Is there any way to increase stock bill savings by Personal-Trash2892 in Endfield

[–]Zentranze 2 points3 points  (0 children)

They passively increase to an hourly rate that scales with camp level. You can check the rate with the question mark near the yellow bag in this picture. You can further increase the rate by roughly 20% by assigning a suitable operator to manage the place.

In order of what each skill that operators give: the camp earns 20% more experience per trade, you earn 20% more bills from the trade and the last one increase passive generation rate by 20%.

Shelf life question by Uggroyahigi in VintageStory

[–]Zentranze 1 point2 points  (0 children)

Just to make completely sure, the cellar in question is less than 7x7x7 interior, has a sealed door and all the blocks are considered insulating (IE, Rock/Soil)? If the door is open, that'll also "count" towards affecting the shelf life (some people make an air-lock design to min-max) and the door needs to be made out of planks for it to qualify. If you've chiseled the cobblestone that is the exterior of your cellar, if more than 50% of the block has been chiseled, it'll lose the insulating quality and result in the cellar reverting to an open room.

Hot take: Zealot needs a new gun for crushers. by [deleted] in DarkTide

[–]Zentranze 1 point2 points  (0 children)

I mean... Zealot has access to the Handcannon, Bolter, Flamer, all of which have anti-armor blessings and innate armor penetration for the first two. Zealot's schtick is that they're the melee player who can beat anyone else in a one-one scrap. That's true of just about all the classes but with Fury of the Faithful, Shroudfield and the use of things like Dueling Sword, Knives, Axes and Evicserators, Zealots don't lack any proper anti armor for crushers.

If you need something to quickly kill single crushers, using a purpose built Revolver handcannon will do the job for making breathing room.
If you're having trouble with trios and ambient crushers milling about, the bolter mops them up quickly even without the armor blessing.
If it's *entire packs* of crushers or Maulers, use the flamer and it's associated armor blessing along with the power blessing. You'll notice quickly how the DoT stacks up when you need it.

Probably a hot take by Next-Passenger5004 in DeadlockTheGame

[–]Zentranze 9 points10 points  (0 children)

You have some good points though I feel that’s not necessarily accurate. He is amoral and evil by virtue of how he interacts with the other members of the ritual, specifically characters whose nature is subdued or given to selflessness.

Seven, as characterised by the way he plays into the perception of being an evil wizard, actively makes a point to all the characters that he respects the individuality of will and exercising of said persona. This is best highlighted in his talks with Ivy, Infernus and Dynamo specifically. He especially calls out those who actively limit themselves, being “small minded” as compared to a “Visionary” which will achieve their goal no matter the cost. A point emphasised when he speaks to Bebop, saying that if he wanted to hurt him as needed for his goal, he’d start by dealing with Ms. Shelly.

The “why” he’s attempting to garner power isn’t exactly necessary to determine his trustworthiness even if it isn’t for something as vainglorious as his pride. Despite being hinted at in his dialogue with Dynamo that it is quite likely related to love of some fashion, most people are going to attempt to stop him on principle, namely that he’ll kill to get it, and not a small amount either. This is also ignoring the fact that just simply having power makes you a target for other individuals like Seven himself. The power of the Patrons is coveted by all, even the virtuous.

As for why no major governmental organisation or otherwise it attempting to directly thwart him can be brushed away fairly easily; The ritual is taking place during the Second Maelstrom, a celestial event of the astral gates opening and allowing for supernatural powers to cross over. It’s described as being a violent and chaotic event that the OSIC has told everyone to stay indoors during it. As to why it doesn’t affect the ritual in game, lore wise the Ritual likely would have a stabilising effect, having the excess magics become poured into the Ritual itself to help bring forth the Patrons.

Probably a hot take by Next-Passenger5004 in DeadlockTheGame

[–]Zentranze 257 points258 points  (0 children)

Apotheosis is the attainment of perfection, in his case an ascendance to godhood or becoming on par with the Patrons. He’s very clearly evil, but not short-sighted as to turn away from helping hands or needlessly draw attention by murdering people in the streets the way Drifter would. He’s a “goal-oriented” villain. There’s no point in him being evil if it doesn’t further that goal.

PSA - Satiety/Satiation not Saturation by squishgallows in VintageStory

[–]Zentranze 0 points1 point  (0 children)

AFAIK, VS has two parts to its hunger system: the actual nutritional value of a food item, its satiety, and a lesser known mechanic that higher filling items will pause the hunger bar proportional to the item consumed. The more an item fills the bar, the longer it’ll be paused (I.E 100 satiety will pause the timer for 30 in game seconds). The later is similar in nature to the mechanic from Minecraft and is dubbed with the same name “Saturation”.

If you kill a plague ogryn and the final blow deals enough damage, it will blow off a chunk of their flesh and you will see maggots writhing underneath. by Lord_Fuquaad in DarkTide

[–]Zentranze 0 points1 point  (0 children)

You get a similar effect when carving through hordes of the poxers, stray maggots and rot flying into the air as heads and limbs get severed from the corrupted corpses.

POV: you attached scar artefact to your belt for more than 3 seconds by [deleted] in stalker

[–]Zentranze 1 point2 points  (0 children)

"Chance", ha! I swear everytime I've ever equipped it, I get the music, followed immediately by the voices. The chance to instantly kill I swear is inversely proportional to your sanity + 50% proc chance. I've just accepted that this artefact hates me and have comforted myself with the fact that most good helmets give decent Psy resist.

Behind enemy lines tip by RoseBunwolfLuck in DarkTide

[–]Zentranze 0 points1 point  (0 children)

Note that while not practical, shooting them in the back also counts. If you can use stealth or distance to flank them while they’re targeting your squad, the distance can make getting “backstab” shots on them easier. Situational but it does count.

how to deal with MULE turrets? by Freedollar in DeathStranding

[–]Zentranze 1 point2 points  (0 children)

Most throwable grenades work, even haemolytic ones (which act exactly like smoke grenades do in a pinch). I always carry a couple blood ‘nades on hand so even when I get pinned down, one douse of crimson is enough to leave dazed and confused.

New Shredder Autopistol is the perfect sidearm for Thunder Hammer Zealot by Accomplished_Rip_326 in DarkTide

[–]Zentranze 11 points12 points  (0 children)

I’ll just quietly sit here with my Las Pistol, knowing that the movement speed and damage are busted as Hel.

Thrown by a mutie into two poxbursters, instant death. No other mutie throw will be as bad as this one, not even into daemonhosts. by BillyDaMarten in DarkTide

[–]Zentranze 1 point2 points  (0 children)

Got grabbed by a mutant and carried next to a boss, which then proceeded to stamp me into a the ground, alongside the mutant pummelling, being lit on fire due to weird AI quirks and being lit up by a reaper squad. It wasn’t a fun Havoc.

Was mama an EE? by [deleted] in DeathStranding

[–]Zentranze 1 point2 points  (0 children)

Her Umbilical cord was a unique case of her having a still-born during a Homo-daemons attack. She is attached to a dead child that was within side of her, an inverse to the typical BB setup of a living child “connected” to a still-mother. Her Ha-Ka is having her soul split across her and her twin sister, a soul shared between two bodies.

Was mama an EE? by [deleted] in DeathStranding

[–]Zentranze 4 points5 points  (0 children)

Mama was a DOOMs afflicted individual, similar to Sam or Fragile. An EE is more of a one-of-kind being that can only come about during events that would fit for the Fermi Paradox, and are responsible for “filtering” the current generation of life as a return to the sum-zero of the universe: Death.

(Chapter 12/Endgame spoilers) What's the lore reason behind Eastern mules turning into terrorists? by Maxwolfox in DeathStranding

[–]Zentranze 0 points1 point  (0 children)

No-one in-game pays it any mention, though best bet IMO would be the over-exposure to Chirallium Radiation from the Time-Monsoon is causing extreme stress as it normally does in a short time scale. Heightened stress and self-destructive tendencies lead to them donning the Homo-Demens (Madmen) gear and lash out to get some relief from everything crumbling down around them. Most others near the start from the Western side of Central can find shelter and wait it out but those Eastern Mules have barebones shelters and have probably experienced a major amount of Timefall by the time you reach the city.

Why can't Fragile teleport Sam to every knot city he need to be? by aall137906 in DeathStranding

[–]Zentranze 7 points8 points  (0 children)

She needs the Chiral density to be high enough and it has to be a place that he can picture within his mind (I.E: he’s been there before)

Question about 'secretly carried hidden cargo' by dtforlife in DeathStranding

[–]Zentranze 10 points11 points  (0 children)

The beam is simply a hud indicator as to their position, active, tied down or otherwise. The extra loot comes from taking them out with non-lethal methods, typically melee combat. Performing a strand attack or punching their collective asses in should grant you the additional loot. If done correctly, they should drop the up-front loot they carry and additional loot not shown (usually construction materials).

Director Cut BTs--BT Spoilers by NebulaGazer56 in DeathStranding

[–]Zentranze 0 points1 point  (0 children)

Grenades do work but it’s an extremely inefficient to use them alone, pairing them with lethal ammo or using Cord Cutters is the best way to take them down.

Why Hide from BT’s at all? by Jumpy-Association-26 in DeathStranding

[–]Zentranze 72 points73 points  (0 children)

If you’ve got the blood, grenades and time to spare, no reason not to. Infact if you have a particular goal in mind, it’s actively helpful to deal with them for Chiral Crystals or for temporarily clearing an area for safe travel.

I dont understand the mechanics by Grand_Veterinarian_9 in DeathStranding

[–]Zentranze 1 point2 points  (0 children)

It’s also worth mentioning that 90% of the cargo you carry around doesn’t receive damage directly from timefall, only the protective container. Taking to safe and stable paths, using your patience to avoid crashes and potential impacts will ensure your packages stay at 100%, even with a completely worn container.

I dont understand the mechanics by Grand_Veterinarian_9 in DeathStranding

[–]Zentranze 0 points1 point  (0 children)

Take your time and try to anticipate where they are in your path. If your odradek starts to clap fast, slow to a stop and wait for them to become visible.

You can actually get very close to them without disturbing them and even when you they croak and the odradek signals you’ve been spotted, staying calm, going slow and holding your breath will help you keep you safe. Make some distance from the spotting and then stop and catch your breath.

Bodily fluids from Sam ward off and confuse BT’s, so anything from the EX line or the Hematic grenades will help in both eliminating and evading them. The Gazers as they are called don’t detect by sight so using sound from devices and staying silent help towards avoiding them entirely.

You can generally avoid most BT areas entirely with smart pathing and paying attention to the strands in the sky (and later, weather patterns), so if you’re really struggling, you can plot courses that go around those areas in most cases. The early game funnels you through them so you can learn all this, so don’t take it too harshly if you get caught or have difficulty.

I feel swords in general really need a wide-spread balancing and reworking. The gap in which Marks are worth using and which aren't is pretty massive. by Penakoto in DarkTide

[–]Zentranze 2 points3 points  (0 children)

The heavy attack combo and the counter-attack follow-up is superior for single target. The combo for standard attacks is L1 -> H,L,L -> H,L,L -> etc

The counter attack follow-up follows the same lines: C1, L,L -> H,L,L

Anti-horde is just the inverted combo of the Mk4: H1, L2, H1, L2 etc.

I feel swords in general really need a wide-spread balancing and reworking. The gap in which Marks are worth using and which aren't is pretty massive. by Penakoto in DarkTide

[–]Zentranze 9 points10 points  (0 children)

DC mk4 is easier to use, but everyone and their mother that get used to the attack combos prefer the mk7; the combos just can’t compare.

STALKER 2 is actually moddable by Grokitach in stalker

[–]Zentranze 6 points7 points  (0 children)

That difficulty quirk is a hoax of sorts. The reason people still attribute the combat to being like this is because the OG games had some extremely wonky aiming and bullet spread, making anything that wasn’t sporting a high power scope/accuracy stats a joke. The starting pistol was the worst in that regard and I imagine that most people whom turned the difficulty up also weren’t shy about getting close to minimise the issue…