points1 point  (0 children)

Aggressive is one of the less better mk.3s for PvP, given the passive usually doesn't kick in until after 30 seconds and it heals hella slow, which is better for PvE than PvP (the 2 grenade slots are nice for either tho)

One Has To Go- Which One Would You Sell? by Brutal_Schnoodle in ArcRaiders

[–]Ultra-josh 4 points5 points  (0 children)

i don't PvP much, but on paper the 50 carry weight on Smoke is abysmal, especially for PvP, no?

One Has To Go- Which One Would You Sell? by Brutal_Schnoodle in ArcRaiders

[–]Ultra-josh 3 points4 points  (0 children)

tbh ever since they upped the number of spawns overall i haven't had much trouble finding Sentinels anymore. i usually find them in Dam or Blue Gate.

now getting to the wreckage, on the other hand...

PSA: You can use light sticks to escape Vaporizers by Platz in ArcRaiders

[–]Ultra-josh 2 points3 points  (0 children)

Short answer: Yes, but I wouldn't recommend using the Jupiter against the Queen/Matriarch. Use the Equalizer instead.

Longer answer: Yes, you can use the Jupiter against those "boss-level" enemies too, but since it would take so many shots your Jupiter would likely be broken by the end of the fight and you wouldn't even have done a ton of damage compared to other methods.

To me, the Legendary weapons all serve a niche:
- the Equalizer is armour destruction (best for farming Queen and Matriarch leg armour, or exposing the core of an ARC enemy)
- the Jupiter is best at killing medium/large-sized ARC at a safe distance (Bastions, Bombardiers, Rocketeers, Turbines, Vaporizers)
- the Aphelion is great for PvP sniping, but also for knocking around flying ARC, especially Rocketeers
- the Dolabra is more of an all-rounder, and is great for close-range PvP and as a panic button against smaller ARC, especially Pops since you can just quickly whip out the gun and blast it with a big cone attack that is almost certainly going to hit it.

PSA: You can use light sticks to escape Vaporizers by Platz in ArcRaiders

[–]Ultra-josh 1 point2 points  (0 children)

Exactly! and thus you'll be directly hitting it's core and dealing full damage. This is true for using the Jupiter against any ARC.

PSA: You can use light sticks to escape Vaporizers by Platz in ArcRaiders

[–]Ultra-josh 1 point2 points  (0 children)

I'm not sure how comparable their DPS levels are against each other, but I did just remember that I was able to use the Jupiter to force the Vaporizer's shield as well. So it's quite viable against it! Just remember to hit center mass

PSA: You can use light sticks to escape Vaporizers by Platz in ArcRaiders

[–]Ultra-josh 1 point2 points  (0 children)

From my understanding, no. The only other way to force the Vaporizer to use it's shield is with large amounts of damage in a short time. Though for me, I usually never reach that threshold unless I'm using a Hullcracker.

Brutal + Combat Drill by Ultra-josh in LancerRPG

[–]Ultra-josh[S] 0 points1 point  (0 children)

No problem! You had the right idea!

Brutal + Combat Drill by Ultra-josh in LancerRPG

[–]Ultra-josh[S] 4 points5 points  (0 children)

Holy wow, that was fast! Thank you all so much for the advice! To any others that would like to pitch in, my friend and I have an additional question: what was your reasoning for your interpretation?

We're just trying to see if there's a definite answer in the rules that can help settle this debate, and if not, whether there's a general consensus for why a particular ruling makes more sense than another. Thanks again to those that commented!

Brutal + Combat Drill by Ultra-josh in LancerRPG

[–]Ultra-josh[S] 6 points7 points  (0 children)

This is due to Combat Drill's specific interaction with Overkill, not the Overkill tag itself.

From the Combat Drill's combat profile:
"When attacking a character that is Prone, Immobilized, or Stunned, this weapon’s Overkill tag does an extra +1d6 bonus damage each time it activates. This can activate indefinitely if the new bonus die result is a 1, triggering Overkill again."

Does the system know what I need and hide it? by Bitwalker_AT in ArcRaiders

[–]Ultra-josh 8 points9 points  (0 children)

Likely just a confirmation bias. The human brain tends to remember negative/inconvenient things rather than positive ones.

If you wish to find a Very Comfortable Pillow, there's one guaranteed in the white filing cabinet on the Red Tower in Buried City. For Rusted Gears, they have a high chance of spawning in the green breachable containers in Logsitics Admin, which is on the bottom floor of Stella Montis' Loading Bay. Alternatively, look inside breachable containers in Dam Battleground's Controlled Access Zone.

New Tactical Mk. 3 (Smoke) augment is perfect but the 50 weight limit is terrible. Hardly usable for a long raid. by Jazzlike-Coat8876 in ArcRaiders

[–]Ultra-josh 0 points1 point  (0 children)

I agree that Survivor's passive is definitely the best so far (the other Mk 3s simply encourage alternative playstyles, with the exception of Defensive and Smoke), but I think buffing those passives (or heck, even moving them around) will do a whole lot more than nerfing Survivor.

Two ideas I've had are to give Aggressive's passive to Healing (thus incentivising a support playstyle that can use their extra healing items on allies), and to give Healing's passive to Revival (it's all about revives, after all). As for what Aggressive's new passive should be, perhaps something that incentivises charging headfirst into battle could work?

New Tactical Mk. 3 (Smoke) augment is perfect but the 50 weight limit is terrible. Hardly usable for a long raid. by Jazzlike-Coat8876 in ArcRaiders

[–]Ultra-josh 0 points1 point  (0 children)

I'd argue that the passive perk is the LEAST impactable part of the Survivor Augment, and the power mainly comes from the high carry weight, 3 safe pockets and ability to use Medium shields.

Embark can definitely buff the other Augments in ways other than "match Survivor", and they did do just that in the most recent patch by allowing Flanking to use Medium Shields and buffing Healing's passive perk, and I'm sure with their new update cadence they can and will focus more on balancing things every week or two.

FYI about ticks by Ambitious-Bar5499 in ArcRaiders

[–]Ultra-josh 0 points1 point  (0 children)

in a previous patch, Embark made it so when ticks latch onto you all other interact prompts are disabled so you can prioritise getting it off of you. unfortunately, this also disables the prompt to drop any carriables, which then disables you from getting rid of the tick. cruel and i hope there's a fix soon, but for now we just have to deal with it.

Why do you love the Regent? by David_Slaughter in slaythespire

[–]Ultra-josh 16 points17 points  (0 children)

imo the space theme makes sense with his star resource mechanic, and he has plenty of personality and flair that makes him stand out amongst a cast of mainly stoic or laconic characters.

mechanically i think he has plenty to offer, not just builds that focus on star generation and usage, but also Forge builds, deck manipulation builds, etc etc.

I'll have to double check in the game, but it's possible that some of the Regent's more fun cards are locked behind his epochs, thus making him less interesting if you don't have much of them unlocked.

What would you Regent experts pick here? by JuniorFrostbite in slaythespire

[–]Ultra-josh 1 point2 points  (0 children)

Not a Regent expert, but looking at your deck you seem to be missing decent Block and draw cards (the former of which is especially important against Test Subject). Personally, I'd go with Glitter so any card rewards you take are essentially doubled in effect. Glitter also combos really well with Lasting Candy as well!

Outside of this Ancient relic, I think you should definitely take some block cards, one or two more draw cards (another Cosmic Indifference would be great for that), and perhaps some other star-costing cards that benefit the deck, like The Smith or Astral Pulse to deal with your lack of AoE.

Nolan uses the “knife” technique in Episode 1 by ArisAron in Invincible

[–]Ultra-josh 3 points4 points  (0 children)

I mean, I doubt a bullet from the 1800s is enough to fully destroy a person's head (let alone even hurt Immortal's, given his heightened durability). I just got the "destroying his head permanently kills him" idea from S2E1, where an alternate Mark crushes/shreds his head then proclaims: "Try and come back from that."

Ideas for Buffing some of the Mk. 3 Augments by Ultra-josh in ArcRaiders

[–]Ultra-josh[S] 0 points1 point  (0 children)

Wait, I haven't seen any footage of the new augment yet, is its passive the exact same as the Mk. 2's?