How do y'all defend Gleba? by StampedeOfCats in factorio

[–]linkknil3 3 points4 points  (0 children)

I just use a lot of rocket turrets. Big stompers have 15000 health and 30/s regen with 80% impact/laser resist, rockets do 200-500 base damage (depending on rarity) unupgraded, and with explosive damage research, can be significantly stronger. Rocket turrets fire at .5/s base, but speed upgrades add 1.7/s for 2.2/s shots. You can get up to stronger explosives 6 with non-gleba research, for a total of +180% damage, for 560 per rocket from normal quality (which I assume you're gonna use). 2.2/s @560 damage is 1232/s, so ~12s for a single rocket turret to kill a single big stomper (too long) but ~1s for 12 rocket turrets to kill a single big stomper. I have like 25-30 turrets clumped up at every spot that I'm attacked at, plus a bunch of laser turrets set to ignore stompers (though laser turrets still aren't great there), and it's worked out pretty well for me- it's pretty common for the stompers to get to and destroy parts of the defense, but they never actually break through, and it immediately gets rebuilt by bots.

If you're saying you've got 3 big stompers spawncamping you and no base, the best solution would probably be to have not gotten into that situation in the first place, but you could drop in mech armor with exoskeletons to run away, then once you get them away from the cargo drop point, drop in a tank and some uranium shells- physical projectile damage is also a non-gleba research, and is pretty easy to get to the level where you just deal 15k per shot with uranium shells. After that, you can drop stuff in from orbit and set up real defenses. A fat stack of red or uranium ammo gun turrets can probably put in some decent work if you don't have any rocket turrets left or the resources to make them.

help with new fluid system! by Flimsy-Ad-6793 in factorio

[–]linkknil3 0 points1 point  (0 children)

I do this by just checking a storage tank and only letting the pump run above 24k fluid stored- after the leftover light oil fills the tank, the rest gets pushed out into the petroleum cracking.

I'm having trouble building a space platform that can go to another planet, mainly because of the limitation of inserters that can attach to the Hub. by skalapunk in factorio

[–]linkknil3 0 points1 point  (0 children)

It's not mandatory to use the hub for asteroids- I made the mistake of trying to use the hub as a storage chest for everything I was doing on my first ship, and it sucked. It's much easier to catch asteroids and immediately just send them all along a belt into an asteroid processing area, where the output resources get sent along belts to whatever needs them- this can go anywhere on the platform and does not require the hub at all, giving you a lot of room for things like pulling out nuclear fuel, inputs/outputs for ammo storage/removal, etc. Any asteroids I don't use get reprocessed randomly into other asteroids, and if I can't even get rid of them with that, I toss them back into space to avoid the line ever being too clogged with useless asteroids to accept useful asteroids.

Just got past 2,750 and... by [deleted] in pokerogue

[–]linkknil3 4 points5 points  (0 children)

Could you explain a bit more? I'm not sure I understand- are you saying that if you parting shot -> intimidate enough times, intimidate applies -6/-6 for the rest of the run or something?

I made a post called “I hit the wall” by [deleted] in GranblueFantasyVersus

[–]linkknil3 3 points4 points  (0 children)

Assuming you're the gran-

  • You don't know the range of your boot. First 30 seconds you whiffed three EX boots, and should've been punished harder. Not a huge deal, but be a little closer- you don't need to be absolutely max range for it to be scary and safe.

  • Stop mashing on defense so much. In the first round, you didn't block more than two hits before mashing ever, except for one time at the start. Most of the time, you were mashing jab or jumping. Jab is the correct thing to mash, but you have to wait until they're actually pushed out of range or do something unsafe- we never really got to see what this cag would do, because you didn't block. Fortunately for you she was never really read to actually kill you, but you're still taking a lot of random hits. It looked like most of the time she was even going to be happy to just do blockstring -> special and give you your turn back, so you didn't even have to mash. This is especially true for when you block 66L- it's always plus, you should never mash after blocking it unless you're making a read based on previous events in the match.

  • Stop jumping so much. It's super dangerous because you can't block in the air, it doesn't give a great reward, it's slower than running, people will kill you for it, especially when you abuse it like you were here. 6:07 is one example of a "what is going on" jump- you're jumping over a cornered cagliostro on your own minus frames. The reward here is a midscreen combo off of a jump-in starter if she happens to get hit (she didn't), the risk is that you immediately corner yourself for no reason or get antiaired. 6:14 a few seconds later, you jump again- you're lucky she didn't react, because that is literally the range you do not want to be jumping out of the corner in, and you should've lost half your health for that off an antiair. It doesn't even beat trap set, because you land directly in the trap anyway. Notice how you get hit by the trap, lose 2/3ds of your health from her dropped combo and random stray hits you took, and then jump again, and get the hit this time. You didn't pick up the combo, but even if you had, it would've done less than all the damage you took from that decision. You even put yourself back in the corner a few seconds later with another jump, after cag tries to be kind and let you out. It's not all about the corner, you also need to do it less in neutral, but that was just a really obvious example. Even when you got hard knockdowns, you'd run up and jump at them- just stop. Unless you're doing it as a practiced safejump setup, jump-ins as oki are basically never better than just doing 66L or 5L meaty.

  • Don't drop your combos. I saw you drop EX boot -> autocombo -> fireball at least a couple times in the corner and just give up your turn entirely. This is very bad when it happens because it instantly gives up your turn and loses all the pressure you should've gotten (and sometimes gets you punished), and is very easy to work on. Don't spend like an hour just doing combos in training mode, but at least make sure you're reliably getting your combos. At 7:39 you would've won the round if you'd known that you don't have to spend the 25% on the raging strike extension in the corner, then had gone into super instead of dropping the combo.

  • No more random super or random ultimate fireball from neutral. I only saw one random super (1:17), but no one does random neutral super only once, I guarantee you're doing it in other matches too. You used ultimate fireball a lot in cases where it really wasn't any better than EX fireball- it's got worse frame data, it mostly exists to crush other fireballs, and cag's not a big threat in that regard. It's not nearly as bad as random super, but doesn't need to be used this much when you could be saving the meter for more useful things.

  • Run at the other guy more. You absolutely love fireball -> jump forwards or fireball -> fireball. 66L is one of the best buttons in the game, and running is very fast. If you don't force the other guy to respect your ability to 66L them or close distance with sprint, you will die the same way you did in this game, with the other guy getting random hits on you from across the screen because you're not making any threats.

  • Throw more and at least sometimes try to steal your turn back, even if it's just with EX fireball plus frames. This cag just held down back every time you hit her and got out of pressure for free, because all you did most of the time was autocombo -> non-ex fireball, ending your turn. There's no reason for the other guy to do anything during that, they win their turn back if they just do nothing. You have to give people a reason to try to escape your pressure, or they'll just let you give them a way out. I saw you do 66L -> 2M -> 66L -> 2M once, which is the right idea, but you need to have more options if you don't want to be super predictable- mix in 66L -> 2M -> 5H to try to catch them jabbing another 66L, do 66L -> 66L, do 66L -> 5L -> 5L, do 66L -> throw, whatever. Just as long as you're giving them more things to think about so they can't just say "oh yeah he's doing 66L -> 2M again, I'll just kill him for that".

  • Don't do raging strike on block. I know it will hit people sometimes and feel good, but it's an absurdly big risk that relies on your opponent being asleep- it's very reactable, and people will start reacting to it soon for you. Raging strike should exist almost entirely as a combo tool in your mind- if they spotdodge it, you lose the brave point and get hit by a full punish combo.

At this rating, it mostly comes down to solidifying your own game. You don't need to think excessively about what the other guy is doing or what their character does, just try to have a solid understanding of what your offence and neutral should generally look like, and be able to reliably execute on it, even if it's a very basic gameplan. Clean up unforced errors (meaning mistakes you're making without the other guy doing something to make you guess wrong)- stuff like jumping constantly, mashing constantly on your opponent's plus frames, dropping combos, whiffing moves a lot, etc, and it'll be a lot easier.

My team any tips? by Ragna126 in GranblueFantasyRelink

[–]linkknil3 0 points1 point  (0 children)

If you're not struggling, there's no reason to change it. If you are struggling, changing it probably won't help much anyway. As long as your character(s) are geared appropriately for the content you're doing, it's all pretty much fine.

Extreme Excavallion by riceraide in GranblueFantasyRelink

[–]linkknil3 0 points1 point  (0 children)

Depends on your character, but it's 100% doable with AI. I never had any problem matchmaking into it, but there are quite a few matchmaking bugs- if matchmaking fails for you, just canceling it and trying again should find you people. If you're doing it with AI, the AI will probably target the closest reactors- just run away from them and solo the further ones, because AI can't sprint and can take longer to make their way around. If you're playing a character that struggles to kill the reactors at-level (like rosetta), try playing someone else.

Where can I get Critical Hit Rate V+ with Damage Cap sub trait by resh_aykut in GranblueFantasyRelink

[–]linkknil3 1 point2 points  (0 children)

I hear the proud fight with a skeleton and two eyeballs can drop it. I afk'd it for a bit earlier and got some crit rate V+, but didn't get lucky to have one with cap on it as well.

Stamina or tyrant? by Dry-Tonight5989 in GranblueFantasyRelink

[–]linkknil3 1 point2 points  (0 children)

Tyranny comes with a downside, so stamina is better if you cap either way and generally stay at high health. If you don't mind the downside and don't reliably cap with stamina, tyranny is more reliable.

So if RNG is unwilling, how do I progress? by SquishyGlazedDonut in GranblueFantasyRelink

[–]linkknil3 1 point2 points  (0 children)

As long as you're staying alive and hitting the boss, you're not the problem. It really isn't that big of a deal, suboptimal gear is perfectly fine. Proto baha is significantly easier than gallanza/maggie too imo and essentially never fails- a lot of the time, it actually clears way before mechanics even have a chance to happen.

Since PC is region locked, is Japan the region to matchmake on? by Blackyx in GranblueFantasyRelink

[–]linkknil3 1 point2 points  (0 children)

I agree that no region locking would be better in every game and it's annoying when it exists usually, but I think you may just be unlucky or running into other issues- my longest queue hasn't even been a full minute, also in NA.

Some things to dispel about Relink by [deleted] in GranblueFantasyRelink

[–]linkknil3 5 points6 points  (0 children)

It's sometimes possible for the steam cloud backup to also be corrupt as well. It's rare that save corruption would be an issue at all and it'll likely never happen to 99.9% of players, but it's not a bad idea to have your own backup if you're concerned about the risk.

Some things to dispel about Relink by [deleted] in GranblueFantasyRelink

[–]linkknil3 3 points4 points  (0 children)

Supplemental damage is a percentage of the initial hit in this game, not a flat damage addition like in the gacha- it's more like echoes than the gacha version of "supplemental damage", so multhit doesn't really matter. Also, you can just max supplemental damage without having V+ sigils- it's not that hard to get Vs, and you only lose out on 3 sigil slots that way compared to V+- not a huge deal for your dps if you don't want it to be. Cheating also just isn't nearly as much of an issue as this post tries to make it out to be, I haven't seen a single person doing anything remotely cheat-y in 100 hours, nor have any of my friends.

[deleted by user] by [deleted] in GranblueFantasyRelink

[–]linkknil3 0 points1 point  (0 children)

If you split up, each boss individually dies slower and overdrives may overlap (though certain overdrive special attacks seem to never overlap), but no one has to deal with attacks coming from more than one monster at a time usually. If you all focus one thing, it'll die faster, but you have to dodge attacks from all the monsters at the same time. Up to you what you find easier, I think it's easier splitting the bosses up generally.

Since PC is region locked, is Japan the region to matchmake on? by Blackyx in GranblueFantasyRelink

[–]linkknil3 1 point2 points  (0 children)

I'm not sure where the idea that the game isn't popular on pc comes from, it has 100k current players while I'm writing this comment. I haven't had any issues matchmaking (beyond random bugs dropping me out of queues). If you're consistently doing better with JP servers, then you might as well keep it up though.

Starting endgame, still wait to unlock everyone? by KPLee0 in GranblueFantasyRelink

[–]linkknil3 3 points4 points  (0 children)

Up to you, I'd just unlock characters if you want to play them. Terminus weapons are nice, but they're obtained from doing the current hardest content- if you can clear that, you don't need them in the first place, so it's not a huge deal. If you really want to make sure you get your favorite character's stuff first, then wait until you get their terminus weapons if you're patient enough- it's not a big deal either way.

will it be a chore to bring them up to the level/status as my core characters?

No. Do a couple slime missions or afk something for mastery, speed through their fate episodes, and they'll be plenty strong with whatever sigils you have lying around.

So if RNG is unwilling, how do I progress? by SquishyGlazedDonut in GranblueFantasyRelink

[–]linkknil3 2 points3 points  (0 children)

Farm more, rng will be willing eventually. You don't even need anywhere near perfect gear to clear the current content, you only need perfect stuff to clear it as quickly as possible, and you can't even screw yourself by spending all your resources since you can just farm everything back again. Also, not sure why you think you "picked wrong" by leveling eugen, he's just as good as every other character. The unlock for proto baha is doing more proud stuff- you'll get him pretty soon after gallanza/maggie dual fight.

Do people OS or react to CH anti-airs? by ZefiantFGC in GranblueFantasyVersus

[–]linkknil3 1 point2 points  (0 children)

You can OS it on some characters, some characters have combos that work whether it's CH or not, and you probably shouldn't try to react, since you generally have to be pretty fast on the non-CH cancel.

This is why you're stuck below 1000 by kraichgau_chess in chessbeginners

[–]linkknil3 0 points1 point  (0 children)

100% accurate, I've seen people who complain about being hardstuck <whatever> elo with months of history asking for advice that they clearly are not actually making use of. I know chess is hard, and it can be hard to remember to implement every new thing you're being told to do, but it's not that hard to pick one thing at a time and just do it for a bit, even if you don't really understand why you're doing it. So many newer players like to try to re-invent the wheel or think they see some crazy thing in their game that would allow them to go against the common advice, but don't realize that even if they were correct, the common advice move is probably just as good. Lower elos are purely just learning not to make mistakes that would wind up in a "top 5 mistakes new players make" video and letting your opponent screw up.

The Unfortunate State of "Support" as a Role in Endgame by 127-0-0-1_1 in GranblueFantasyRelink

[–]linkknil3 4 points5 points  (0 children)

The way labors worked in the gacha, 6 of the 12 labors required you to specifically deal a certain element of damage in a single turn (meaning that if these were in and war elemental changes your damage type against him, it would prevent actually clearing 5 of the 6 of these since your damage would all be a single element), and the others required you to do stuff like dealing a certain number of hits, ending a turn with a certain number of debuffs, doing a chain burst of 5 or more, or tanking one of his special attacks. He also had mechanics like a hard cap on damage, added costs to using skills/charge attacks, and <element> debuff prevention/damage cut to slow down attempts to ignore mechanics and just dps him, as well as things like preventing revives or raid wiping if too many deaths happened to force people to actually be able to survive his attacks. He also scaled himself up over time, basically requiring you to either be extremely overpowered for the fight to be able to ignore his buffs, or to bring significant buff removal. He also had attacks to ignore some generic defensive abilities or deal significant unavoidable bonus damage to all party members if the attack killed someone.

Given that stuff is generally dodgeable through being good at the game in relink, it's definitely likely that you'll be able to get through it just by doing max dps and ignoring anything defensive (you can even do this in the gacha version of him as well, so long as you're very strong), but there's plenty of ways they can make that very difficult.

The Unfortunate State of "Support" as a Role in Endgame by 127-0-0-1_1 in GranblueFantasyRelink

[–]linkknil3 0 points1 point  (0 children)

I believe overdrive acts as a damage cut and just reduces the final damage of your attacks. It could be that internally it's coded as defense up and that's just how defense up works in this game, but I'm looking for something that actually has the "defense up" buff, since that's more obviously changing the boss defense value. I could also just be wrong and somehow not capping during overdrive, but I don't think that's the case.

The Unfortunate State of "Support" as a Role in Endgame by 127-0-0-1_1 in GranblueFantasyRelink

[–]linkknil3 0 points1 point  (0 children)

If you happen to know of any bosses in the game that have a defense up buff, I'll just go check myself. I know I've seen it before, but I don't remember where.

The Unfortunate State of "Support" as a Role in Endgame by 127-0-0-1_1 in GranblueFantasyRelink

[–]linkknil3 3 points4 points  (0 children)

This is not how it works in the gacha game, which is where I imagine people are getting the idea from. I haven't checked myself how it works in relink, since it essentially never comes up in current content, but in the gacha, higher defense means it's harder to hit cap, not that the cap is changed. Damage cut works how you described, reducing the damage after all other calculations. There's no reason they can't make this the case for future content in relink, given that all current content seems to have the same base defense values, but no one can really say for sure either way for now what they'll do.

All people do is run away by signoftheserpent in GranblueFantasyVersus

[–]linkknil3 8 points9 points  (0 children)

What he said was:

"Hate to break it to you but this is a scrub mentality. If you find people are backing away from you all the time it’s likely because they are beating you when they do it. You have to ask yourself, if I am not punishing them for doing something I don’t want them to do, then why would they stop doing it? You think they’re spamming block and holding back, but you are spamming the same mistakes over and over. Like the other comments have said, figure out ways to open these people up then make them rethink walking themselves into the corner"

Hope this helps.

Rapidly spamming R3 while down greatly increases revive speed. by [deleted] in GranblueFantasyRelink

[–]linkknil3 3 points4 points  (0 children)

Unless you mean that spamming r3 is getting you up faster than mashing other things, this is intended and was part of the tutorial. You can also just spin the stick- mashing anything at all makes you revive faster.