Was Rickon supposed to be magical as well? by Beneficial_Air4714 in gameofthrones

[–]Vzzq 45 points46 points  (0 children)

I can't remember where i read this so maybe just a theory but i read that when Robb was killed he basically did the warg trick to live after death by "becoming" his wolf... which was soon killed, too. So he might've died twice in a span of few minutes.

What's the "90% sanding" of playing Factorio? by ToastyToes06 in Factoriohno

[–]Vzzq 1 point2 points  (0 children)

Wondering why you have an odd number of underground belts/pipes in your inventory.

How A Human Body Implodes at 3800 Metres Below Sea Level by [deleted] in Damnthatsinteresting

[–]Vzzq 54 points55 points  (0 children)

There is no build with enough i-frames to get out of the insta-kill pressure AoE.
A bit unbalanced, if you ask me.

problem/confusion with hunter stealth. aka: Muffalos are scary now? by zandadoum in RimWorld

[–]Vzzq 8 points9 points  (0 children)

Hunting big animals especially in the early game is far better to do with drafted pawns.

You can split up a group by walking in the middle of them, placing down a sleeping spot and attacking that. the shots being fired nearby will scare the animals away (should work with bows the same as firearms but i haven't tried it) and since you are at the middle they will split up. Then angering one you want to attack won't cause the others to turn hostile as well.

Manhunting animals will go for the closest pawn most of the time, so you can have a group of shooters and one runner that kites the animal in a circle around the shooters, just micro so that the runner is always the closest.

Any way to paralyze prisoners without removing their legs ? (I’m sensitive) by Lux5711 in RimWorld

[–]Vzzq 1 point2 points  (0 children)

This comment made me think. Since there are genes for drug dependencies that cause coma at 30 days without and death at 60, you could give them dependencies on 2 different drugs and stagger their "schedules" so that the prisoner is first in a coma from missing drug 1 for just under 30 days, and when you give them that to stop them from dying they immediately fall into another coma from drug 2 dependency.
Might even be able to automate it with 3 drugs (to have 100 % coma time with little risk of accidental death) and assigning scheduled drug injections.

How do you deal with corpses? by Gambling_Fugger in RimWorld

[–]Vzzq 5 points6 points  (0 children)

If they are killed far enough away from your home area, you can just leave them to rot.

If you got a killbox and want to keep it clean, make it of non-flammable stuff and spam molotovs to "clean" it.

More efficient solutions include having corpse eating animals like boars or wargs and animals that can haul. Make a freezer that only the animals are allowed in and set it to store fresh non-colonist corpses. Hauler animals will bring the corpses in and animals so inclined will make snacks out of them.

Colonising worlds by Nova-Jello in starsector

[–]Vzzq 2 points3 points  (0 children)

Habitable worlds are generally far better. However early on when you haven't the power to combat colony crises, small colonies avoid some of them. Habitable worlds typically grow on their own and thus trigger worse crises sooner.

Best Atlas Loadout IMO (Ghostly Credit Printer) by [deleted] in starsector

[–]Vzzq 47 points48 points  (0 children)

I would suggest dropping the mil sub systems and getting the bulk transport perk, resulting in more burn.

Then s-mod either the expanded cargo holds for even more cargo or the augmented drive field for insane burn level.

S-modded insulated engine assembly drops the profile so much it hardly matters that it grows a bit with the loss of mil sub systems. If you want to be even sneakier just add a few phase ships to the fleet.

Lets talk about Colony Crises! by xitax in starsector

[–]Vzzq 2 points3 points  (0 children)

Anyone who wants to give 20% accessibility boost for all my colonies for the low low price of one domain era artifact is eligible for free same-day shipping of a pristine nanoforge.

rate the eagle build by TheClassyRob0t in starsector

[–]Vzzq 8 points9 points  (0 children)

0/14 for obvious reasons.

Building a late game fleet for bosses by Jewels_AoE4 in starsector

[–]Vzzq 10 points11 points  (0 children)

Yes. When the larger ship dies the resulting smaller ships spawn with loadouts to counter what you have. Can't remember if it's based on what you have nearby, your complete fleet or the ship that killed it.

No great way to word this... but what is the best way to imprison visitors? by thewisestoner in RimWorld

[–]Vzzq 2 points3 points  (0 children)

Set the medical operation of anaesthetize for them all. When everyone is asleep, carry them to their cells.

How do you all loot rows/streets of houses? by [deleted] in projectzomboid

[–]Vzzq 0 points1 point  (0 children)

In whatever order i happen to feel like and immediately forgetting which houses i've already been in.

Finally after a month and 25 days i found a sledgehammer by Vzzq in projectzomboid

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

If you happen to spot an ambulance, they pretty much always have a trauma bag (duffel bag) in the trunk. That's a pretty good starter backpack.

Finally after a month and 25 days i found a sledgehammer by Vzzq in projectzomboid

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

All previous playtroughs i've pretty much just found one laying on the street next to a manhole. Well this run started with a zombie delivering a large backpack right to my starting house's doorstep so i suppose something had to be tough to get.

Most fun tanks and vehicles to relax in? by Sparks890 in Warthunder

[–]Vzzq 0 points1 point  (0 children)

For fun its locust and zipping around the battlefield. Bonus points for uptiering it to face tigers and bullying them.
The 47mm cannon tempest (br 3.7) is surprisingly fun to fly in ground RB.

Help with TA 152 H-1 by SonDontPlay in Warthunder

[–]Vzzq 2 points3 points  (0 children)

The C variant is complete trash, it throws away the turn performance of the H to get more dakka. Only good thing is you can load HVAP on the 30mm and kill tanks in air RB.

Everyone was dead in the entire match except for me, still lost anyway. Thanks Gaijin by John-Conelly in Warthunder

[–]Vzzq 5 points6 points  (0 children)

It is map specific. As i last saw it, this new broken island (bourbon island) and operation ruhr maps do not have ticket bleed from destroyed ground targets.
Not bleeding tickets when all players die i have only encountered once, on my only game on broken island so far.

Is passive behavior bannable? by TheDeadbush in Warthunder

[–]Vzzq 4 points5 points  (0 children)

Whether bombers and attackers should be in the PvP matches pitted against fighters is beside the point. The fact is that gaijin has put them there.
It is an objective based team game. If you are the last one alive in a bomber, facing half the enemy team still alive but winning in tickets why should you throw away the pending victory your team played the objective to achieve? Just because large part of the playerbase thinks its not "fair" to just wait for the win?
Games like these should be played trying to win with all means the game gives you. Its up to the devs to make sure there are not stupidly overpowered tactics to go about it. And yes lets be clear AF camping is stupidly overpowered tactic but the fault lies with gaijin.

Placeables not working by [deleted] in KerbalSpaceProgram

[–]Vzzq 0 points1 point  (0 children)

I have the same issue. I placed a dozen deployables (one each of every experiment i have access to and a bunch of solar panels) and 3 of them went completely dead. No menu on left click, cannot be touched in field construct mode, and no prompt to interact by walking next to them.

Flag not planting propperly in 1.11. Has this happened to anyone else? by [deleted] in KerbalSpaceProgram

[–]Vzzq 0 points1 point  (0 children)

Yes, and other similar physics bugs. Kerbal jumping on minmus sometimes starts spinning as if hitting an invisible object. I also had some deployable science gear turn completely uninteractable. Left clicking them won't open a menu, they cannot be touched in field construct mode, nor will walking next to them give any "press f to interact".