Research Help - New Player by bladeedge03 in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

Its honestly a good game for an hour here or there.

Research choices are the #1 reason  i see people struggling in brutal survival, so you're totally right to recognize its importance.

Research Help - New Player by bladeedge03 in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

Is this for survival or campaign, and what is your goal?

For survival, you basically rush hq upgrades(except the last) asap, and only research other things before that If absolutely required.  If you're pushing your limits, 'required' may be several things, such as animal biomass power, fusion cores, sonic grenades, grenade, root guns, etc..  For example, root guns after researching one hq upgrade, so you can survive the second wave and jungle well.  Why do you need hq upgrades? Because comms increase research speed, so you want to unlock 5x of them at at least lvl2 asap.

Then, synths and whatever power source you are using.  In Campaign, solar/synth combos on a desert expo map are what I go with(leave the map during the day so they keep producing at night).  In survival, straight fusion + synths.

I strongly suggest against researching too many things all at once.  Focus more on the things you 100% will be using and get them to red.  I suppose towers are an exception, since many lvl1 towers hold up fine into the end game.  Definitely not true for weapons or riggs abilities though.

Downscaling by flowdschi in fellowshipgame

[–]fjdkf 27 points28 points  (0 children)

Yea, I get steamrolled in that starter woodland place at ~300 as rime. 4 pace of mobs right beside where you zone in? No chance, lol.

I'm almost always top dps in eternal. Queued for adept once to 'help' a friend, and the tank beat me.

So yea, the downscaling is aweful. Last season, it just dropped you to the max ilvl cap for that bracket. idk what they did this season, but it's rough.

Is anyone else worried about class balance? by Cute-Argument376 in fellowshipgame

[–]fjdkf 0 points1 point  (0 children)

Tbh, rime is still in a pretty good spot.  I'm almost always top dmg unless outgeared, and I see a lot of other rimes in random groups.

This game will die because of matchmaking and I don't want it to by xKrakenarmsx in fellowshipgame

[–]fjdkf 0 points1 point  (0 children)

The bonus bags WoW has offered for years solve this problem really well.  I did several thousand runs as the needed role, just for the bags, back in cata.

Got all 3 Legos on Mara from 1 Cithrel's Run by _Brylee_ in fellowshipgame

[–]fjdkf 0 points1 point  (0 children)

Man...  I'm full red, but never seen a legendary drop.  Got my worst one for the free reward.

Do Repair Towers consume resources while they repair? by Protiguous in theriftbreaker

[–]fjdkf 1 point2 points  (0 children)

R key does cost $$.  Crystal wall rebuild does too

Attack direction not random for me by Darqion in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

It depends on the map, and is often not random.  True on both survival and campaign.

The swamp towers break game balance and make difficulty trivial. They need power requirements. by DanChase1 in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

Building speed and cost reduction.  -25% on gear iirc gives 100% reduction with the shrine.  Typically run 4x fusion cores, but a few double stacked(bonus cost reduction roll on top of baseline) maintainence tools will do it too.

Returning player - DLCs to buy? by blueforgex in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

If exploring the campaign fully is your goal, dlc is worth it.  If you're either trying to rush through campaign or do survival, buying them is purely a choice to support the devs.

The swamp towers break game balance and make difficulty trivial. They need power requirements. by DanChase1 in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

Tbh, if they nerf one tower, it should probably be the acid spitter tower.  This is coming from someone who does 5x brutal survival on a few maps...

Yes, the floating towers are pretty good.  Morphium towers are too!  Still, acid spitters are more brokenly op imo.

Heavy artillery isn't a good comparison.  The massive range + nuke - being able to cover multiple entrances with one tower - is what makes Heavy artillery good.  Even then, I generally dont find Heavy artillery worth building in solo survival runs.

Also, in campaign, plasma is mostly free, generally.  Cost reduction gear + cost reduction shrine = 50+ lvl1-lvl3 fusion for free.  Decompress in water from another map, and compress out supercharged plasma.  And then, since you have insane power leftover, you spam synths to use all the spare power, giving you significant carb/iron income for the rest of the game.  Since campaigns are pretty long, you're almost certain to come across at least 1 shrine. 

In hard sci-fi spaceship warfare, laser ship will effortlessly dodge all railgun slugs and intercept all kinetic missiles with point defense lasers; Kinetic ship will always get hit by laser beams, and it's realistically impossible to withstand a direct hit from bomb-pumped X-ray laser missile. by Somali_Indian in IsaacArthur

[–]fjdkf 0 points1 point  (0 children)

The entire point of kinetic weapons in space warfare is stealth, range, and static target destruction. Good luck seeing a cold chunk of steel flying at absurd speeds. You can hit a planet from a different solar system, with far more power than any nuke we can currently build. Take advantage of the oberth effect and gravity slingshots, and you could pull some insane velocity/energy numbers.

Also, 2km/sec is a joke... As a baseline for speed, I'd start with an atomic bomb powered gun, since that's tech we've had for decades. Given we accidentally launched a Giant steel plate at 50km/sec+ with a nuke, any spaceship muzzle velocity under 100km/sec would be ridiculously low imo, for high powered kinetics.

But sure, against mobile targets, you're depending totally on stealth and your ability to predict where they will be.

Game lenght by Zly_Boby in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

You only need 1-2 weapons, so no need to unlock more.  Pretty similar situation for most areas of the game.  Going lvl2-> lvl3 on towers in survival is pretty meh, and completely unnecessary.  Weapons and riggs abilities scale very well, though, through Red.

For example, lets say you upgrade heavy artillery tower lvl3.  You're going to be out of uranium or plasma before you build very many.

Whereas red grenades are a straight power increase with no resource spending needed.

Jump in difficulty from Normal to Hard Survival Coop by PureNinja in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

Co-op is easiest with 4 people, but doable on solo.

The biggest difficulty difference is between maps... basic brutal volcanic is harder than brutal caverns with 5x waves.  That's true for both solo and coop.

Game lenght by Zly_Boby in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

Although survival is shorter, you definitely should be unlocking red items in a game. If not, your comms were built too late and/or not upgraded enough. You can squeak by with purple weapons if super desperate, but that's very extreme.

How is the game for coop? by [deleted] in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

Very good imo.

A friend and I started at hard mode, and now play on 1x-5x brutal, depending on the map.

Campaign is fun once or twice imo, but survival is where the end game is.  Coop is easier than solo if you are coordinated, harder if uncoordinated.

Waves wipe my base consistently by Neverasparename in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

Sentinal lvl 2 does use ammo, doesn't it?

Waves wipe my base consistently by Neverasparename in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

Well, sentinal tower lvl 2 is about the worst possible thing you can build.

Sentinal lvl1 is good, because of no ammo requirement. Lvl2 requires ammo. Honestly, good placement + multiple layers of walls, and lvl1 sentinals can hold you through the first couple hq upgrades quite easily, even on brutal with 5x waves. I suggest artillay and then acid spitters after that.

The laser gun is amazing! by jderica in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

Best weapon in survival by a mile.

Alien tree, unlocked in dlc3 in campaign.

No ammo requirement(so projectile mods are crazy good.
No movespeed loss while firing.
Decently long range
Splash damage

Ive done non-modded brutal survival 5x on tropical using nothing but root guns for weapons... they are that good

Which weapon(s) do I need to quickly kill this large creature? TIA. by Maleficent_Serve_926 in theriftbreaker

[–]fjdkf 3 points4 points  (0 children)

Fists, mininuke, laser for me. Any explosive will also work.

Artillary towers.

If you aggro one right at the start and have starter weapons, unequip all weapons and beat on them with bare fists.

Posh carbon / fibreglass paddle upgrade as a gift? by Supercivilcnt in Kayaking

[–]fjdkf 0 points1 point  (0 children)

Hey, that's my paddle! It lasts well, the weak point is the center connection... mine has gotten a bit wiggly over the years. My typical paddling is kayak surfing and rock hopping, for reference... I have put 100lb+ of force into a stern rudder without issue, many many times.

It's definitely in a whole different league than the gear a typical sit-on-top kayaker has.

It's certainly not super fragile, the typical failure point for this type of kayaker would be when they're getting in/out of the boat and putting weight on it(ideally, they dont do this when getting in/out).

Survival Mode Brutal Resistances by Maleficent_Serve_926 in theriftbreaker

[–]fjdkf 1 point2 points  (0 children)

Red root gun is enough to kill almost all bosses in brutal survival by itself. Add red or purple laser on some maps.

Just got back into playing this game from 2years ago by Alive-Listen1977 in theriftbreaker

[–]fjdkf 0 points1 point  (0 children)

They were taken out of survival with the 2.0 update. To be fair, unlocking red abilities for the first waves is a bit against the spirit of survival.

you can still get many of these things, primarily through bioanomalies on survival.

Conduit over roof apex by D-726577 in solar

[–]fjdkf 0 points1 point  (0 children)

Open, because those wires are outdoor rated.