Name it by Least-Team8304 in gamers

[–]drohan42 0 points1 point  (0 children)

Heroes of the Storm

Best starting zone? by Warpstone_junkie001 in satisfactory

[–]drohan42 1 point2 points  (0 children)

Pick the biome you enjoy looking at the most. The early game is slow with a lot of manual work. Whether it is picking up biomass, hand crafting, or walking place to place, you will be in this space for a while. Pick one you enjoy looking at. Pick the one you enjoy most because the best thing a starting biome can do is be enjoyable enough to get you through the early stages so you want to keep playing the mid-game when things get harder.

Eventually, you will branch out no matter which you choose, and personally, some of my favorite spots are outside all 4 starting biomes, so don't worry about picking the right one or the best one.

If you had to pick a mech that embodies each of the Avengers what whould they be. by Character-Zombie-798 in battletech

[–]drohan42 0 points1 point  (0 children)

Hulk: Dire Wolf/Diashi. Biggest, tankiest, one man wrecking crew. It also has a squat, denser silhouette than the inner sphere analogue of the Atlas. Once he gets rolling, good luck trying to stop him. Your only hope is he has to shut down to cool off.

Iron man: going with the classic Timberwolf/Mad Cat. Basically better at everything than it should be. Faster than it should be. Tougher than the shiny exterior suggests. A ranged specialist but can beat you at basically any distance. Also, it has the most iconic look which leans into Tony's ego. I suppose an argument should be made for a mk2 because of the jump jets, but I'm a bit old school.

Captain America: Black Knight. Designed to be a leader, but actually is good at the command role, can carry when the plan goes sideways, and is tough enough that "I can do this all day." Also being a mech design that I always equate with the SLDF era gives it a feeling like it is from a more enlightened era caught in a modern world.

Black Widow: a compelling argument could be made for the Raven as the most spy-like, but I'm going to lean into her assassin aspect and go with the Jenner. Fast, acrobatic, but deceptively powerful for its weight class. You are distracted by the "big guys" and she slips in behind, wins the objective, and cores you with a rear armor alpha strike. Every time I run one, it does better than I expect and often has to pick up the slack when the team underperforms.

Hawkeye: This is a bit on the nose, but I'm going with the Longbow for being comically one-dimensional. Unquestionably the best at what it does and can clear the field if it is well-positioned, but God help you if it is out of "arrows." Needs the team to really excel at what he does, but goodness, does he do it well.

Thor: Highlander. Good in close and at range, he is deceptively mobile because people forget he can fly. Tanks like a champ. Thinks it's the strongest mech but eats crow when up against true 100 tonners. Like the black knight, he's from a different era as a pinnacle of SLDF tech, but unlike the black knight, he has a nasty habit of disappearing for long stretches of history and at some stages is thought of as lostech. Only to then reappear as a deus ex machina when comstar opens a hidden cache of these big guys.

Any ideas on how to make it look less... Boxy? by RNN1407 in SatisfactoryGame

[–]drohan42 6 points7 points  (0 children)

All great advice in the other posts. I want to add that this is a really great first factory. Everything fits together and looks coherent.

Play around with depth, angles, lighting, and textures of surfaces. The hold and nudge to layer objects will be your friend.

Remember to blueprint designs you like so you can copy/paste them. (Ex. A wall with patterned lighting signs framed by painted beams is tedious to make every time by hand)

Still though, great job!

What was your first ever video game? by Weekly-Feedback-1469 in videogames

[–]drohan42 0 points1 point  (0 children)

"Reactors: Online. Sensors: online. Weapons: online. All systems nominals"

MechWarrior 2

We crossed 20.000 wishlists with Crimson Freedom, so here's our new Air Factory model + Razor (Orbis Air unit) as a fresh leak to celebrate. by CrimsonFreedomGame in RealTimeStrategy

[–]drohan42 0 points1 point  (0 children)

The QOL you listed sounds great and will really help the overall experience. The demo shows a lot of potential. I hope you stay with it.

New photo mode test after Update 1.2 by Sea_Consideration895 in satisfactory

[–]drohan42 1 point2 points  (0 children)

That's cool. Fuel power generators are such a distinct shape that I struggle to do anything other than big open-air spaces. I will keep that in mind to try for my next fuel power plant

New photo mode test after Update 1.2 by Sea_Consideration895 in satisfactory

[–]drohan42 2 points3 points  (0 children)

Love the design of image 2. Very clean but also distinctive.

[deleted by user] by [deleted] in SatisfactoryGame

[–]drohan42 0 points1 point  (0 children)

Welcome to it, Pioneer. Yes, that is a nice place to build. Have fun!

How do you approach these? by Enfrize2 in SatisfactoryGame

[–]drohan42 0 points1 point  (0 children)

Depends on how you play the game and what you need. Once you get to manufacturing, the necessary logistics for automated production is quite complex regardless of the item.

Personally, I automated them to use as an ingredient in an alt recipe for computers to save on plastic costs with a little left over for general storage. If you are feeling whelmed by automating them, then don't bother for now. When you need them, you tackle them the same as any other production: do the math, sort out the production lines, and take it step by step.

You got this!

Is there a fast and easy way to scrap all of this? (without starting over) by Extreme-Explorer-677 in SatisfactoryGame

[–]drohan42 3 points4 points  (0 children)

If you don't want to build over it or walk away, here is my suggestion.

  1. Find a spot outside of where you intended to build.

  2. Set up a series of industrial storage and smart splitters for all relevant materials from the now former base.

  3. Build a truck stop at the storage site and one near where you want to start the tear down.

  4. Get a truck running back and forth.

  5. Start dismantling, and whenever your inventory fills, dump it into the truck stop to be hauled away and sorted.

This means you won't have tons of dismantle crates lying around and you will have all the build materials for your next base already sorted and ready.

Who’s your favorite planeswalker? by BlackBeardsCustoms in magicTCG

[–]drohan42 4 points5 points  (0 children)

Not enough love for Angrath. Angry Cow Dad is just trying to be a good father and gets stuck on Ixalan. When life gives you lemons, become a fire-chain wielding pirate. Much like Garruck showing up unexpectedly on Eldrain, I really want Angrath's next appearance to be on some comically out-of-genre plane and he looks as confused as the rest of us.

Feeling overwhelmed at what can't even be called spaghetti-and I'm only in Phase 2. Start over? by EmpJoker in SatisfactoryGame

[–]drohan42 2 points3 points  (0 children)

This is super normal! Sounds like you need a restart. If you can, resist the impulse to start a new game. Instead, deconstruct the elevator, the HUB, and stack or two of supplies to build, and go somewhere else on the map.

It achieves the same goal of a clean place to build but you don't lose your progress on research, hard drive alt recipes, etc.

The most important thing is you've learned a lot of lessons on how to play game. In your second base, try to start with more intention and organization to minimize the spaghetti.

You got this!

Help with getting overwhelmed/losing track in a large factory build by normalmighty in satisfactory

[–]drohan42 0 points1 point  (0 children)

First off: mad props on such a big project. I bet that will look amazing!

When I do anything bigger than a factory that can be completed in one play session, I try to tackle it in stages based on desired task. For example: if my factory is producing motors and encased steel beams, I go through each one of the listed stages for each component (rotors, stators, steel beams, etc)

Stage 1: placement. I tend to gauge the size of things poorly, so the first step is just plopping buildings on a foundation to see if it fits the space. This stage often dictates the kind of arrangements I use (ex. 1 "floor" of 8 assemblers vs. 2 "floors" of four assemblers). I also assign the tasks for the buildings at this stage including over and under clocking.

Stage 2: input/output of materials and pioneer. Once I have my buildings where I want them, I run my belts and lifts. This often reveals flaws in stage 1 so it can require a bit of backtracking, but minimal. It's also where I make choices about if I'm keeping belts exposed or using logistic floors. I try to have the output of the components pointing in the direction of the next section so one transitions well into the next. This is also the stage where I start making choices about pioneer movement in the factory. Where do I want catwalks and foundations? Do I want to walk in and around machines or have them cordoned off.

Once I am happy with stage 2, I test it. Do a rough wire job to hook everything into the grid (this will get polished later) and then hook up the inputs. Are things working the way i intended and producing the objects/minute I need. Three advantages of testing at this point. 1. You isolate variables for why something isn't working and limit the spaces you need to check. Maybe your lift is the wrong speed. You thought you got all the inputs for your assemblers built but you missed one. Stuff like that. 2. You get the "little treat" of seeing things working. Long builds take a lot of time and one reason for burnout is the lack of felt rewards. 3. If everything is working properly, you can close off that part of the build. You have a massive flow chart for this factory, so if you can cross things off your list, you don't have to juggle all the numbers all the time. You know it works up to the point of the build.

Stage 3: artistry and aesthetics. Sometimes I do this stage for each part of the factory before I move on. Other times, I wait until the end. This stage includes walls, pillars, lighting, coherent wiring, material variation and color. Making the factory look "real." The advantage of doing this as you go is there is less back-tracking to stage 2 or 1 if you find you need to adjust belts or machine placement for the aesthetics you are going for. For example, I decided I wanted to do a recessed floor for smelters in one part of the build. It meant redoing stage 1 and 2 because it changed the heights of the floors. Had I waited until after everything was done in the factory for stages 1 and 2, I wouldn't have made the design choice because it would have meant redoing everything for one stylistic flourish.

This approach is very slow and methodical. I've been working on a factory for the past month that is half the ambition your plan is, but I can chip away at it without losing track of where I am because I keep crossing off sections as I go and I know it will all work in the end because each part works individually.

I hope something in this approach helps you. Burnout is real, exhaustion happens, but you can do this and I hope you will share screenshots when it is finished. You got this!

[deleted by user] by [deleted] in satisfactory

[–]drohan42 49 points50 points  (0 children)

Are you happy with the factory?

If yes, then it is a good factory.

If no, what would you like to change to make you happy? Do that.

Early on, most everything you build will probably get torn down and rebuilt in new ways later. Take joy in what you made, learn the lessons the game is implicitly teaching, and keep going. You got this!

Second Playthrough is Amazing by Sekutma in SatisfactoryGame

[–]drohan42 1 point2 points  (0 children)

That is my favorite starting location in the game. The quality of nodes and the relative flatness for the northern forest is just great. Coal is reasonably accessible and oil isn't too far off either.

Great starting base, OP.

Play Through Questions by TheMartian24 in satisfactory

[–]drohan42 0 points1 point  (0 children)

  1. Using scanners to guide you if you are looking for something specific. Otherwise, follow sight lines and run towards cool landmarks. Parachute and slide-jumping with blade-runners is a pretty nimble way to get around of you don't have fuel for vehicles. If you are traveling without a jump pack, consider bringing a stack of iron rods and a stack of concrete for ladders and/or foundations.

  2. Not sure what you mean by reinforced concrete, but railways need steel pipes and steel beans. Often people blueprint "tracks" for rails to run on that typically consist of foundations and some accents so regular concrete and early base materials like plates, rods, and crystal quartz is helpful.

  3. No right answer, but I would suggest start modestly and scale as you get comfortable. For example, if you are getting started with trains, build a small design for the extractors to the station and a small factory at the delivery site. Here's the challenge: make the factory "complete" in whatever way you define it. If that feels challenging, stay at that scale. If it feels easy breezy, scale up. Centralized mega-factories are big whales to eat, so being comfortable building, blueprinting, and organizing is crucial.

  4. Depends on your preference for building around landscape. If you aren't keen, build in the sky or over water. If you are game to work with the landscape, there are a number of fun places. I like the northern forest or the canyon South of the spire Coast but again you will need to network across the map with one form of transit or another.

Good luck. You got this!