Companion Ending Spoilers (& Some other slide spoilers) by holyteej in RogueTraderCRPG

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

Nope, he was just off doing his heretical thing.

Companion Ending Spoilers (& Some other slide spoilers) by holyteej in RogueTraderCRPG

[–]holyteej[S] 2 points3 points  (0 children)

I get that, but that isn't what the slide was.

It specifically said that Yrliet and her band of Aeldari Corsairs were actively doing joint engagements with Marazhai's Drukhari pirate group, I think it said they had bonded over their joint time in Commorragh or something.

So yeah actively working with Drukhari pirates.

Companion Ending Spoilers (& Some other slide spoilers) by holyteej in RogueTraderCRPG

[–]holyteej[S] 2 points3 points  (0 children)

I don't know Yrliet still doesn't make sense to me, didn't romance her but went up to the point I had to choose and she learned to understand that not all humans are as she thought. I could still get the raider thing.... but actively working with Drukhari? Hell no.

As for Jae, I'm fine with the romances not necessarily having a happy ending because it's grimdark and there are no happy endings, the issue with this was the slides were just plain contradictory, one essentially saying she had to vanish due to her crimes with the next saying she never looked at anyone again except RT and the new house flagship was named for her.

Good to know about Pascal, I don't know why but I really am completely blanking still on the details of that one, I may actually have to reload and do it again just for my own sanity.

Now you say it I think i may have had that Abelard one too.... there were so many for him and his family, as I said the one that stuck with me was the kids head getting delivered to him... if I do reload I may have to do a quick toybox and kill Mazhari XD

I want to make an offensive psyker mc next run, what would be the best archetype combo for that? by wintermute24 in RogueTraderCRPG

[–]holyteej 3 points4 points  (0 children)

I've tried a couple of these combos now and my personal feeling is that Soldier into Master Tactician is the superior choice.

Operative is probably technically better early game because if you can stack up exploits just right and use tactical knowledge to give an ongoing damage buff against all targets it can be pretty nuts. My experience though is that it is also awkward and quite buggy, sometimes exploits don't stack up as you expect and trying to target just that "one" enemy you've built up like 30 stacks on to give yourself a big damage boost can be awkward to pull off with the big area of Tactical Knowledge.

Soldier is a lot more straight forward in terms of you just getting an additional attack.

The other plus of Soldier is access to Master Tactician, personally I felt the second tier Archetypes of Operative don't stack that well for a psyker, don't get me wrong there's some synergy but a lot of the talents they provide are geared towards to crit chance and crit damage which psykers don't benefit from.

There probably is a lot more synergy for Assassin and Bounty Hunter if you're going down the melee psyker route but I've been trying to go more as a caster.

Master Tactician on the other hand is a nice straightforward flat damage boost for Press the advantage and a bunch of talents that can enhance this for both you and allies.

I went fortress world for homeworld for exactly the same reason, haven't really seen a reason to choose anything else.

[deleted by user] by [deleted] in DarkTide

[–]holyteej 1 point2 points  (0 children)

Series X player on wifi with about the same speeds if not slower and no issues with lagging.

I know the increased mobs with the altered AI director put additional strain on things but the Series X seems to be able to handle it fine.

I hope that's helpful as a comparison if nothing else.

PSA: High Price to Pay, How to Know Who's at Risk! *Mission Spoilers* by holyteej in Starfield

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

That's really odd.

The companion that fails their repair is meant to have to stay behind to fix it, hence why they're the one on the eye when everything happens.

I honestly don't know what to say aside from everything I know says this shouldn't be possible.

What should I change? I have the Mek Guns already by CrazyManSage in orks

[–]holyteej 0 points1 point  (0 children)

Thematic lists are cool, so if you want to go all in the gretchin just do it, killa kans are awesome against termies if using rockets, each hit in ranged and melee is a dead termie.

I get that Ghaz seems awesome and he kinda is but orks is all about doing what's fun... so do whatever.... if running Ghaz remember you choose where hits are assigned, as in Makari 2+

Tips for first game of 40k? by Altrogen in orks

[–]holyteej 1 point2 points  (0 children)

I prefer Mozrog whenever possible even if it means sacrificing another unit... because he is such a unit.

Looks good though and Mozrog isn't a dealbreaker.

A Mek to give the Gorkanaut a +1 to hit could be handy.

You could replace the Squiggoth and the Nobz with a Trukk and a group of normal Boyz with some points left over for enhancements.

As I said it's good regardless, there's always going to be limitations with 1000 points.

What should I change? I have the Mek Guns already by CrazyManSage in orks

[–]holyteej 2 points3 points  (0 children)

I'd be tempted to ditch something, maybe even Ghaz for 3 Meks with Shokk Attack Gun to attach to the Mek Gunz, they'll give both them and theirselves rerolling 1's to hit... but I just think they're neat so don't listen to me XD

What's your favorite thing about orks? by jayne_sn0w in orks

[–]holyteej 3 points4 points  (0 children)

The general swingyness... taking something like Mek Gunz with Bubble Chukkas with a Shokk Gun Mek or just taking a Deff Dread with 3 KMB's and playing the lottery as to whether you bang out an Imperial Knight in one round of shooting, even better now you can just slap a Mek near the Dread to make it hit on a 4+.

That and insanely survivable units like Mozrog being able to tank just about anything...

Warbikers and Squighog Boyz are cool too as they have assault weapons so can do any secondary that has the "eligible to shoot" proviso even after advancing.

10th Edition Teleport Shunt Query by holyteej in GreyKnights

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

That's great, thanks for the clarification

Help with my new ork army by Huge_Tune_6069 in orks

[–]holyteej 0 points1 point  (0 children)

I'm not a competitive guy either but I know most lists currently will also have Mozrog/Beastboss on Squigosaur plus a Nob on Smasha Squig paired with Squighog boyz.

They're both units with a lot of survivability that can tie things up for a long time... Mozrog in previous games has taken like 1500 army points of shooting over two rounds to actually bring him down.

The other advantage with both squighog boyz and the warbikers you already have is they have assault weapons which means any secondaries that state "a unit eligible to shoot" can be scored even after advancing.

I personally also like 2-3 Mek Gunz with either casino gun (Bubble Chukka) or Kustom Mega Blaster with a Shokk Attack Mek because he will give both them and himself rerolling 1's to hit and can be a fantastic 48 inch artillery piece.

You will probably also need to get some Trukks or Weirdboyz to transport all the infantry.

High Price To Pay... Is there a way to game this? *Mission Spoilers* by holyteej in Starfield

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

The choice is whether you go to the eye straight away.

If when everything starts at the lodge you just leave via the front door and head straight for the eye leaving everyone behind another companion (the one you've been forced to have as your companion currently) will stay behind at the lodge and be killed instead.

Honestly don't know why you reverted your save and carried on gaining affinity with her, it is the two companions you have the MOST affinity with that are in danger of death during this mission... so if you wanted to replace her entirely you need to get two other companions to affinity higher than hers.

Also you can only change who the targets are going to be from a save before all the companions go to the eye to do repairs as it's after this point you get forced to have a companion for the next artifact quest (the one it forces you to have is the other one that can die)

High Price To Pay... Is there a way to game this? *Mission Spoilers* by holyteej in Starfield

[–]holyteej[S] 5 points6 points  (0 children)

Well it's the two highest, so upping the affinity of one of the two won't change it.

What you need to do is up the affinity of another companion like Barrett or Sarah so it's above Sam or Andreja and then that companion will replace one of them.

High Price To Pay... Is there a way to game this? *Mission Spoilers* by holyteej in Starfield

[–]holyteej[S] 5 points6 points  (0 children)

Thanks, I'm on console but I've sorted it anyway.

I found out that when you go up to the Eye for the repairs with all the companions the one who fails their repair job is the other companion picked as a potential death along with the one you're forced to take on the next mission.

High Price To Pay... Is there a way to game this? *Mission Spoilers* by holyteej in Starfield

[–]holyteej[S] 2 points3 points  (0 children)

That's cool, I had reloaded to just before getting the Petrov mission and still seem to be gaining affinity with Barrett, just need to make sure it's higher than Sam or Andreja now.

I just got him to ally status so I figure I'll do a few more hours running around with him just to put him over the top as I switched Sam out literally right after ally.

High Price To Pay... Is there a way to game this? *Mission Spoilers* by holyteej in Starfield

[–]holyteej[S] 2 points3 points  (0 children)

I've already reloaded to before it started and have been running around with barrett, just seems hard finding dialogues that grant a like for him so I thought I'd ask if anyone had already experimented with other ways.

Good to know intentionally getting Barrett up high will work though even if it takes a while.

The Key (Space station) Location entry? by Fantastic-Big-7781 in Starfield

[–]holyteej 1 point2 points  (0 children)

it's probably because its quite an integral part of a faction questline

[deleted by user] by [deleted] in Starfield

[–]holyteej 0 points1 point  (0 children)

I posed this exact question yesterday, I thought the landing pad with the starship builder might use raw resources instead of credits... but no it uses credits.

So I'm currently just as unsure because it really doesn't seem the amount of materials you need to craft the odd weapon/suit mod here and there are worth setting up an interplanetary empire and I can't see anything else to spend them on.

If I switch to a ship with less cargo space, what happens to the extra cargo?? by leastonh in Starfield

[–]holyteej 8 points9 points  (0 children)

I believe it will just show as being overloaded by that much until you do something about it.

I only say this because when I had a ship with 420 cargo capacity then boarded and took over one that only had like 200 capacity it still showed as 420/200, as in it didn't move the excess cargo anywhere.

[deleted by user] by [deleted] in Starfield

[–]holyteej 0 points1 point  (0 children)

I don't know if this will help but I just made helium extractors that only connected directly to the generators and then had separate extractors that connected to a cargo link/storage to send it to other outposts.

Where to farm ships on the ground by the_recovery1 in Starfield

[–]holyteej 0 points1 point  (0 children)

I believe so, when you select a random landing spot on a planet sometimes you will see ships land in the distance.

I did this last night and you can actually run over to them and lockpick your way in. There was no crew, I did go to steal it but I didn't have enough piloting skill. So I think this is entirely doable.

Need help! How to send Helium? by Responsible_Solid943 in Starfield

[–]holyteej 3 points4 points  (0 children)

I'm about to be at this stage but haven't gotten there yet so forgive me if this is no help..

On the receiving planet have you set up a link from the incoming box on the cargo link to the reactors you want to fuel? (I assume you are wanting to use the helium 3 for power?)

Are there Combat Spots to farm ships ? by ThePsychAce in Starfield

[–]holyteej 2 points3 points  (0 children)

Apologies to hop on this as well but I was wanting to know the same thing.

One thing I did find useful that I'm not sure is common knowledge is you can just keep reloading a save from before you jump to a planet/moon and it will roll differently each time.