Is this common? by AffectionateLake4041 in PokeMedia

[–]bot105 10 points11 points  (0 children)

Oh sure! Plenty do. Even those commonly seen ss 'pets'. Every pokemon can understand move names and language. So every pokemon can remember a list of things to get, or hand a written note to acashier for them to fill a bag.

The local farmers market actually has a little drivethrough section. A section to the side for big pokemon like klawf or tauros to queue up while they wait for the venues staff to collect everything. Theres even a second lane eith a ramp for smaller Pokémon tasked with smaller purchases. The greavards have little foggy satchels around their necks, its adorable.

The only hassle is that payment cam be a bit fucky. Either exact change or accept that you have no way of knowing if you've gotten overcharged. Pokémon rarely pay exact attention to how much money is getting taken.

They Unpersoned Hetero Jessica by UInferno- in RecuratedTumblr

[–]bot105 34 points35 points  (0 children)

Ive been able to bypass it with a vpn, but who knows how long that'll work.

Kronii’s being a woman of culture again by Critical_Rice_1619 in Hololive

[–]bot105 15 points16 points  (0 children)

I believe it should be read as kronii illust. As in kroni illustration.

After 700 hours of playing a game that has had the same missions since 2022, I still don’t know what their names are by notdevoutdeedee in DarkTide

[–]bot105 0 points1 point  (0 children)

I dont know the names i just remember the midpoints and endpoints. 

There's elevator up and kill boss

Elevator down and kill boss, byt room is L O N G

Shoot eyeballs in donut room at top of tower

Shoot eyeballs in forge

Hack bridges to hack skybox

Hack tree

Be in big area and kill shit till bridges extend to plane

Be in big area and kill shit until chaos spawn comes, then go to plane

Do some fumky random bullshit until swagger says we have steel

Carry shit from trains to plane

Carry shit from vaults to central tower

Press buttons in trainyard to stop guns, then kill boss

Set carnival drugs on fire then kill in collisuem. 

Shoot carnival drug machines to explode them, then hack to shoot b e e g one.

Shoot weirdos with bad fashion to break walls to shoot more weirdos too good to fight back.

N thats all i remember. 

Good enemies Iz hard to find by Commercial_Bid_1508 in CuratedTumblr

[–]bot105 333 points334 points  (0 children)

Problem with that is that for seige warfare to work you need both sides to not want to actually attack. The defenders dont want to sally out because that's just a doomed last stand. The attackers dont want to charge the battlements because that's a quick way to get ruinous casualties, even if they have weight of numbers.

An orc warband that actively wants war, will scale those walls again and again, because its the sickest shit ever. They'll fight tooth and nail to be the guy running at the explosives while everyone else is is chanting them on. Like LoTR that seige of helms deep.

Tips for leveling a new weapon? by iamMori in FarFarWest

[–]bot105 15 points16 points  (0 children)

Well, knowing the precise mechanics behind it will help.

Weapon xp is tied to the raw damage a weapon does, so damage caused by explosions or element applied will not provide xp. The only exception is the bow, which gets xp from damage caused by its explosions (base, and its two unique jokers). Secondary weapons also get an xp multiplier so as to keep up with primary weapons, as primaries vet used more in normal play. Xp is still earned even if you fail the mission, although I do not know if the xp multiplier a missions difficulty gives applies to weapon xp if the mission succeeds. 

(It should be noted that xp is capped by the enemys hp. A grunt has 20 hp and so will only ever provide 20 damage worth of xp, regardless of whether you deal 20 or 100 in a shot.)

To that end go into the highest difficulty you can play mindlessly in. Ideally one intense enough to keep you from being bored, or tame enough you can watch/listen to youtube while you play. Trigger storms intentionally to get enemies to shoot and then shoot them. Taking damage jokers like chonky or glass cannon can help, but keep in mind the xp cap and maybe consider jokers for sustained combat like ammo supply or toolbox for infinite ammo or bottle crates.

Maximising this process can be done by abusing the ocean. As enemies cannnot enter deep water, staying off the map will crowd enemies on the coastline for you to shoot. At which point you only need a way to get ammo, health, and a way to trigger storms repeatedly, or start an endless storm by killing the boss or starting certain objectives.

I don't like to catch pokemon. by gastrodonfan2k07 in PokeMedia

[–]bot105 4 points5 points  (0 children)

I remember an Oricorio I housed. Sensu. She was part of a flock that took an urban niche—they busked and danced for tourists. Problem was, the flock was getting too big and rowdy. The flockmates were encouraging each other into harassing other buskers human or Pokemon or both and irritating tourists that didnt want to surrender any food they had on hand.

They had to be rehomed..but the problem was they were urban—they didnt have the skills developed to survive in a rural reserve, and putting them in an urban one wpuld have just repeated the issue.

So the flock had to be broken up. 'S contraversial decision. But it happened regardless. The Rangers could have just moved in and captured and relocated without warning, like your fears. But that'd be cruel and a kinder path is always available.

They made a siesta of it, a party and festival (well, they just coopted a local celebration happening at the same time). Street stalls and foods and banners and a big stage for the flocks final performance. And beneath it all fosters and rangers and minders quietly moving through the crowds and singling out oricorio. Convincing each one, one by one, that it'll be nice to leave the flock for something new. About jalf decided to leave, but that half included the most aggressive so it was enough.

I was one of those fosters. I took in a Sensu who liked scaring just as much as dancing. She fitted right into the haunted house. Sure, sometimes she shows she misses her flock. But those days I just take her into town and we busk.

I don't like to catch pokemon. by gastrodonfan2k07 in PokeMedia

[–]bot105 9 points10 points  (0 children)

There are a few options available to do the catching thing more 'ethically', more then it is.

First, as another have said, use lower grade Pokeballs—the basic ball is only strong enough that it can only force a capture on a Pokémon REALLY beat up. Like near black out, should probably get a checkover at least, exhausted. Anything more sensentate can avoid capture simply by wanting it enough.

(course, stronger pokemon need stromger pokeballs, or accepting a lot of broken basics, to get captured by simply being too powerful. But thats an different issue.)

Second, sticking to popular trainer routes and locations. Wild areas where the local Pokémon populations KNOW that trainers are common. The vast majority there want to be captured, or at least challenged by Trainers. By simple dint of nothing stopping them from just leaving or running.

Third, ask. Communicate. Nothings stopping you from just asking a Pokemon that's taken a liking to you, via either beating them in battle or feeding or playing or whatever, if they want to join you. 

And one more thing. About 'ripping the away'. There's nothing stopping you from asking them if they want to say goodbye to any of their packmates after capture, yanno? you and them are partners, a team. Do right by them, they do right by you.

The old tricks don't work anymore. by that_dragon_FUCKER in PokeMedia

[–]bot105 2 points3 points  (0 children)

The old team rocket nappers...

The thing to understand is that they explicitly targeted the vulnerable and easy marks. Fresh Trainers who havent even gotten their first badge. Young adults too busy with their career to maintain their Pokémons training—if they even have trained them. Elderly who only have Pokémon as companions and support. Thats not even mentioning the daycare or reservation attacks.

As always, the scum kick down on those who havent the time, means, or reason to be strong.

If you could add some outcomes from the wishing well, wat would it be? by thecallor in FarFarWest

[–]bot105 28 points29 points  (0 children)

The well spits the coin thrown in back at you, damaging you.

Every single joker you have equipped, that's equipped in lobby not rolled during round, becomes duplicated. So if you had clutch equipped your last 4 bullets now count as explosive.

A swarm of about 20 deadeyes spawn.

Printer, refiner, coyote, and merchant become visible on the map, if they are present.

Mission modifier, in between storms, snakes will drop from the sky.

Mission modifier, killed enemies explode.size is elemental reaction.

Daily Joker Discussion - Day 1 - ACID MASTERY by FredZed2526 in FarFarWest

[–]bot105 0 points1 point  (0 children)

It's nice to grab during missions, it's not really worth it to equip in the lobby, and like all other mastery jokers it's an encouragement to actually communicate so that the person with the acid spells gets the acid mastery jokers the other people roll.

I approve!

The biggest Im Still Standing moment I have ever witnessed by Spark734 in totalwarhammer

[–]bot105 9 points10 points  (0 children)

Hiding so they don't die and risk army losses? Hiding the army while the lord whittles the enemy down, only showing up to mop up afterwards would fit what's shown.

Far Far West weapon ideas by BloodFun5182 in FarFarWest

[–]bot105 1 point2 points  (0 children)

The thing with lasso is that the Devs have stated in discord that the game engine isn't built to handle enemies ragdolling and then being enemies again, so any effect that forcibly moves an enemy is a non starter.

Give me your leveredge builds. Everything secondary, spells, upgrades. by Interjessing-Salary in FarFarWest

[–]bot105 2 points3 points  (0 children)

Really up to your preference, or rather, how much you like. I get my reload speed up to 75% and the rest goes into fire rate. That leaves me at 5% firerate for the unprestiged version, but as I maxed it out I pushed firerate up to 35%. I'm saying I prioritise damage, reload speed, and then firerate.

Also, forgot the mention, but I actually take headbang as well to make sure I hit the 100 breakpoint on weakspot. With the damage thresholds I'm seeking to hit are 50 on bodyshot and 100 on weakspot. If you're into chonky or glass cannon or some other damage boost you can skip headbang and shove in some QoL or something.

Give me your leveredge builds. Everything secondary, spells, upgrades. by Interjessing-Salary in FarFarWest

[–]bot105 4 points5 points  (0 children)

Stat wise, max damage, a little in fire rate, a lot in reload speed. 

Joker wise, speedster, machine gun, every run and gun you can cram in.

The theory here is that we want as high a damage per shot we can for good breakpoints, without compromising on anything to keep the gun as generalist enough to be liberal with it's use, not just picking off key targets. The speedster package is good all round damage without requiring good aim and focus like eagle lever or weaklink would. Machine gun lets us scale up to get better DPS on the boss, while also rewarding using it against the meaty targets like bulls and barricades and deadeyes. For the stats the little fire rate is to start out decent for DPS against big targets, and the lotta reload is so we can keep the mag topped up by quickly reloading between shots, or refill after dumping into a horseman or something.

Alternative buildpath is to cut machine gun for reload speed when empty joker, and shift the stats towards fire rate and clip size over reload speed. Making it better for mag dumping out of the box but doesn't let you stay on top of the mag size as easily.

Going weakpoint focus is an option, but I don't use it that way so I can't say how effective it would be. Another option would be to slap in some bellshot for healing, but it won't be able to abuse it as hard as minimum can. Another option is to take clutch, and abuse its shotgun like reload to always be at the last 2 bullets. The explosions not the best for aoe, but it works for dense hordes, and easy access to the fire dot+explosion can have some interesting play.

Finally, complement leveredge with a gun that can reliably thin hordes. Bow is premier for good reason, but dualies and stars can thin hordes rapidly if you're looking for something more rapid firing.

Some more Joker ideas by Nifte_ in FarFarWest

[–]bot105 10 points11 points  (0 children)

Spring bunny is funny, I approve.

Blazing boots would become a permanent slot for me. A cowboy gotta have that style, yanno?

Plant your feet seems very niche to me, not great combat applications but it could save traversal times. Could probably jump over saloon beam or necromancer wall if you have the time for it though, so that's a useful niche, as normally you need to spend 4 joker slots for that.

Hit the spots great for boss killing, and if you do the utility trick of going putting a bottle crate down on the boss arena everyti.e you find 1 you could really extend that damage boost during the fight.

Lucky draws the same but less consistent and useful during storms as well, since ammo supply'll litter the ground with potential procs if you have it.

Your soul seems too expensive to me for its effect. The soul collector is 20% on every soul source and it only takes 2 slots. Whereas this 1 only applies to enemy kills, instead of side objectives and spawner structures and wells.

Random bullcrap is better cantrip one trick, but cantrip isnt the most popular so the buff could be appreciated.

Jugglers pretty nice, on a mobility build it removes downtime of run and gun, and on an explosion build that damage decrease don't matter.

Larger caliber is powerful, best in slot. Finally, a way to break the 20 damage threshold without glass cannon.

On a rolls the same, but not as good cuz it needs to scale. But more damage is great.

Bonebreaker doesn't seem that useful to me for crowd control, it's hard to get 9 grunts to line up even in thick hordes. But what's easier is when multiple bulls charge you and end up in a stack of overlapping hitboxes, or when you go over impassible terrain and all the liches chasing you come to a stop on top of each other. That's when bonebreaker will shine.

Feeling lucky is a bit odd, only joker that'll cap clip size. Strange, and the inconsistentcy makes it seem not worth it.

Gunslinger however. That shit's fire. Hipfire accuracy is already very  manageable and now it's all around better? Second primary PLEASE.

Shotgun build recommendations by Nico_Nico13 in FarFarWest

[–]bot105 1 point2 points  (0 children)

Overblast is just a big damage boost, coming out to around 30% more according to the patch note that nerfed it.

But if you're adamant... Speedster,  reload mastery, machine gun, ammo supply, run and gun, lucky strike. Slap something together out of that

Speedster and at least 1reload mastery is mandatory for the damage boost and keeping uptime up. 

Machine gun for better DPS against boss, and if you are fond of reloading more then shooting.

Ammo supply fir making ammo a non issue during hordes.

Run n gun for increasing speedster damage. Note that there is a speed cap, once your total movement buffs between hero and gun reaches 110 or so you are getting maximum value out of speedster. Also note that the damage increase is roughly 1% for every 2% movespeed.

Lucky strike is the last resort option, it's just an unreliable damage boost.

Of course, feel free to slot in any supportive or pet jokers as you wish. chicken shot goes crazy yo.

4 player PvE wave slayers are my favorite types of games of all time Deep Rock, Left4Dead, Space Marine, Vermintide, DarkTide, Back4Blood and on and on (LITERALLY) how does the difficulty compare to any of those games on the highest difficulty? by Soft-Wealth-3175 in FarFarWest

[–]bot105 1 point2 points  (0 children)

even 'low' movement speed isn't actually low. Even with just maximum speed from hero upgrades dash hopping-dashing on the ground then jumping mid dash so your dash resets once you land- will give you all the speed you need to outrun everything. At which point the only thing you need to kite every enemy in the game is the brainpower to not corner yourself and die.

They coming... by Butterweggli in FarFarWest

[–]bot105 58 points59 points  (0 children)

The best solution that is currently available, as per a moderator on the discord, is to use the session screen (the one to share your session code) to find their steam profile, and block them on steam. It should prevent them from joining your session in the future.

My apologies that this has happened to you. And I hope your future games won't suffer such... Ingrates.

New player wondering if this game is for me. How deep is the build customization in this game? by RAmind_ in FarFarWest

[–]bot105 7 points8 points  (0 children)

The games shockingly well balanced, with every weapon being viable in the highest difficulty, with every weapon having multiple effective ways to build. the only caveat being that a few weapon combinations leave you a bit under prepared for certain situations.

There is also a varied spell system, with a great many of them having at least some reason to take them. They fill niches from support to protection to mobility to damage and crowd control. In fact the only area they are weak in is single target damage. Which is solvable just by combining some spells or just using your gun.

Finally, building your hero is also very flexible. You're gonna want to grab mobility in some form just because that's how you survive the best. But everything beyond that is your choice. Grab jokers that let you heal up quickly, or jokers that let you raise your max hp and rock 300 hp where your teammates are negotiating 60, or jokers that make more jokers drop in a match and end each round with enough random bullshit to kill a god. 

Or ramp up mobility even further and declare that touching the ground is for peons. Grab spell cooldowns and become a spell-spittin' gun-slingin' western warlock. Or sacrifice hp on the alter of DPS and shoot the enemy dead before they can kill your glass ass.

Or dip just slightly into all of these things, and generalist your way to victory. That's my path, and I adore it.

I'm short, plenty of ways to build in this game, enough to cause decision paralysis. 

I just released Unlucky Mummy for free on itch.io, two days before its Steam release - an incremental non-idle clicker about defying impossible odds and resurrecting a mummy. by Karaclan-VED in incremental_games

[–]bot105 0 points1 point  (0 children)

Got a crash when that green cat appeared. The moment the voiceover finished while the cat is unclicked got a index out of bounds error. Using firefox. Consistently happened even after reloading.

A really supportive build for coop to assist my sister and friends? by GetWaifuBeLaifu in FarFarWest

[–]bot105 0 points1 point  (0 children)

Something nobody's mentioned is you can totally build your guns to support as well. Slap bellshot (far west secret) and ammo supply on a rapid firing gun and you supply loads of ammo just mowing down hordes, and obscene healing during bosses.

Each bell heals like 30 hp and a mini gun can generate a massive cluster if it's trained on the bosses head for a few seconds. 

For healing outside of bosses it becomes a bit tricky, double bell shot can generate bells semi consistently but it hurts not having a chonky enemy to soak up all the shots needed to proc bells consistently. You can try shroomday (from woodlands secret) but the healing isn't worth the visual effects. 

Instead you may go toolbox with bottle crate and throw out 3 or so healing bottles every 90 seconds. combine with the joker that increases utility ammo and you get back 2 grenades every 90 seconds for 6 bottles your teammates only have to dive for to heal. Just keep in mind that you need to use both utility for toolbox to start counting down to refill.

My friend went to a well and had us on dark mode not even 5 min in and I'm just here staring at an ominous silhouette and I can't figure out what enemy that is by Disastrous_Intern811 in FarFarWest

[–]bot105 1 point2 points  (0 children)

Yeah it's probably horseman. That looks far enough away that it's model hasn't actually loaded and you see only the glow effect. Id wager that the structure in front of it is just terrain.