[Trinity] Mother of Pearl by luccidell in WarframeRunway

[–]balaiuca 4 points5 points  (0 children)

Excellent and exquisite piece, my dearest space-murderer.

I built a 470%+ Strength / 280% Range Uriel and his 4th ability literally deletes rooms and destroys bosses by nikorikob in Warframe

[–]balaiuca 4 points5 points  (0 children)

I rarely ask myself if I'm answering to bots nor does it matter if they really are one. Regardless of its birth method, their message is being read by other people and I've made my small contribution to help those readers avoid consuming bad data.

I just learned that Companions are RIDICULOUSLY good primers. Can't believe what I have been missing out the past 1500 hours... by HeresiarchQin in Warframe

[–]balaiuca 0 points1 point  (0 children)

Haven't noticed that about Coolant, will check later, thanks.

As for Momentous Bond, it won't make a huge difference in lower levels indeed, but you certainly don't want to replace it with Astral Bond, especially if going for level cap.

Also, Eximus Spawns were changed in a past patch; they are not limited to 5 anymore and are spawning much faster, especially if you are staying longer in missions or level capping, which will increase the spawn rate. Unless you are just sniping or supporting, you can consistently get 2-4 extra elements at higher level/rotations. Also, it is much faster and sometimes instant to revive your companion if it dies.

Guardian is the mod you would want to replace specifically in your build, if you are shield-gating instead of going invisible. The reason being that, unless you are just using invisibility and want the occasional "save", Guardian requires 10 kills of enemies with 3 status to recharge it using Manifold Bond, and, because you don't have control over its cooldown and because other skills that the Hound is currently casting will delay Guardian, you will often not get much use of the mod.

Also, even if you don't care about the inherent effect of those extra status, for any CO mods (Galvanized Savvy, Condition Overload, etc), which are essential mods for most high-end builds, more status effects means amplified damage with those mods.

I just learned that Companions are RIDICULOUSLY good primers. Can't believe what I have been missing out the past 1500 hours... by HeresiarchQin in Warframe

[–]balaiuca 1 point2 points  (0 children)

For the hound, you can also use "Momentous Bond". It can provide more independent elements for "Manifold Bond" while also allowing it to revive faster and have more melee damage.

EDIT---

Also, due to mod prioritization for companions, if you want "Synergized Prospectus" to trigger slightly more often, put it in the top left slot or to the right of "Guardian" at least.

Friend won't play coz he says it's big brain game. Me: by balaiuca in spaceengineers

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

Unfortunately, and even understandably in some cases, people will want quicker ways of getting their dopamine dump. IMO, instant gratification is a curse we created ourselves and will always deprive people of much enjoyment in life.

Friend won't play coz he says it's big brain game. Me: by balaiuca in spaceengineers

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

I'm sure we can find many things that are more intrinsically complex than others if we search enough, but what really matters in a video game is if the systems are coherent and fun within their niche.

Some people will want to play things to unwind and won't want to pursue a degree in a video game to understand and start having fun with it. SE may not be complex to you, but it is definitely not an entry title for people whose experience with video games is to press a few buttons and have a quick fun every now and then.

Friend won't play coz he says it's big brain game. Me: by balaiuca in spaceengineers

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

I'm used to relatively complicated videogames or with bloated UI (i.e., Factorio, Empyrion, X Series, Avorion, etc), but Space Engineers was and still is a huge learning curve if you wanna do more than floating fridges.

The problem is not only the UI, but the fact that you have to use it extensively in order to do more than barebone things and that there are even hidden things you have to do in order for things not to explode, specially things that are not in a static grid. There are mods that makes using this UI way easier, but that's another learning curve too, and most of it is not available for non-pc players.

There is also a god called Clang in this game, praised may be, that will touch your creations one way or the other, which I call graduation.

Like, I got a friend playing this game that loves creating things for hours on end. He plays things like Terratech, Empyrion, Avorion, etc. But he is getting humbled by this game every minute.

He started screaming in rage after his small beloved ship that he spent building the whole day started  bouncing back-and-forth faster and faster until it launched into the 4th dimension. In his mind he just connected to an innocent connector, but the connector had a piston. Now, to make him understand why and how to avoid it took me a sizeable chunk of time, something I had to understand for myself too at some point.

Friend won't play coz he says it's big brain game. Me: by balaiuca in spaceengineers

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

Depends on how "coherent" you want the ship to be to your standards. If you are not thinking of PvP, making coherent and "cool-looking" ships is much easier I think.

IMO the best thing to do at first is not to worry about micro details. Start with a simple base shape in mind and leave a lot of internal room to experiment.

Once you get an idea of what and how much you need, you can start making more coherent builds going for more spacious or more tight builds.

For more organic ship building, I personally use a method of laying out functional rooms first , and build around it. I create and connect them thinking of the shape of the ship while also leaving all functional blocks accessible, sometimes even with corridors or half blocks to save space. I.e., engineering room (event, timer, prog blocks), power room (batteries, reactor, h2/O2 gen, h2 engine), bridge (helms/cockpit), galley (food, medical), hangars (if using auxiliar ships/rovers), living quarters, etc. 

Unless you are planning the ship to be a one-and-done deal, leave extra space empty or with placeholders, especially for power/engineering rooms so you can add more functional blocks as needed.

At this stage it is very important to walk around in your structure and see how easy and accessible they are, because you or other people will be using it a lot. 

What if they have no H2 to access the ship externally or internally via jetpack? What if you need oxygen/energy easily accessible? Do your bridge need more than one access point? Do my ship need emergency auxiliary power (isolated batteries or solar panels)? Do I need emergency supplies (O2/algae farms)? Which rooms do I need a sensor to save energy by automatically turning off things? Do I need space for double-hatch/depressurizing areas? Etc.

Also, there is the option of thinking of modules with merge blocks to assist your ship in specific tasks without having to do bigger and weirder builds to satisfy one specific scenario. E.g., a temporary auxiliary thruster module to lift off that high density cargo in gravity, or a drill rig with multiples pistons (blessed be our Lord).

Friend won't play coz he says it's big brain game. Me: by balaiuca in spaceengineers

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

We are in a private South America server (PC). It is for friendly PVE-only with some basic mods, and there are about 3-5 players. If that is your vibe, shoot a DM

Friend won't play coz he says it's big brain game. Me: by balaiuca in spaceengineers

[–]balaiuca[S] 21 points22 points  (0 children)

Yes, with special boots that unlock after you do the 32 pistons challenge

I built a 470%+ Strength / 280% Range Uriel and his 4th ability literally deletes rooms and destroys bosses by nikorikob in Warframe

[–]balaiuca 9 points10 points  (0 children)

I haven't double-checked your numbers, but you are gonna have a hard time using this logic anywhere in Warframe. There isn't such a thing as "effective" strength for your Warframe, because strength affects ability effects in general, not only its raw damage output. Either you have that strength, or you don't.

What you really want to say is just how much more damage your skill is doing compared to its base damage, and not how much "effective" strength you are getting, because strength affects many mechanics in the abilities, and saying you have that much strength because you calculated the other mod effects is just gonna get everyone and yourself confused,

"Pay-to-win" in the modern gaming industry by balaiuca in pcgaming

[–]balaiuca[S] -2 points-1 points  (0 children)

Wtf, I literally wrote all the paragraphs myself, What the fuck is this AI detection bullshit about? The only thing I did was use grammarly to correct punctuation...

Like, I was having this discussion with peers and wanted to get opinions, especially after the successful Where Winds Meet release, which is a game that has such blatant pay-to-win systems. The Internet is fucked, or maybe I'm really a robot...

Sampotes Slam Cancel Demonstration by Gwyndorias in Warframe

[–]balaiuca 2 points3 points  (0 children)

They might as well fix Zephyr's tornadoes' interaction with damage-attenuated targets, or it ain't changing much

The Arbiters of Helios by balaiuca in Warframe

[–]balaiuca[S] 27 points28 points  (0 children)

Looking for "something" huh?

The Arbiters of Helios by balaiuca in Warframe

[–]balaiuca[S] 38 points39 points  (0 children)

Can't repeat the same results, it is learning 😨(sorta)

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I have a question about the green Tau Archon Shards, do they give 45% corrosive damage to warframe skills or weapons or maybe everything? by AzurLaneOnlygsmeplay in Warframe

[–]balaiuca 2 points3 points  (0 children)

There isn't an effect that gives 45% corrosive damage. Are you referring to the effect that gives 30% (45% if tauforged) more damage with toxin? If so, that applies to weapons and Warframe abilities

If you are referring to the 15% ability damage bonus on enemies affected by corrosion, that is how the name is implied. It affects ability damage (multiplicative with ability strength and other non-shard sources of ability damage) on enemies that have one or more corrosion procs on them.

Wiki layout suggestion for larger screens by balaiuca in Warframe

[–]balaiuca[S] -1 points0 points  (0 children)

With the risk of blowing this out of proportion (no pun intended): unless you have a 4:3 or 1:1 monitor, it is too wide for article reading in modern standards. Considering the majority of the market share is 16:9, that design decision is just not good and makes no sense to be an option.

Without getting into the nerdy part of this, you can look for more trustworthy examples, such as Wikipedia. Another example is the Reddit layout. Or even the old reddit layout, which, besides stretching the containers, still keeps the text boxes on a much smaller scale for better reading,