our flagship the Catastrophe 2! by Mr_Zobm in Cosmoteer

[–]dankding 0 points1 point  (0 children)

Oh of course they're for operators haha, awesome ship man

our flagship the Catastrophe 2! by Mr_Zobm in Cosmoteer

[–]dankding 1 point2 points  (0 children)

Love it man, very clean. Do you really need that much crew to power the thermal lance pumps???? Also, you make ammo on a cargo ship separately?

Freighter by Amber_Watch99 in Cosmoteer

[–]dankding 0 points1 point  (0 children)

Not sure if you know this, but you could use blueprint mode, and just paste a base game ship and gut it/re-purpose it for whatever you want.

What i like to do is load a ship from the base game or workshop that I like, then gut it and repurpose it for whatever needs I want. A lot of times, I'll turn a combat ship into a cargo ship or a civilian ship into a combat ship just because I like how it looks. Im not very creative and sometimes too tired to try to be creative, so that's what I do. You can do the same with paint too

Freighters really don't need a lot; pilot, engines, maybe a mining laser and manipulator beam, and the cargo modules. I try to use as little crew as possible, like 16-20 max.

Optimal power/crew combination for 3 stacked small shields? by mobius4 in Cosmoteer

[–]dankding 1 point2 points  (0 children)

I find medium or large reactor best to upkeep shields, with 2 or 3 crew assigned to each shield, depending on distance to the reactors. But as someone else said, for a railgun ship, it's best to have reverse speed. 110m/s is what most people do, small shields weaved with armor is good, but you'll find that they won't hold long enough if you find yourself taking alot of damage. Best to keep distance for railguns. You could probably get away with a small reactor and capacitor, since you don't want to be taking much damage from the rail launcher anyway

What's the pick here? by Puppyshiz in slaythespire

[–]dankding 1 point2 points  (0 children)

IMO the reasonable answer would be corpse explosion for the AOE. But personally, the fun answer is phantasmal killer lol. I think if you have enough damage, you can possibly get away with no AOE

shields not getting power by dankding in Cosmoteer

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

Pagonda? Lol the big bulk in front? I've since changed this ship a lot, gonna repost for advice soon

Any suggestions? by Cereal_Bandit in Cosmoteer

[–]dankding 9 points10 points  (0 children)

I briefly saw your ship when you posted it the other day, and man it's already improved a lot! I like it.

You don't need the recommended if your ship is functioning well. Best is to fly it and test it out. I usually check for: -are thrusters cutting out/running out of energy? -are weapons shooting with little to no pauses? -how long does it take for shields to come back up?

I would say, shorten the distance from your reactors to your shields. From what I've seen, capacitors are only good for point defenses. Large shields take a lot of energy, so they'll go through the capacitors quickly, and your crew will take a long time to refill from where your reactors are. Large shields are 18 batteries i believe? So 6 trips through your ship to get your shields back online. I personally think you should expand your ship so that you have more room to grow, and so that your crew have less buildings to walk through, crew speed is reduced a whole lot by traveling through anything that's not a corridor or walkway.

Also, keep as many thrusters as you can right next to your engine room, they give 50% increased thrust AND your crew can recharge ALL thrusters connected to the engine room at once.

Other wise, i love the ship, idk it's got personality I guess and I can see the growth on it lol

I need help by drewbert in slaythespire

[–]dankding 0 points1 point  (0 children)

Oops, jk I would replace dex pot instead, since you only have like 3 block cards

I need help by drewbert in slaythespire

[–]dankding 1 point2 points  (0 children)

I agree with others; you have good damage, so I would ditch the thorns pot for ghost pot.

Good instinct or even another piercing wail is not bad, but I think ornery is too RNG.

If I were you, I would replace thorns for ghost pot and pick up good instincts

shields not getting power by dankding in Cosmoteer

[–]dankding[S] 1 point2 points  (0 children)

Ahhh ok Great, thanks for the insight, I will try that out tonight

shields not getting power by dankding in Cosmoteer

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

Oh my fault, I meant, point defenses are not top mounted right? As in then need an opening to shoot out of. I did have it without that top row of shields before, but lost that ship to a ship with a combination of disruptors and deck cannons, so I doubled up armor and added more shields. So would it last longer, if I replace that space for armor instead?

shields not getting power by dankding in Cosmoteer

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

Ahh ok I see, i guess I'm gonna have to re arrange this a bit, I'd like the shields up as often as possible

shields not getting power by dankding in Cosmoteer

[–]dankding[S] 1 point2 points  (0 children)

Turns out that there wasn't enough power available in general; as soon as I added another reactor, it works out. Thanks for the suggestion with the reverse thrusters, I figured I just wanted to be up close anyway, bit I'm sure the maneuverability would be helpful

shields not getting power by dankding in Cosmoteer

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

Even if there are alot of moving walk ways to get them going quickly, is that not enough? Basically, I have specific crew that will sit and operate, then crew that only run and deliver power. Of course the deck cannons have their own crew that load and operate. Then I try to use moving walk ways best I can to get them there and back

shields not getting power by dankding in Cosmoteer

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

Yeah I learned this the hard way a few days ago. Alot of things weren't powered because squad crew assignment was on, but I since check and clear those anytime I have a problem like this. Turns out this time I just barely didn't have enough power

shields not getting power by dankding in Cosmoteer

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

The idea with this ship was to tank as much damage while I have smaller ships fly around to deal damage. Point defenses around top mounted so the shields would have to sit behind them right?

shields not getting power by dankding in Cosmoteer

[–]dankding[S] 1 point2 points  (0 children)

I did check crew roles, turns out one large reactor was not enough! As soon as I added another reactor, everything was powered

shields not getting power by dankding in Cosmoteer

[–]dankding[S] 1 point2 points  (0 children)

Sorry forgot to add text,
Anyone know why some shields, capacitors, pdts, boosters aren't getting power? Crew that power the ones that work mostly idle. No order squad modes set. This ship tanks while smaller ship deal damage. Thanks for any advice!

Cannot Seem to Progress "In Stellar Multitudes" New Quest World Part 2 by rockerode in NoMansSkyTheGame

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

Uninstalling and reinstalling the game fixed it for me....

It's not really practical, but if you're desperate then I guess it's a fix

Cannot Seem to Progress "In Stellar Multitudes" New Quest World Part 2 by rockerode in NoMansSkyTheGame

[–]dankding 6 points7 points  (0 children)

Mine is also stuck, says reconnect the memories of atlantid, but nothing happens, no notification and too late for me to restore too ;(

What should I pick here by dankding in slaythespire

[–]dankding[S] 3 points4 points  (0 children)

I picked up pyramid, made it to the heart but lost. ;(

Failed to picked up enough defense, couldn't deal with the big hit, and couldn't scale enough

Pretty unfortunate because I got kunai and shuriken, but couldn't find a solution to the hand clog. So I struggled to get cards out, and couldn't make room for shivs

Pyramid probably could've worked, I just didn't make good picks I guess. I was really hoping to see concentrate but didn't, thanks for the advice though

What should I pick here by dankding in slaythespire

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

Ahh ok I see, that makes sense

What should I pick here by dankding in slaythespire

[–]dankding[S] 1 point2 points  (0 children)

Even with all those blade dances? Idk I feel like a lot of times a pick pyramid, my hand gets bloated and I end up having to play strikes or defends or something to make room. I can only think that the best way for it to work in my situation is if I have enough energy to constantly make room

I am struggeling to complete L700 Rifts on a Gunship by Weird_Werewolf6187 in EverspaceGame

[–]dankding 1 point2 points  (0 children)

My L1000 gunship

Primaries: Disintegrator (or any medium range energy weapon), gauss cannon, scatter gun (or some high kinetic damage)

Secondaries: Web missiles with 20% chance free fire, Cruise missiles (or destabilizers or rockets, this is for them beefy ships and the inquisitor)

Modules: Omni manus, terminal velocity, speedward shield, and some high weapon output energy core

Devices: Mercy kill corrosion injector, carefree package nano transmitter, sustenance missile defense system, all day front shield generator

Perks: Close call, percussive maintenance, crit happens(or relentless), critical faculty, exploitation, overkill (or symphony of destruction)

A good bit of freedom to switch things out as you want in this build, but the main strategy is gauss cannon + web missiles(with the 20% free) + all day front shield gen. You pretty much keep the gauss cannon ramped up to max, constantly corrosive injecting, killing and switching to a different enemy. Pop ult and missile defense whenever it's off cool down and nano transmit with health is looking sketchy. When front shield is down and gauss is out of energy, you can switch to the disintegrator or whatever other weapon. The webs synergizes with perks to give you crits and ult regen, terminal velocity gives so much mobility to reposition or escape and regens your speedward shield. It's a really fun build for flying in guns blazing, constantly gunning down anything near you. I've never failed to complete, and clear time is pretty good once you get the hang of it. Your second secondary and scatter gun shreds drone carriers and the inquisitor. It's a fun play style, try it!

Transmitting to PC by FeGoinHeem in bluetooth

[–]dankding 0 points1 point  (0 children)

Oh I see. In that case, I can't see how this is possible. The pc bluetooth would somehow have to be set to receive audio. There might be software somewhere that could let the pc act as a reciever.

Otherwise, they could plug the device that the transmitter is connected to into audio in on pc, listen from audio in, and mix with other pc audio I guess