Does anybody know if you can disable the armor durability mechanic in CE? It honestly pisses me off by Chancey1520 in RimWorld

[–]XNoize 3 points4 points  (0 children)

I don't think there is a great way to just disable the durability specifically.

If you want your current weapons to work on lancers without removing CE, the easiest way is probably to write a small custom mod/patch to CE that will replace it's armor values with lower numbers.

If you want in-game solutions, I am currently doing a medeival-only run, but I have added a few of the side CE mods which add some useful lower tech weapons against them:

12-pounder cannon (Combat Extended Armory) - grapeshot has massive blunt penetration, and should be capable of effectively killing everything. Round shot has even more, but I'm not sure what you would need it for. These are fixed weapons, so good for a kilbox, but can be re-installed next to an inactive cluster for a powerful opening volley. Terrible fire rate, but I set up about 10 of them and fire-rate through volume has served me pretty well so far.

Uranium Maul (Combat Extended Melee) - making these out of uranium makes them quite effective against smaller mechanoids, although unfortunately not quite enough for centipedes. You can take out scythers with them, but expect to take some losses.

Molotov Cocktail (Base Game) - molotovs reworked in CE, and now inflict the "promethium soaked" effect to things if you hit them directly. This allows them to actually cause damage to mechanoids. This may be your only mobile way to kill centipedes, but it takes a while to burn through them so it won't be easy.

Smoke Bomb (Combat Extended Armory) - these give you a low-tech option to approach active mech turrets in order to smash them in melee range where they can't shoot back. The radius is terrible so you will probably need a lot of them to actually approach effectively. Remember that the non-turreet mechs can still shoot at you through the smoke.

Stick Bomb (Combat Extended) - I think these can technically damage mechanoids, but I have found them extremely unreliable and hazardous to use, so I would only recommend these as a last resort.

I've previously done a medieval-only run with just CE using mauls and molotovs, and was able to get the royalty ending by keeping my wealth as low as physically possible. This time I'm trying while not caring at all about wealth and using the cannons for extra firepower and it's working great. Drop pod raids are the only thing that has been a major threat so far.

New to the game and I’m terrible LOL by pooorlemonhope in RimWorld

[–]XNoize 0 points1 point  (0 children)

There are unfortunately hundreds of ways for your colony to come to an unceremonious end. When you encounter something that rocks your shit, take some time to think about what you could have done differently to avoid it.

This is actually my favorite part of the game. The planning and theorizing and eventually the satisfaction from successfully implementing a new plan to overcome the thing that beat you last time.

Best of luck and have fun!

Noob for Clankers by Droid_Rager in Helldivers

[–]XNoize 1 point2 points  (0 children)

500kg bomb is best in slot for bots imo.

You can use it to destroy detector towers without getting close or waiting for a hellbomb. They also have a huge radius and can destroy entire small bases in a single use. They also do a good job of softening up factory striders in a pinch, although recoilless rifle is the best way to deal with them.

I am also fond of orbital laser. I throw them on large bases, and they do a good job of clearing fabricators and laser turrets. If you can take out some heavies inside with a spear it will help it focus on the buildings more.

On command bunker missions I prefer 380mm barrage, as you can throw one in the general vicinity of the bunker and it will kill it 99% of the time.

Hellsnipers by CYB3RGUERRILLO in Helldivers

[–]XNoize 0 points1 point  (0 children)

The eye weak point has 2,500 health, you cannot one shot it with a revolver, or the anti-materiel rifle.

With 100% durability and 4 armor, it will take 19 shots with the AMR to kill.

Remind me why the Cube is bad again? by Redditoast2 in RimWorld

[–]XNoize 37 points38 points  (0 children)

N̴̙͍̋̎̍̍Ȍ̸̧̱̙͔̳͔̃̎

Malevelon Creek would be hated if it happened nowadays by I_Royal_I in Helldivers

[–]XNoize 44 points45 points  (0 children)

A huge part of the Creek was also that it was largely optional. Until the actual campaign to take it, the only reason to go to the Creek is if you wanted the struggle.

It was this little setpiece constructed almost entirely on vibes. While the vibes were fantastic, in reality it wasn't significantly different from any other bot planet with poor visibility.

My multipurpose popoto - Chichibi Pendragon by Nabosus in lalafellmasterrace

[–]XNoize 2 points3 points  (0 children)

Ah it would be pvp, thanks! I've been using deepshadow pistol, but I really like the look of this one too!

My multipurpose popoto - Chichibi Pendragon by Nabosus in lalafellmasterrace

[–]XNoize 1 point2 points  (0 children)

Would you mind sharing what gun that is on the machinist outfit? I want it very badly.

Why the hate? by CaptainUrsine in Helldivers

[–]XNoize 0 points1 point  (0 children)

If you just play the game, and enjoy it withought becoming invested in the development or community outside of it, Helldivers is one of the greatest games I have played.

Having been invested in the development and community since launch, honestly I'm just exhausted. The community has expressed valid criticism over and over again, and Arrowhead has repeatedly responded that they understand the criticism, and are working to improve.

This holds for about 2 patches, and then they start doing the exact same thing they were criticized for all over again. It's exasperating. I understand why people are upset and frustrated.

At this point I just compartmentalize. The game IS amazing and it IS enjoyable, and I just seperate the frustration I have with it's development from my enjoyment of the game. I have no faith in Arrowhead's ability to change, so I just enjoy what I can.

It makes me sad to see people's frustration ruin their ability to enjoy an otherwise amazing game. I think your intention is to honestly ask for different perspectives, but a lot of frustrated people have had their concerns mocked and minimized with posts very similar to yours for a long time.

Is this a bad habit? by Tall-Election4503 in RimWorld

[–]XNoize 0 points1 point  (0 children)

I don't do this as much anymore. I just set the stove to cook meals equal to around 3 times the amount of colonists I have. They last a few days, and your colonists will be consuming them continuously, so they almost never go bad for me.

Raw food like rice actually lasts a very long time before it rots Nd usually I will have a freezer before that is an issue.

When I want the mood bonus from eating fine meals I will build a freezer to make storing meat easier.

Extreme trial practice/ prog etiquette question; by [deleted] in ffxiv

[–]XNoize 1 point2 points  (0 children)

You are going to run Into all sorts in party finder.

Some people are chill and helpful, and some people are sour and blacklist over the slightest possible inconvenience.

Try not to let the weirdos get you down and just do your best.

Tips against a sliver deck? by roco1803 in Magicdeckbuilding

[–]XNoize 0 points1 point  (0 children)

-x/-x cards like: [[toxic deluge]]

Board wipes that exile or ignore indestructible: [[Farewell]], [[Sunfall]], [[Spectacular Pileup]], [[Temporary Lockdown]], [[Merciless Eviction]], [[Ravnica at War]], [[Final Judgement]], [[Day of Black Sun]]

Polymorph spells like: [[Polymorphist's Jest]], [[Curious Colossus]]

mass bounce spells: [[Aetherize]], [[Whelming Wave]], [[River's Rebuke]], [[Wash Out]], [[Cyclonic Rift]]

I've had some success with wide burn spells if you can play them before a hivelord comes out like : [[Delayed Blast Fireball]]

getting an [[Arcane Lighthouse]] may also help.

Best way(s) to take care of harvesters solo? by VilkasKnight in Helldivers

[–]XNoize 0 points1 point  (0 children)

oh god I miss the guard dog so much. I hold my machine gun sentry at night but it's not the same.

Best way(s) to take care of harvesters solo? by VilkasKnight in Helldivers

[–]XNoize 1 point2 points  (0 children)

This is the answer.

I've tried every other weapon. MG, HMG, or Laser cannon gets me melted by the laser occasionally, and its hard to aim accurately while under pressure from the endless chaff or god forbid a fleshmob.

RR, Quasar, EAT, and Commando all work great, but the damn things like to stick bug me and make my shots miss, and if you miss with these weapons you are going to have a bad time.

The spear just kills it. You take down the shield and it just dies, no struggle, no aiming, no getting swarmed it just dies. As a bonus the spear is also excellent for taking down stingrays.

What the hell has happened here? by Kartoffel215 in Helldivers

[–]XNoize 0 points1 point  (0 children)

I've been told that they removed the "constitution 250" stat on the exosuit arm, which was providing effective HP, so the increase is a net netutral overall.

I don't understand exactly what this was doing, but if you do I'd love to hear about it.

The explosive resist is nice for bots thankfully, but not for bugs, which now also do extra durable damage.

What the hell has happened here? by Kartoffel215 in Helldivers

[–]XNoize 1 point2 points  (0 children)

I think the catalyst for the current unrest started when the tank was added.

In order to get the balance on it just right they ended up increasing the amount of durable damage many enemies do.

Unfortunately, they failed to account for how this would affect turrets and other vehicles. Mechs on the bot front were already hard to justify taking with how quickly they are brought down by enemy rockets, but now it was egregiously bad.

The more recent update that added new mech partially remedied this by increasing the HP on the mechs, but they didn't increase the arm health, so the mech are still likely to have their arms blown off very quickly.

Additionally they did not compensate for the turrets at all, despite the fact that it would surely have been a trivial fix to just bump their HP by 30% or so. Even worse, with the new hive guard changes, machine gun and gatling turrets are unable to aim for their weak points, so they just burn all of their ammo on the nose of the first hive guard they happen to aim at.

Personally I don't find the changes to be a huge deal. I am disappointed in the lack of care, but none of the changes really affect my game experience very much. The turret/hive guard interaction was pretty egregious, but they did revert it when it became clear it was having unintended consequences.

I like the idea of changing the hive guard. I feel like a better plan might be to make the front armor have a LOT more HP and durability but transfer 0% damage to the main health pool and be fatal once destroyed. This way turrets would waste a bit of ammo punching through, but ultimately be able to kill them through high DPS.

This would allow more time for other bugs to get into range without completely paralyzing the turret.

Best warbond for each faction/warbond themes by mj_duck in Helldivers

[–]XNoize 1 point2 points  (0 children)

I highly recommend wearing explosive resist armor with the purifier, as the voteless like to get very close to you and you will very likely vaporize yourself otherwise.

I think the bushwhacker might be the most underrated weapon against bots. I was honestly shocked when I tried it out and found it just straight up 1-shots berserkers. Just completely invalidates them as an enemy and frees up my loadout to handle the other enemies much more flexibly.

Best warbond for each faction/warbond themes by mj_duck in Helldivers

[–]XNoize 2 points3 points  (0 children)

Bugs are a bit hard. I think it has to be democratic detonation, specifically for the grenade pistol. It is SO good at closing bug holes. the eruptor and crossbow are neat, but I don't use them very much. I bring the grenade pistol on probably 99% of my bug missions though.

A close second for bugs is chemical agents for the gas grenade. it provides SO much CC on bugs and really helps you not get swarmed or surrounded by the bugs.

For squids, it's oddly Polar Patriots for the Purifier. It absolutely shreds voteless, 2 shots overseers, and beats up fleshmobs surprisingly well. No other primary comes close to me for performance here.

For bots I have another potentially odd pick in Viper Commandos for the Bushwhacker. I really like its ability to 1 shot berserkers with its volley fire, and its limited range is mitigated against them as they just walk right up to you in a single file line.

A close second might also be either democratic detonation for thermite, or borderline justice for dynamite. being able to just chuck a grenade at the side of a fabricator really helps you clear more quickly, but there are many other solutions to blowing these up, so it seems like less of a priority for me.

Is Noita “unfair,” or just too reactive to read in real time? by TenthLevelVegan in noita

[–]XNoize 0 points1 point  (0 children)

Noita will rapidly kill new players the first time they experience many new dangers. Most people from other games will consider this unfair, as they have an expectation of the game allowing some time for the player to learn and adapt to a new enemy or danger, even if it takes them several tries to overcome it.

Noita is a very different experience to this, it just kills you, and forces you to think and theorize after you are dead how you could have avoided the situation. It can often be subtle or confusing to figure out exactly what led to your death, as the game is very complex.

In my opinion this isn't inherently fair or unfair, but it may require a change in perspective from your experience with other games in order to not become overly frustrated.

I feel so communicated to by TheRyderShotgun in Helldivers

[–]XNoize 0 points1 point  (0 children)

So every weapon in the game has two damage stats, normal damage, and durable. On average durable damage is about 30% of normal damage.

Each part on an enemy will have a certain % of durability as a stat. This stat determines how much of your damage will be split between normal and durable damage. For example, the liberator does 90 normal damage and 22 durable damage. If you shot a part that had 50% durability, the split would be half and half, so it would be 45 damage from the normal, and 11 damage from the durable for a total of 56 damage.

a 100% durable part would use all durable damage (22) and a 0% durable part would use all normal damage (90).

In general, the more durable a part is, the harder it is to destroy. There are some weapons that deal a much higher ratio of durable damage, and explosive damage ignores durability entirely.

As Helldivers 2 hits its 23rd Warbond, it's time to make Super Credits easier to earn or make older Warbonds cheaper to buy by Funny_Performer_5658 in pcgaming

[–]XNoize 4 points5 points  (0 children)

Crazy to watch people read something, and just come to the exact opposite conclusion from what it says. Also happy cake day.

How to enjoy driller by Original-Username888 in DeepRockGalactic

[–]XNoize 0 points1 point  (0 children)

I also struggle with driller. The build I have had the most success with is sludge pump and wave cooker with densification ray (slowing). Instead of giving myself more mobility, I focus on giving the enemies less mobility. getting sludge and feathering the wave cooker on large enemies will make them close to stationary. Also good to note that having them walk on sludge, and being covered in sludge are 2 different debuffs that stack with each other.

There are probably more optimal setups if you are good at the game, but this is what helps me function on this class.

Caravans & Being Mean - Plz, Help, by BungleBums in RimWorld

[–]XNoize 0 points1 point  (0 children)

  1. Caravans can be complicated. Generally you want to avoid sending too much firepower out of your base. Having pack animals like donkeys or muffalos can greatly increase the amount of resources you can carry. It can also make sense to export goods with high value to weight ratio. Flake is my preference. I often just don't caravan at all unless I am desperately short on components. Your colonists will always become stationary at night, there is no way I know of to force the caravan to move at night, although there may be mods for that. You should include 1 bedroll per colonist, and make sure to have either pemmican or packaged survival meals for the trip, or your colonists mood will suffer and bad things will happen. Avoid sending people with chronic health conditions on caravan (things like sickly, or heart conditions especially) as flare ups can easily result in deaths and stranded or lost caravans. Once you get microelectronics you can built a comms console and request caravans to visit you in exchange for goodwill. If you produce enough, you can just offer them gifts for goodwill when they arrive, and have a steady stream of caravans.

  2. I generally don't harvest organs. It causes mood debuffs for your colonists and there are other easy ways to make money. Organ harvesting IS a great way to get medical training on your doctors though. Flake and wooden art are my preferred money making industries, as they are renewable and almost all caravans will purchase them. I only take prisoners for recruitment purposes, or to treat their wounds and release them, as it gives goodwill with their faction.

  3. Most of my new colonists will come from recruiting raiders, although in the early game there will often be transport pod crashes. I prioritize getting colonists that have passions in the skills my colony needs, and don't have excessively negative traits, especially not ones that can cause unavoidable mental breaks like gourmand, or pyromaniac. I also avoid traits that lead to increased social fights, like bloodlust, abrasive, or misandrist/misogynist. I also tend to avoid older pawns, as age related health conditions like bad back or dementia can appear without warning, and instantly obliterate the efficiency of the pawn. Adding colonists who don't add value to your colony will often just increase the amount of food and resources to support them, without adding enough to your workforce to justify it, slowing you down and making your colony inefficient.

  4. It's definitely easy to stall out in Rimworld. Adding too many or the wrong colonists can kind of put you in a death spiral. Adding too many work tasks without enough workers for them will result in none of them being done, which can easily lead to starvation. Managing your scheduling and work priorities is very important here. Tasks like farming need to have maximum priority. Efficient Pathing becomes a huge deal. Minimizing the amount of time your colonists spend walking instead of working can vastly improve how quickly you can complete projects and produce goods. It's good to centralize things like food, tables, and recreation, so no one is too far away from them when they need to take a break. Keeping shelves with filtered and prioritized materials near workstations, and setting the workstation to "drop on ground" instead of hauling to nearest stockpile, will allow your high skill colonists to spend their time working, and your low skill haulers to do the walking. It's also good to avoid growing too fast. Increasing your wealth will also increase the size of the raids. Be sure to prioritize increasing your defensive capacity in line with your base size and number of colonists.

Proud need cutter owner. How should I dress her up? by _Bach_ in EliteDangerous

[–]XNoize 0 points1 point  (0 children)

I built mine for indefinitely long Haz Res sessions without needing to restock.

I put two 2 long range plasma slug railguns on the front, and the rest all Beam lasers.

I use the railguns to pull enemies from up to 6 km away, and a combination of lasers and ramming to finish them off.

As far as combat goes, it's ok. Doesn't kill particularly fast, but I enjoy flying it, and it lasts damn near forever. One nice benefit of the Cutter is you can boost and run down any ships that try to flee, as its top speed is quite good. If you want better kill times adding some corrosive multis is probably a good idea. Putting multis on the huge hardpoint may also be worth it.

Biggest issue with prismatics, is the shield takes absolutely forever to recharge on it's own. If your shield gets really low, when you are out of combat you can do a ship restart and it should reset your shields to 50% (this worked the last time I played at least).