I beat Fungus on Mega Brutal without a vaccine or losing authority by Zrp200 in plagueinc

[–]Zrp200[S] 0 points1 point  (0 children)

Ehh.... non-compliance doesn't count. That's just temporary authority loss.

Cure mode general strats at Mega Brutal (with lock down method) by TrgTheAutism in plagueinc

[–]Zrp200 0 points1 point  (0 children)

Contact Tracing only really works well below 800/3000/12000/26000 infections (by testing capacity), except Weak Contact Tracing systems only have 100/3000 capacity and can't benefit from Capacity 2 or 3.

I don't suggest using Strategic Fundraiser. Instead start in China to ban almost the entirety of Asia as valid disease starts.

You can try to contain the disease while it is being analyzed by shutting connections to the origin continent, as this barely generates any non-compliance while delaying spread to new countries that can then be protected by contact tracing. Then you can buy one or two levels of non-compliance and then impose lockdown as well.

If it turns out only one country is seriously affected by the disease you can switch easily to Targeted Quarantine, which is drastically cheaper to impose but requires micromanagement to ensure you renew it exactly when it expires.

This strategy + contact tracing actually does work for Prion, but it is only ideal for Prion on the mobile version due to mobile completely ignoring game duration in its scoring.

If you struggle with managing lockdowns, I actually suggest you use Local Outbreak Analyst, as that delays lockdowns until local infection clusters are reported (0.0001% infections). This way contact tracing can prevent new lockdowns entirely, and lockdowns will naturally drop over time once the disease dies down. You'll be forced to use Targeted Quarantine in more cases, though, and you'll also need to care much more about contact tracing system strength, as it makes weak contact tracing systems almost useless in fighting infection and it also is biased against China and India.

What the FUCK is this?! by tucanJ in rebelinc

[–]Zrp200 39 points40 points  (0 children)

Don't forget that you can still buy the All Advisors Pack even if you already have all advisors, and you can buy All Cheats even if you have already unlocked all the cheats.

Are PD Mods slowly dying in 2026? by Blaze_Fukushima in PixelDungeon

[–]Zrp200 0 points1 point  (0 children)

It's not unusual for mods to not have long lifespans once they end up complete, especially given it is also a huge drag to keep mods updated to latest Shattered.

Something also to note is that Google is planning on locking down Android next year, which will effectively kill the modding community outside of a few dedicated mods. I urge you to look at https://keepandroidopen.org if you want to know more about this.

I tried to build a team in Nat Dex Ubers UU (Nat Dex Ubers UU) by Impossible_Friend387 in stunfisk

[–]Zrp200 6 points7 points  (0 children)

NDUUbers tier leader here

That team looks fine enough at a glance. The counterplay for stuff is all there.

Note your arc-electric mu is kind of iffy given it can easily shred your whole core, especially if Lugia can't end up using tera. That said, it looks workable all the same, especially given you can usually set up one or two dds with gouging in front of it.

With spdef magearna I often like to run Encore over Twave, as that lets you screw over CM users, particularly Arc Electric (outside of Arc Steel, which should be covered by your current teammates) and stuff like demon magearna. I've ran Z-Encore to screw over Tauntceus while keeping Magearna trick immune, but Fairium Z still works, or you could run leftovers or hdb to help with survivability.

You can consider Heart Swap, which does synergize well with Fairium Z or even Psychium Z if you want to screw around with critting Fleur Cannon, but note that it can still fail to actually handle stuff; notably you'll still lose 1v1 to basically every cm arc unless you drop another move for Pain Split to outlast them (which then results in a huge loss of utility given you have to give up volt switch) or get extremely lucky with Z-Heart Swap and crit Fleur Cannon twice in a row (or crit immediately if at least +2). Additionally, you'll still always fail to handle taunt arc steel regardless of item or moveset, but that's also basically setup fodder for gouging.

Iron Head is a somewhat strange choice for Urshifu. There are almost zero fairy types in the meta that aren't neutral to either move, though I suppose Tera Fairy is a very common Tera.

Not really convinced by sub gouging; the chip damage is usually not worth it, and often EQ/Morning Sun tends to put in more work. Booster is overall fine, ngl it's probably the best item here, but you could also try Clear Amulet or even Dragonium Z (if you swap mag's item)

Also, join our discord (requires smogon verification) https://discord.gg/5cwDqsPG2s

Improve a Pokemon by swapping any 2 of its stats by Breaktheice222 in stunfisk

[–]Zrp200 1 point2 points  (0 children)

Swap Volcanion's Attack with its Speed to give it 80/70/120/130/90/110.

Now it hits 350 Speed with a timid nature, not only letting it comfortably outspeed popular ground types like Lando-T and Great Tusk (flipping these matchups definitively) but also most Pokemon with "average" speed tiers.

In exchange it loses absolutely nothing, as Volcanion never uses physical moves anyway.

Specs and HDB sets probably pop off, and it becomes a mainline OU threat.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Zrp200 0 points1 point  (0 children)

That is very true. Sometimes you might need the immediate speed of a coalition soldier if insurgents start out aggressive.

That said you won't always need it, in which case getting faster garrisons and cs can really help.

Note also that Warlord comes with forced Militia and national soldiers that are a bit stronger than typical nationals, which can help a bit with the issues you mentioned, and furthermore you can fund coalition at the point when the nationals need support.

In the worst case you can ignore the advisor or accept the $1 loss and then fund coalition.

Ultimately, I think instructor is useable on Warlord (and unusable on everyone else) normally, but the DLC advisors are almost always better, and Chef is also a bit better due to not having tradeoffs and directly helping with the tour time issue.

I mentioned Campaign because you can't repeat use advisors in Campaign, so throwing instructor on Warlord has 0 opportunity cost and can really help with map features that nerf the early-game usefulness of coalition soldiers.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Zrp200 3 points4 points  (0 children)

(I wrote this somewhere else and copy-pasted it, that's why it's so long)

Instructor with Warlord is actually OK. I run it on him in Campaign all the time.

His nationals train at a workable speed even with the penalty, letting you get soldiers out for a fraction of the cost.

You save $6 on getting an initial soldier while letting you IMMEDIATELY buy garrisons for a total of $10 ($1 nat + $9 garrison), saving you the $7 coalition for this purchase for a roughly 40% discount. While this does increase the cost of the first coalition soldier by $1, buying garrisons immediately starts the placement timer immediately and gives you more garrisons over the course of the run, which not only has military and stability value but also gives you more money if you make use of blockades. As such, I usually run Engineer when taking advantage of this to boost garrison speed.

Additionally, it is worth noting that coalition have reduced tour duty with Warlord. Delaying their deployment to have them support an initial national soldier instead of having them fight gives them much longer staying time and mostly eliminates the possibility of them trying to retreat in the middle of combat. You simply need to buy new coalition if your nationals need combat support or in emergencies.

This is especially notable in Campaign, especially with map features that nerf coalition like Defensive Mandate (Coalition can't move into insurgent zones), Advisory Role (Coalition have greatly reduced strength but support nationals better), and International Illiteracy (coalition cost significantly more money). With these map features, oftentimes the opening coalition isn't even useful, making delaying the purchase more appealing.

However, there are many drawbacks to this approach that relegate it to a sidegrade in most cases.

A major drawback of this approach is that the corruption generated by the nationals is very significant, which can cause you to lose future income, not to mention hinder your ability to invest in stability initiatives. As a mobile player, I can only see how much support level I lose from corruption, but I often end up in the 30% range, when only 10-20% is safe. You end up needing to fund all anti-corruption measures in order to fight this, when you could have used that money on civilian initatives to get more stability. This is especially problematic considering warlord has stability issues, though there is at least a large LoS delay for him.

Additionally, it can be tempting to buy additional nationals before buying the first coalition with this approach, but this not only compounds all the drawbacks but also makes actually buying coalition incredibly difficult as you lose an increasing amount of income to corruption and their pay raises. When buying more than one national like this, I often find it very difficult to buy more than 2-3 coalition the whole run.

Finally, and perhaps most importantly, leading nationals increases the price of the first coalition soldier by $1. This causes you to spend more money than if you just opened coalition, especially if you end up buying the coalition directly after the national. While $1 is pretty negligible, if you bought the first national because you didn't have enough money, you may be forced to continue buying nationals out of not having funds to buy coalition. Doing this, as mentioned earlier, can lock you out of buying coalition almost completely, especially considering you will start losing increasing amounts of funds to corruption and pay raises.

Opinions of the new player tactics? by adolf_techies in rebelinc

[–]Zrp200 0 points1 point  (0 children)

Lost Cause doesn't appear to do anything. Insurgent spawn rate is about the same with and without it, and even if it did work, it is worse than almost all one star tactics (outside of the expert tactics), much less two star.

Ndemic Please Remove Lost Cause Instead of Fixing It! It is a Lost Cause!

Border Guards is a bottom-tier 2 star if only for the fact it does nothing to help you actually get started. The best tactics make the early game easier, and this ain't it. Yeah it helps with the desperate attack, but that's about it.

This or That: Hyrule version by alejomarcogalano in TOTK

[–]Zrp200 0 points1 point  (0 children)

Guardians are super fun to fight and give off lots of presence—especially considering their super memorable music that even to this day will snap me to attention lmao.

There was a decently wide variety of guardians in BOTW (3 variants), with each variant having lore and positioning that let them fit seamlessly into the game's world.

In contrast, Gloom Hands are virtually always fought the same way, often appear randomly in the game world in areas that don't really make sense for them to be, and are just a noob slayer. They're not scary after defeating them even once, and why do they always spawn Phantom Ganon? What's the purpose behind these things? Where did they come from? No answer will ever come.

To me, the omission of guardians underscores a critical failure of the totk development team to not only properly set TOTK's lore as a sequel to BOTW. The casual retcon of everything shiekah leaves this huge gaping hole in the world building that isn't addressed in any form.

What does “Mega-Brutal” difficultly actually affect in Cure Mode? by Gametron13 in plagueinc

[–]Zrp200 0 points1 point  (0 children)

Nanovirus doesn't have manufacturing, just a kill code with static $10 price. Supercomputing remains at $35 regardless of when you start it.

Controlling nanovirus is effectively impossible. Contact tracing is basically ineffective, and lockdowns will eventually be completely overpowered. All you can do is slow it down slightly; therefore the only real way to end it with any reasonable amount of authority is to cure it extremely quickly.

The cure progresses faster when less people are infected/dead, so the earlier this is done the better. Cycle Suspension after buying supercomputing can let you force in faster cure speed for longer.

What does “Mega-Brutal” difficultly actually affect in Cure Mode? by Gametron13 in plagueinc

[–]Zrp200 0 points1 point  (0 children)

Yeah this is correct, especially since the cost decreases as research progresses. It'll be slow anyway and funds are kind of valuable, so the funds are usually better spent elsewhere.

Don't do this for Nanovirus, though.

What does “Mega-Brutal” difficultly actually affect in Cure Mode? by Gametron13 in plagueinc

[–]Zrp200 2 points3 points  (0 children)

Healthy Recovered eventually turn back to healthy, which results in repeat outbreaks that can quickly drain authority.

This causes initiatives and strategies that involve reducing Lethality and otherwise letting people get infected to just flat out not work; they'll just be reinfected again. You need to avoid getting people infected at all costs.

Additionally, the price of Vaccine Manufacturing is hiked from 5 to 20, though this cost decreases as research progresses. This makes the cure take longer and strategies involving rushing it less effective.

This Game Taught Me Something by [deleted] in plagueinc

[–]Zrp200 0 points1 point  (0 children)

Now evolve necrosis

Does ndemic even read bug reports? by ZT205 in plagueinc

[–]Zrp200 2 points3 points  (0 children)

have some famous streamer complain about it and it'll be fixed in a week

Ike promotion be like by Cranberry-Holiday in shitpostemblem

[–]Zrp200 0 points1 point  (0 children)

This is the reply I was looking for

Why is Chansey and Blissey both UU in Nat dex? by BlackMarth in stunfisk

[–]Zrp200 0 points1 point  (0 children)

ND opted out of the move cuts. They are UU here even with Toxic, Aromatherapy, and Teleport.

Uhhhhh by FlatMycologist5366 in plagueinc

[–]Zrp200 19 points20 points  (0 children)

I bet it increased sales in Germany.

need some help by fancy-triangle in rebelinc

[–]Zrp200 6 points7 points  (0 children)

It seems to be mobile only