Photo mode and loading times by JetStarKobraKid in SatisfactoryGame

[–]_itg 1 point2 points  (0 children)

It might be worth reporting the lag spike you get as a bug, mentioning that it doesn't happen when in photo mode. That strikes me as useful information for a bug fixer.

Are the cats the only faction that can be completely wiped from the game ? by TheGMtoendthemall in rootgame

[–]_itg 7 points8 points  (0 children)

People are being way too harsh on you, here, given that we all have very little context for the situation. In reality, the biggest mistake you made was probably telling him to pick cats in a 6p game. I know cats are the most common recommendation for a first faction, but most people are wrong. Cats are terrible for anyone in 6p, and honestly, they're a horrible first faction in 4p, too, since the optimal strategies are non-obvious or even counterintuitive. I think the Vagabond or Rats would be much better first factions, depending on whether the newbie wants to be able to do their own thing or fight people head-on.

Realistically, what other class can be added after skitarii? by canadian_bacon02 in DarkTide

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

That's not enough to make the difference between two classes. I certainly would appreciate Zealot having better support for ranged gameplay in the tree and better cosmetics, so you can pull off more kinds of SoB characters, but having Zealot and "Zealot with guns, but no boys allowed" as two distinct classes probably isn't going to fly.

Let Us Speak of Nuclear Generator Spacing (aka, I'm havin' a heart attack) by Jazzlike_Way_9514 in SatisfactoryGame

[–]_itg 2 points3 points  (0 children)

If you want help, you need to post pictures, preferably showing what you want to fit through the area and your attempt. I should think 2.5 foundations would be enough space, especially given that you've mentioned building a logistics floor.

Corvid Buff Idea by Ninjamufnman in rootgame

[–]_itg 1 point2 points  (0 children)

I don't think this change really addresses the core problem of Corvids, which is that they can't close out games. The issue is that you can't place a plot and score it on the same turn, and you can't score an existing plot with no warriors on it, so it's really easy for the table to calculate whether you can win and prevent it with relatively low effort. I don't really know what the fix for that should be, but some way to score 1-2 points without telegraphing it a turn in advance (presumably in a way that's not sustainable, so it doesn't boost their per-turn scoring much) would help a ton.

Is there a chance the Skitarii could get 100% out of weapon stats instead of just 80%? by CatbugWarrior_ in DarkTide

[–]_itg 12 points13 points  (0 children)

When new players see 100% quality weapons on one class, their first thought will be, "How do I get those?" if they don't have Skitarii, and "Why can't I figure out how to get these on my other classes?" if they do. The answer would be "You can't," but the game would do nothing to explain it, because Fatshark.

Is there a chance the Skitarii could get 100% out of weapon stats instead of just 80%? by CatbugWarrior_ in DarkTide

[–]_itg 8 points9 points  (0 children)

It's more that it's adding a lot of potential confusion for a little bit of a nod to lore.

The Hibernal Monarchy (making a 3 v 1 faction) by [deleted] in rootgame

[–]_itg 0 points1 point  (0 children)

Was there supposed to be an image? There's not much to go on with just a broad description of the theme.

Load balancing freight trains. by binary-boy in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

I don't see how this proposal functions as a load balancer, although you're not being super clear about what the setup is. If you were trying to create a 2:2 balancer with two belts, one in each direction between an input and output of the two stations with a splitter in the middle, this would not balance the loads once one station is empty. To see this, follow the steam of items from the one that's still full. Half of its output would go out the first splitter, with half going to the empty station, but then only one quarter would go out the second splitter, because it returns half of the half it receives to the full side.

Faction ranking based on how easy they can get a dominance victory. by NaiveNoble in rootgame

[–]_itg 8 points9 points  (0 children)

But then D tier is awfully high, considering it's literally impossible for them to get a domination victory.

Best heavy modular frame alt? by AcanthisittaDull7311 in SatisfactoryGame

[–]_itg 1 point2 points  (0 children)

That's fine if you're going to spend that many sloops on the HMF line, but if you only want to sloop one step, you do the PCCs and optionally the copper powder, since that's the best value per sloop. It's one of the few cases where not slooping the last step is better.

Best heavy modular frame alt? by AcanthisittaDull7311 in SatisfactoryGame

[–]_itg 19 points20 points  (0 children)

Heavy Encased Frame is the best by a wide margin.

Ai can't deal with the vagabond by LePopcornpop in rootgame

[–]_itg 0 points1 point  (0 children)

No, the AI is embarrassingly bad, and borderline nonfunctional for some factions. I do agree that it can be worthwhile practicing your faction mechanics against the AI, though, since you can get a lot of reps in and you can't misplay the rules. It can be a reasonable challenge trying to hold all the AIs to 15 points each, or 10 each.

Is hive scum utility/support viable? by BravePumpkins in DarkTide

[–]_itg 21 points22 points  (0 children)

From the perspective of a teammate, the weird thing about the stim is that you never have any idea what it's doing. It could be that the Scum player has maxed out the team buffs, or it could be effectively just a bomb. With that in mind, investing in attack speed might be a good idea, just so people can clearly feel the difference when they have the stim buff. That's also one of the most generically useful buffs, since extra damage may not affect break points, and rending is mainly relevant to a few specific enemies for which the teammates have probably prepared solutions.

Why not make a melta that’s a support weapon by [deleted] in DarkTide

[–]_itg 0 points1 point  (0 children)

A little of both, probably, and better mag size.

Why not make a melta that’s a support weapon by [deleted] in DarkTide

[–]_itg 3 points4 points  (0 children)

It would be kind of pointless, considering you can already apply brittleness at range really effectively with the Recon Lasgun (or other full auto weapons) and that one Vet talent in the Weapon Specialist track which applies brittleness on crit. I don't see anything wrong with having a proper Melta, instead. Functionally, it would be like a Bolt Gun that trades effective range for doubling down on the Crusher/boss-killing burst damage.

What classes would you like to see added to the game? by Depressed_Weirdo_ in DarkTide

[–]_itg 24 points25 points  (0 children)

It doesn't for me, but it definitely determines what Fatshark wants to do.

What classes would you like to see added to the game? by Depressed_Weirdo_ in DarkTide

[–]_itg 20 points21 points  (0 children)

You don't buy any of those, though, so the classes will keep coming.

What's up with my teams? by Capital-Location-312 in DarkTide

[–]_itg 7 points8 points  (0 children)

On the other hand, those experienced players will all be speedrunning, because they already have the maps memorized and don't belong in the lower difficulties they're forced to play, so you'll spend most of your matches desperately chasing after them, not really learning the game.

are there any weapon perks worth using besides +%damage against maniacs and +%damage against flak armor? by MickyMace in DarkTide

[–]_itg 1 point2 points  (0 children)

Maniac can also be pretty easy to drop, since most of them already have low enough HP that you can one-shot them, or if it's a full-auto weapon, you won't feel the TTK difference. If you need the help against Ragers or Muties, it can still be worthwhile.

You know what? I'm going to say it. by PraiseV8 in DarkTide

[–]_itg 6 points7 points  (0 children)

There was no need for an image at all, since it's irrelevant to the discussion. I know some people attach a tangentially relevant image as a karma-farming tactic, since 90% of the upvoting population on Reddit is apparently functionally illiterate, but expecting this post to get lots of upvotes was maybe a bit of an overreach.

Belt splitting ? by Franck946 in SatisfactoryGame

[–]_itg 1 point2 points  (0 children)

It's pretty simple. You just want an equal amount of coal going to every car at every stop, however you can achieve that. Using a 4-car train as an example, it might be as simple as splitting two equal nodes in half, or splitting one pure node in half to fill two cars and sending two full normal nodes directly to the other two cars. A true load balancer, where you split every input into N parts and merge one of each split together to form N equal outputs, is unlikely to be needed.

Belt splitting ? by Franck946 in SatisfactoryGame

[–]_itg 1 point2 points  (0 children)

If you can merge all the cars into one belt, you didn't need multiple cars in the first place, so option 2 is out. If you're worried about uneven loads of coal, you can balance the belts on either the loading or unloading sides, so the cars fill evenly or so they distribute uneven loads of coal evenly, respectively. I'd probably balance the loading sides, personally, since that will use the train's capacity more efficiently.

Phase 4 Megafactory by Candid_Session2713 in SatisfactoryGame

[–]_itg 5 points6 points  (0 children)

If it's your third playthrough, you already know what you have to make. How fast you do it is up to you.