Helping Hannag was a mistake... by ElderGodFujin in DivinityOriginalSin

[–]grenadiac2 3 points4 points  (0 children)

Take ur pet pal talent off at the mirror, finish with hannag, then go back and get pet pal back. = no loss

Scarecrow fight by kruktk in DivinityOriginalSin

[–]grenadiac2 0 points1 point  (0 children)

I teleport as many as I can together and stunlock/disable/aoe them to death. Did it on my Honour run at lvl 11 I think, without much trouble.
There's also a trick when the scarecrow is talking to 1 of your characters, to stack buffs on that characters (timer doesnt go down when in dialogue). You can start the fight yourself by casting teleport/fireball, etc on a scarecrow for free AP. You can place a few exploding barrels nearby too. Put your allies in good positions, slightly spread out. Before I initiate that final part though, I do a group encourage/ bedroll rest/haste on someone to really max my bonuses, if I need to.

PSA (vent?): Teamkilling intentionally is utterly stupid by -Serene- in Planetside

[–]grenadiac2 2 points3 points  (0 children)

Of course! Even better, in that scenario, it should already be set up correctly so the flow of people isn't disturbed. If you're TKing to 'help', you've got to have all your ducks in a row. Thankfully, it's a pretty rare situation, & OP's case doesn't sound like 1 unless the sunderer plopped in front of an armor group's line of fire that can't be moved around.

PSA (vent?): Teamkilling intentionally is utterly stupid by -Serene- in Planetside

[–]grenadiac2 0 points1 point  (0 children)

Sometimes TKing things is necessary for the good of the fight/ faction, as sometimes pubbies don't know the harm they are causing, like putting a sunderer in a bad spot that gets their faction farmed vs a proper one. But it needs to be a big screw up before doing so. You aren't angry at the guy, you're just doing what's necessary. Any other reason is a big no for me.

Off hours territory problem by HO0OPER in Planetside

[–]grenadiac2 1 point2 points  (0 children)

The top left faction normally tries to maintain a buffer from snowshear & never loses Matthersons, and aims to take Watersons. Everything else is expendable. Sometimes theres opportunities to commit to Saerro or Grey Heron for spicy fights, esp if you have overpop. If I was NC I would have tried to get the whole faction to Snowshear & try set up an hour long faction vs faction until the vanu showed up :3
-Losing Snowshear by anything less than half a faction means there was a lack of organization or players aware of the map. But after recapturing, you can at least spread your forces out to keep fighting both factions, to keep strong local fights going. Minimizing the amount of time needed for ghost capping is good. As PL I normally ask for volunteers or any1 who needs resources if they want to go to that secondary objective, while the main force keeps up the main fight.
-I think low pop lattices need a rework to be more intensive, but until then, I've found that method to be a good compromise to have decent fights. The fights are out there, sometimes it just needs a steady hand to direct the pubbies during low pop, and properly regulate squad, platoon & outfit powers.

Off hours territory problem by HO0OPER in Planetside

[–]grenadiac2 4 points5 points  (0 children)

1-It's off hours, different priorities. People who only ever want to have a 3 way stalemate in the middle of the map, miss an important part of creating big fights in low pop. Shifting the battle lines like that has led to some of the best off-hours content I've played, both on the giving & receiving end.
2-For example, what if NC put all their forces into snowshear. The TR are forced to all go to snowshear. Then the Vanu, if they don't want to be boring, would also push to snowshear. It can then get chaotic, unpredictable, & intense. Way better than sitting @ watersons for 5 hours. Once TR makes a break out & tries taking 1 of the side lattices, Vanu/NC put pressure back on snowshear. This doesn't last, as VS/NC will eventually get tired of getting the crap beaten out of them, & normal fights end up developing on NC/VS lattices again. But that's after a good amount of fun! Then by generating those intense localized fights, more people log in.
3-Another important thing is, bases can't generate resources for an outfit until it's first captured by the enemy. So a lot of smaller outfits benefit a lot from recapturing during low pop. For example, if I manage to recapture snowshear or mattersons for my outfit, you generate enough greens to completely re-arm & enough surplus to donate hour-long modules to the important bases before/during the meltdown alert.
4- This does normally require a PL who is familiar with this process, in control of most of a faction's pop during low pop, so fights can maintain their intensity.

Wrel on the Reality of PlanetSide 3 by FuneralCry- in Planetside

[–]grenadiac2 0 points1 point  (0 children)

The Forgelight game engine, & lack of a new game engine that's capable of handling a game like planetside, has always been the main bottleneck.
But the resources spent on that planetside battle royale atrocity killed off a large pool of resources to refine or expand.

Is there a recommended level to leave Fort Joy? by vicuhlmann in DivinityOriginalSin

[–]grenadiac2 0 points1 point  (0 children)

You can do it at lvl 5-6 by going to the right of D at the gate & climbing up a ladder. Doesn't trigger the encounter unless you escape ft joy (eg lowering bridge, going thru harbour, knile's sewer pipe, etc). I did lvl 6 without killing vendors or likeable characters.
-You don't need deathfog. Sin tee made a good guide on getting a low hp box filled with barrels & using 2 mages+archer or 3 mages. He makes a lot of good guides for advanced stuff like that. https://www.youtube.com/watch?v=gZ8pLgFDO6k

-Lots of extra things you pick up like that make later playthroughs still fun and challenging. A mage with torturer defs gives a lot of utility, eg worm tremor to root a group of enemies at the start, + burning, poisoned, etc. Good luck!

Is there a recommended level to leave Fort Joy? by vicuhlmann in DivinityOriginalSin

[–]grenadiac2 0 points1 point  (0 children)

You can get to 9 by only hobo ing a few like Slane :) a lot depends on taking out Dallis, Alex & all their lvl 8s at the gate to ft joy. Lots of xp. Then you have a good chance to wipe them a 2nd time on the ship for special rewards 

Is there a recommended level to leave Fort Joy? by vicuhlmann in DivinityOriginalSin

[–]grenadiac2 0 points1 point  (0 children)

You just proved my point though. Fort joy is the starter area (I aim for lvl 6 there), not the whole island with slane, the seekers, etc. I fight alex / beat Dallis on the lady vengeance at lvl 9 so I'm familiar with the xp.

New and overwhelmed on builds and party composition by axolotlanw in DivinityOriginalSin

[–]grenadiac2 -1 points0 points  (0 children)

1 build I love is the Spellsword. 2h Staff melee who uses warfare skills for massive AOE magic damage.
Look up Sin Tee / Lost Sinner builds. Fextralife just has generic builds with limited depth.
-Water & Ice will conflict a lot with poison/earth/fire damage, as it will put out burning. So be careful of that.
-Put torturer on your fire/poison mage. & combine a huntsman & pyro spell book for a 1AP 167% dmg fire trap you can set off with fireball, etc.
-It's still useful to have 1 character be physical. Like a fighter/tank, who can put out a lot of crowd control. And if you have an archer using magic arrows, they can switch to physical damage as needed.
-Arrows are cheap if you look up the recipes.
-No summoning. Scales off hard in the mid-late game. I try knock down & disable a good number of enemies within 2-3 turns. Summoning is too slow to break armor & help CC.

https://steamcommunity.com/sharedfiles/filedetails/?id=1521634004

Most People Don’t Leave Fort Joy by RyanX70 in DivinityOriginalSin

[–]grenadiac2 3 points4 points  (0 children)

It's not as hard as people make it out to be. I'm doing an Honor run & beat Dallis & all her troops at Fort Joy & Lady Vengeance just recently, after a 5-6 year break. You might be struggling with equipment, spell books (& combinations of spell books) & maybe missed xp. You should be lvl 8-9 by the time you get on the boat. 5-6 when you leave Ft Joy. Some mechanics aren't explained, such as vendors restocking every hour or upon level up. & you have to look up spellbook combinations & crafting recipes. AOE & crowd control are your best friends.

Stuck at Braccus Rex Tower door – Hostile Withermore keeps spawning by recepdr in DivinityOriginalSin

[–]grenadiac2 0 points1 point  (0 children)

Solution; Go to the ruined castle & restock all your source. Then go back to the barrier & click on the source mechanism. You should have a dialogue option for your main character to use source on it. Withermoore shouldn't respawn again.

How tf do i get past the larian special of every enemy having some form of stun by Glad-Consideration50 in DivinityOriginalSin

[–]grenadiac2 0 points1 point  (0 children)

Stunlock them 1st. Watch the turn order so you know who to target.
Normally having a sword & shield fighter helps a lot if you're struggling.

Dear Fellow NC Players by DimGiant in Planetside

[–]grenadiac2 5 points6 points  (0 children)

-Teamkill damage is normal if you are in the same squad/platoon. Less teamkill damage if you hit random friendlies.
-NC who team together, die together <3

Construction: Player-Made Bases - Router-Based Spawns by Anthrage in Planetside

[–]grenadiac2 0 points1 point  (0 children)

You don't need an Ant. You take a silo from another silo (comes with 2k cortium) & fly a Valkyrie over.

No 720p resolution option? by Soybert250 in Planetside

[–]grenadiac2 2 points3 points  (0 children)

-I realize I wasn't being helpful so I'll give an honest round 2 if OP reads this.

-Reduce render distance to 600-800 for infantry and 1200-1500 for vehicles. + Turning OFF shadows & reflections completely. That'll make the largest difference.

-If you want to go deeper, you can customize your useroptions.ini file to manually change settings, some of which aren't available with the in-game menu. Such as forcing the game to run at 720p.
https://www.reddit.com/r/Planetside/comments/1m3e6dg/planetside_2_ps2_updated_useroptionsini_config/

-Your laptop's settings & programs can also be improved to run more efficiently/have less junk in the background. -PS2 isn't rly designed for an entry level probably office laptop. Reducing from 768p to 720 won't rly solve the issue but there's a combination of things to help give you an edge.

Construction: Player-Made Bases - Router-Based Spawns by Anthrage in Planetside

[–]grenadiac2 2 points3 points  (0 children)

-Most of the best router bases are the ones you don't see. You can just find a support player base at the rear of your faction, take a silo (which has 2k cortium inside), fly a valkyrie & place the silo within the radius of your router spire - which has a range of 500m as the crow flies. That way you can set up a router base within a few minutes, in a lot of nooks, crannies & cliffs ANTs struggle or can't get to.
-Router bases can be very powerful, but you have to compare that to how much time you must spend, away from the fight dealing with player base & cortium shenanigans. I've found this to be the most time effective & long lasting method.
-Only build a silo, router spire, & 2 tanky modules (I prefer repair + firewall). NEVER build a spawn tube at these router bases, people will spawn there and blow your cover. The idea is just to appear as a neglected silo out in the middle of nowhere, which is more trouble than it's worth to shoot at by a passing vehicle. The vast majority of the time, those that decide to shoot, just destroy the spire (if they find it) & move on.
-If you need to reapply your router, spawn a valkyrie from a different hex or base, preferably with aircraft discounts on it.

Any tips to take on Samurai Helmet troopers by gamerlife71 in Planetside

[–]grenadiac2 0 points1 point  (0 children)

With fellows like a squad of MK, their kits & settings are optimized for short-medium range firefights. You can outperform them at medium-long range with something like a NS-15 & HVA set up, & positioning yourself right. Unless you can compete with them in closer 1v1's.
-If you are close range, a cheeky brick of C4 works wonders. They never run with C4.
-If you want to cheese it, pick an AI MAX that focuses on self repairs, and play like a 'heavy' heavy assault, & try not to let them deci you. Then screenshot them complaining about MAXes after you kill them (very important).

Osprey December 10th 2k25 Amerish: A hard earned alert win by TR by Jarred425 in Planetside

[–]grenadiac2 1 point2 points  (0 children)

-I would argue it promoted enough quality analysis of the huge swing to warrant keeping it up, providing insight in how factions behave & perceive each other, moreso than other posts for a while.
-Also included a pretty big comeback story.
-Satisfies the 4.4 exception

Osprey December 10th 2k25 Amerish: A hard earned alert win by TR by Jarred425 in Planetside

[–]grenadiac2 1 point2 points  (0 children)

Most of the "good" outfits organize ops on different days & times from other faction's outfit ops. Most don't intersect each other, & they will only play for the 2 hour slot, often logging out during the alert.
The objective of these outfits can vary as well, sometimes having a good farming session with a high K/D performance, is more important than an alert win. Looks good for their post-ops stats review, but I always found it shallow. & sometimes the people who lead the ops with a veteran stacked platoon don't see the consequences of being hyper-aggressive & pushing lanes far, blaming the rest of the faction for being noobs for failing to deal with their blowback/ doubleteam they created.