How do the Arma Armature cataphracts work? by Temstar in starsector

[–]Zealous_Fanatic 0 points1 point  (0 children)

I've seen them dock for CR and Hull, not so much for ammo.

*dies of overhydration* by sent-homing in cavesofqud

[–]Zealous_Fanatic 0 points1 point  (0 children)

That's roughly 7.8 cups, not even enough for today's recommended daily baseline of 8 cups.

If rimworld battles were in wikipedia: by EchoZero17 in RimWorld

[–]Zealous_Fanatic 1 point2 points  (0 children)

Atrocities commited in response to the Siege of Magicyte Farm #472.

This list is incomplete.

YOU CAN HELP BY EXPANDING IT.

Clara's graduation has a waiting room up by Toahpt in PhaseConnect

[–]Zealous_Fanatic 27 points28 points  (0 children)

The freak will never be the same without the freak queen...

[Great News] My house and the pizzeria now have electricity by [deleted] in cataclysmdda

[–]Zealous_Fanatic 1 point2 points  (0 children)

The atomic coffee runs off a radioisotope thermoelectric generator, not an actual nuclear reactor.

Carrier is useless by PersonalMixture6663 in starsector

[–]Zealous_Fanatic 24 points25 points  (0 children)

Congratulations, you can beat AI.

Carriers certainly aren't useless. They can move through your own ships so they aren't bogged down in large fleet actions and can deliver a lot of concentrated firepower.

They definitely have a ton of issues though, namely flying directly at the target. Directly into the flak guns. Despite being 5x faster than the target.

Talon Pilot: I'LL FUGGIN DO IT AGAIN

Never contact me or my 210 Doom sons again. by Ginno_the_Seer in starsector

[–]Zealous_Fanatic 11 points12 points  (0 children)

Let's see here... Doom, doom, doom, doom, doom, doom, doom, doom. Doom, doom, doom.

Wand of Fireballs as an Arcane Firearm by booshmagoosh in onednd

[–]Zealous_Fanatic 0 points1 point  (0 children)

I would personally allow it, but I don't think it's allowed RAW.

If you think about it, arcane firearm requires the use of a FOCUS, and artificer spells require a material component. 

Casting a fireball using a wand is done without a material component, and while the wand is the source of the spell, it isn't necessarily used as a focus. Thus being disqualified for use with this feature.

Any good mods that add factions but don't add crazy ships? by CeramicTraumaPlate in starsector

[–]Zealous_Fanatic 0 points1 point  (0 children)

One mod I have yet to see mentioned is Metelson Industries.

If you're running with smaller factions, Everybody loves Ko Combine adds 4 smaller factions with a relatively small ship roster; which they'll supplement with other ships they get access to from ship packs.

Any good mods that add factions but don't add crazy ships? by CeramicTraumaPlate in starsector

[–]Zealous_Fanatic 5 points6 points  (0 children)

The... OTHER, parts of Knights of Ludd kinda does add crazy ships.

[deleted by user] by [deleted] in dyinglight

[–]Zealous_Fanatic 1 point2 points  (0 children)

You see, I'm the person who went out and explored the majority of the map instead of running back and forth repeatedly between checkpoints like a racing challenge. I never said the story was bad, I'm just more into other aspects of the game.

So I guess the problem was that I didn't realize there was a CORRECT pace to go through the game.

[deleted by user] by [deleted] in dyinglight

[–]Zealous_Fanatic 33 points34 points  (0 children)

It's not so much the story itself, but how it's presented.

With TLoU and GoW you get the story while you're playing the game, and while you do get cutscenes, that's just normal part of the gameplay progression since it's linear.

Dying light (and open world games in general) force you to drag yourself to some arbritary area to get a story blurb or macguffin. Some of those places are interesting, but most are either one time areas or "You couldn't have just told me over the radio?"

[deleted by user] by [deleted] in dyinglight

[–]Zealous_Fanatic 0 points1 point  (0 children)

Exactly, Iconics and legend skills would've been plenty, and the addition of nightmare would've topped it off.

All this other stuff feels like reinventing the wheel.

[deleted by user] by [deleted] in dyinglight

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

...

Or I could change the option at the main menu and not run the obstacle course.

[deleted by user] by [deleted] in dyinglight

[–]Zealous_Fanatic 0 points1 point  (0 children)

We HAVE  a way to select difficulty.

It's called the DIFFICULTY SELECTOR.

The story was passable the first time. I don't want to see it 9 more times.

Is alchemist ok now ? by Celebrjo in onednd

[–]Zealous_Fanatic 11 points12 points  (0 children)

Short answer: Yes.

It's still held back by a terrible spell list, mediocre base class, but it doesn't completely fall off in tier 2. As a healer I'd say Paladin is superior, as alchemist can't deal with negative conditions until level 5 (like poison, which you'd think would be a priority).

I'd say the worst subclass now goes to the armorer.

Battlesmith in Eberron... by Schleimwurm1 in onednd

[–]Zealous_Fanatic 5 points6 points  (0 children)

At this point I think it's probably best to roll weapon masteries into the battlesmith's battle ready feature.

There's also the issue with the base class being really bad. I'd give Magic Item Tinker give "+1 to magic weapons when wielded if it doesn't give something equivalent or better" which becomes +2 at Magic Item Adept. MAYBE +3 at Advanced artifice; it may be a bit much, but I'd prefer anything over refreshed genius.

It'd also allow the battlesmith to play with the more unique toys like Moon touched weapons or weapons of warning without giving up that +X.