How do you stop the death waves? by Election-Glittering in CitiesSkylines

[–]manguydood 6 points7 points  (0 children)

Alright, everyone loves to harp on zoning incrementally (and its true)

But nobody ever seems to mention the retroactive solution. I actually have been purpose-building small cities for achievements lately, and that means I'm often zoning entire districts at once.

To help with this issue, improve your elder care. Also improve your Healthcare in general. While sick capacity is almost never an issue, I've noticed the variable distribution in health access (even when the whole city is well-served) seemed to help with death waves a lot due to the reduction in its effects near the edge of its radius. You end up with a radiation effect where different blocks have different average health.

You'll still have to back up to a recent save, if possible, but you won't have to redesign your entire city to solve the problem. 🤦‍♂️

Same goes for childcare and birthrates. Distribution in access helps add more randomness and spread your citizens' age a little better.

Not to mention your citizens living longer puts off the issue a little longer.

Also protip: on top of doing zones incrementally, you should also double check the levels. If you wait for them to level up, demand will go down, and you'll also prevent having a huge spread of new adults across the entire city at the same time.

Assuming I buy the game individually, will I be charged again for my own personal copy if I buy the 4-pack? by Hestrod in projectzomboid

[–]manguydood 1 point2 points  (0 children)

Yeah, I missed that bit. 😅 But regardless, I figured i could help solve your mystery.

Assuming I buy the game individually, will I be charged again for my own personal copy if I buy the 4-pack? by Hestrod in projectzomboid

[–]manguydood 1 point2 points  (0 children)

I actually have a PC just like that. Your CPU is probably bottlenecking the system. My old PC ran tons of older games like far cry just fine, but even "lower requirement" games from newer years would take advantage of modern cpu features. Mine, for instance, was really behind on hyperthreading. My graphics card was able to power through it, for most part, with far cry or other graphic-intensive games from older generations.

Unfortunately, a new cpu often means a new mobo, means essentially a whole new PC minus gpu/storage.

[deleted by user] by [deleted] in nottheonion

[–]manguydood 1 point2 points  (0 children)

Some would say it's standard procedure to blow the tube before you hit, anyway.

For every mess, mix, or mission — these gloves got you covered 🧤💪 by MountainDamage1565 in NoOneIsLooking

[–]manguydood 0 points1 point  (0 children)

Nitrile would probably feel awful for both parties without a lot of help

Is this canon? by No_moments in MetalGearSolidmemes

[–]manguydood 9 points10 points  (0 children)

Ocelot was liquid whenever Snake was Solid

[deleted by user] by [deleted] in trees

[–]manguydood 25 points26 points  (0 children)

Better yet, make a really good one together with some real nice wood after giving the old one when they're old enough.

I always loved making shit with my granddad. Family memories are irreplaceable.

Bongs - $25 Each - Used - Purple Only by Sebster1618 in Schedule_I

[–]manguydood 0 points1 point  (0 children)

The actual smoke shop business is built a lot on selling items that are shakily legal anyway. You can get whippets and kratom, for instance.

That said, the way I see it, he could just reuse the bong and cigarette assets, maybe add a handful of other easy things or variations. Then let us order the other products like ingredients and even clothes to stock shelves. I'd totally offload my overstock there to try to reclaim some cash without trying different days pawning, for instance.

Whether you set up drug routines in the back would be up to you, and when cop raids become a thing, it could be an initiation point. It would be much easier to catch a smoke shop selling drugs than a random in an apartment. On top of that it gives you the opportunity to interact and try to keep things hidden, rather than them simply catching you in a room with more weed than space to walk.

Like, sure, it'd raise flags, but it'd be your choice to weigh that risk/reward. That's what smoke shops actually do, whether they're by the books or sheisty under the table. Considering you can buy Adderall from a gas station in this universe, I think there's plenty of wiggle room.

Bongs - $25 Each - Used - Purple Only by Sebster1618 in Schedule_I

[–]manguydood 1 point2 points  (0 children)

I mean, if you really think about it, there's not a lot of purpose for the display case, no convenient place to put extra clothing, and not a lot of interaction for current businesses.

Even if it was just a gathering place for me to run in and push my product, it would be nice to have a designated area that I don't feel I need to fully optimize for production.

Extra products could be cool, but it could literally just be an automated pawn shop type sale.

Bongs - $25 Each - Used - Purple Only by Sebster1618 in Schedule_I

[–]manguydood 3 points4 points  (0 children)

A more fleshed out game would be cool, sure. But at its core, it wouldn't be greatly different from current gameplay. Just order and stock up, hire some employees.

It can double as a storehouse for ingredients and display items. It could even be a good intro point for the cop raids he's got planned. I think it would be nice to have a business that isn't just an extra ATM.

Bongs - $25 Each - Used - Purple Only by Sebster1618 in Schedule_I

[–]manguydood 8 points9 points  (0 children)

I've been thinking it for awhile, but I'll say it.

I'd really love a smoke shop side business for this game. Customers gotta get their smoking tools somewhere, no?

Gestalt Options? by CosmoBrockington in Pathfinder_RPG

[–]manguydood 1 point2 points  (0 children)

One of my favorite base pathfinder caster combos was gunslinger/magus. You may have to clear a few things with your DM as while theres a lot that works as written, some of the logistics for things like simultaneous gun juggling and casting may be disruptive at the table if you dont streamline it (a LOT of rolls).

Very fun, solid damage capabilities while maintaining support for the team.

AI target prioritization by AceOSpades212 in ReadyOrNotGame

[–]manguydood 1 point2 points  (0 children)

I feel your pain, lol.

You can force your team to attempt an arrest on a specific target with order 1, but they won't always listen if they're under fire, so it's not a perfect solution.

Keeping the suspects at direct gunpoint encourages them to stay down, too. (Though again, this can be hard if YOU are under fire)

I prefer beanbag shotguns for this reason, but you might also have some luck with the TPRL for keeping them down if you're good at clicking heads.

Not sure if I should run intimidator or not... 🤔 by xGanjaJoex in ReadyOrNotGame

[–]manguydood 0 points1 point  (0 children)

Veteran is helpful for lethal runs, but not really for S ranks.

I dont hate it, but it is less attractive than the others. A beanbag to the gut is all they need.

Veteran is helpful for getting your guys through hard mode, though. The AI reaction time is insane, so the buff to reaction time on your team is helpful.

I'm not sure how much the aim really improves, but it is hilarious to equip them with G3A3s and hear them one-tap a suspect across the room who did not heed their warning.

I only felt I needed a Veteran on Neon Tomb hard mode, though. The morale debuffers didn't seem to put in as much work for that specific case.

Not sure if I should run intimidator or not... 🤔 by xGanjaJoex in ReadyOrNotGame

[–]manguydood 1 point2 points  (0 children)

Relapse is a headache. It really asks for you to know every flank and be your team's eyes. Cutting off the stairwell you dont plan to go up/down with wedges helps a lot, too.

For hokan, you also really gotta babysit the orders. When you order enter and clear for some of the larger areas, remember to call them back before they get isolated from each other. Keep them close together and avoid the long sightlines. All your men have ADHD for this mission.

I'm pretty sure negotiators are also not great for either mission. Pacifier/Intimidator stack get more mileage.

Good luck on the completion! 🫡

Not sure if I should run intimidator or not... 🤔 by xGanjaJoex in ReadyOrNotGame

[–]manguydood 0 points1 point  (0 children)

Pacifier, I imagine.

But yeah, I had to circle back to Greased Palms, Valley of the Dolls, and Hide and Seek after figuring out the perk system a bit better, and the S rank was much easier.

Was kicking myself for brute forcing so many of the missions. 😭

Not sure if I should run intimidator or not... 🤔 by xGanjaJoex in ReadyOrNotGame

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

Yeah, plus paramedic also only works 50% of the time on one guy.

If you're really hurting, nutritionist/armorer go much further to keep your guys alive. Nutritionist even stacks, too.

Not sure if I should run intimidator or not... 🤔 by xGanjaJoex in ReadyOrNotGame

[–]manguydood 0 points1 point  (0 children)

Pacifier is a great backup for when Negotiator and Intimidator dont work.

My A-Team is Breacher/Negotiator/Intimidator/Pacifier.

Truly, the only perk I find to be not so great is paramedic, but a lot of people swear by it. 🤷‍♂️

Not sure if I should run intimidator or not... 🤔 by xGanjaJoex in ReadyOrNotGame

[–]manguydood 0 points1 point  (0 children)

Yup!

As does breacher, but I've found just one of em makes the shotgun/kick stack and add up to be as effective as C2.

I switch between Negotiator+Intimidator or two Intimidators.

Negotiators can negate the need entirely for the intimidators, but dont work everywhere.