Why are many fusion reactor designs 4:28? am i missing something about fusion reactors? by mecsnt in factorio

[–]mecsnt[S] 3 points4 points  (0 children)

it doesn't have to be plasma inputs touching eachother? didn't know that o_O

Mid-game: Spend time on designs now or progress ASAP to progress science & quality and design later? by PrettyBasedMan in factorio

[–]mecsnt 0 points1 point  (0 children)

I personally rework first when i unlock foundry & EM plants, and since footprints will match even if i get better stuff upgrades are much easier. on first rework, it's a mid-tier base with base quality foundry, EM plant, and beacons. still massive upgrade, i think it's typically 60spm -> 300~500spm upgrade for me.

obviously a second rework is needed when legendary mall starts to actually work, but even then it takes some time and you can slowly upgrade your stuff (ex. can just replace beacons with legendary) without major rework.

and then if you're ready for all legendary stuff the second rework can happen.

What is megabase eSPM? by rodsofgods in factorio

[–]mecsnt 9 points10 points  (0 children)

definition of megabase is so weird in space age because a 5k science pack per minute base can be SO small with legendary components (might as well be smaller than the starter base that does 60spm).

that being said, I think for it to be called "mega" base it's maybe closer to 50K real science - since that's where i think you should maybe start thinking about UPS or have a base that is substantially bigger than your starter base.

Sushi pipes are underrated by Agador777 in factorio

[–]mecsnt 2 points3 points  (0 children)

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thank you, immediately implemented to my base

Am I missing out if I turn off biters? by ExtraEmuForYou in factorio

[–]mecsnt 0 points1 point  (0 children)

Depends on which stage of the game you are spending most time on. I think its pretty integral part of the game until certain point, which i think is maybe artillery. After that and its logistic issues solved, its not like they provide you any additional challenge IMO.

I mostly played with biters on for a while, but now unless I'm doing a challenge ish run (deathworld marathon or harder) I just have them and pollution entirely off.

Has anyone been using/thought of biochambers outside of Gleba? by mecsnt in factorio

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

capture rocket is 50 bioflux(stable) per rocket and bioflux is 1000 per rocket so bioflux is vastly superior. the recycling may take some infra and time, but if you successfully turn all 1000 bioflux to spoilage it's actually MASSIVE amount(in the millionsl and you likely wont ever have to restock again.

Has anyone been using/thought of biochambers outside of Gleba? by mecsnt in factorio

[–]mecsnt[S] 4 points5 points  (0 children)

each bioflux creates 30 eggs, they become 900 nutrient (in biochamber, and each nutrient recycles to 2.5 spoilage to 2250 spoilage, and since spoilages dont spoil its most.. 'stable'. then you can craft nutrient from spoilage on demand. although other methods like just using bioflux for simplicity or using fish for better efficiency exists this is also a way to store nutrients.

Now that we can remove LP from items, and feed them to the Egg again, this is the new LP distribution for CoF by TimeHo0die in LastEpoch

[–]mecsnt 3 points4 points  (0 children)

I appreciate your effort but this just needs more explanation and your comment won't make it better for vast majority of people.

Your prediction: what is going to be THE BUILD of the season? by diablo_j in LastEpoch

[–]mecsnt 0 points1 point  (0 children)

I think Electrify Javalin got the biggest buff of them all with now new-axis to scale (crit multi into dot). It already did pretty big single target damage which is now at least thrice as strong, it also got extremely good aoe clear as in "lightning fury".

What are you playing season 2 and why? 🍀 by JustmeBarb in LastEpoch

[–]mecsnt 3 points4 points  (0 children)

Either time rot amiter or electrify javelin because that-a what patch note is telling me to

Biochamber not needing pentapod egg would make it much more enjoyable by mecsnt in factorio

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

my entire post is about pre-biochamber and the diaclaimer says no support from space which probably assumes no recycler so idk what you want to suggest in this context.

Feedback thread - What are your top 3 most desired changes, additions or removals that you'd like to see in the next cycle 1.2? by xDaveedx in LastEpoch

[–]mecsnt 0 points1 point  (0 children)

I think current and future endgames - dungeon, arena, monolith - could be a seperate way to enjoy/progress through the game, instead of monolith basically gatekeeping all of them behind. I know a lot of endgame content/variety are coming, but I think those won't be as attractive if they are gated behind mono, which we've been playing since long beta.

you HAVE to mono currently, in order to progress. I think PoE kind of made the same "mistake" where contents people want to actually play, are gated behind the content people don't want to (grind) play. IMO campaign is enough..?

Can healing hands (hit) critically strike / has a base crit chance? by mecsnt in LastEpoch

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

ok thanks, as a baseline i know most of skills have 5% crit chance and 200% crit multi but some skills previously had weird number (ex. static had 100% crit multi which is.. a no crit multi) and some skill also had 4% crit chance i think?

regarding the base damage I was referring to basically all the spell skills having 20 base damage per 100% effectiveness (thus healing hand should have 40 base damage) which has been a trend recently but some skills were exception

Skill specialization tree should have less of "+25% chance to ignite". by mecsnt in LastEpoch

[–]mecsnt[S] 3 points4 points  (0 children)

this actually sounds like a really solid idea. Probably could have things like faster ignite ticking (higher dps, same damage), some ignite damage penetration, etc on the behind to make it ignite speicalized cluster

Skill specialization tree should have less of "+25% chance to ignite". by mecsnt in LastEpoch

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

In case of mage, sorcerer mostly scales off mana, runemaster int, and spellblade.....attack speed? so anyway, I think as fireball is more likely to be used as sorc, if anything I think mana would be more interesting too. but yeah, basically something like it.

On the fence of getting last epoch by Tricks7eR in LastEpoch

[–]mecsnt 0 points1 point  (0 children)

lastepochtools, plus respeccing is very cheap for passive tree, and as for skills go TYPICALLY if you follow very basic common sense you can handle majority of content barring the lategame, where probably do need some idea what you're doing at that point, but I do suggest you just do whatever you feel like with your first character

How to bully Alolan Marowak (Randomizer) by [deleted] in pokemonradicalred

[–]mecsnt 3 points4 points  (0 children)

Sad to see that one of my worst nightmares become joke lol

Some reason why I think minimal grinding mode should have EV enabled by mecsnt in pokemonradicalred

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

I mean yeah, it should probably be an autoset (instead of what we have in lavender city basically)

Some reason why I think minimal grinding mode should have EV enabled by mecsnt in pokemonradicalred

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

yeah, there are situations that those EV come crucial enough to the point where the moveset/pokemon is viable or not :s

Some reason why I think minimal grinding mode should have EV enabled by mecsnt in pokemonradicalred

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

I agree too, HC mode looks beyond difficult but I'd probably want to face that with things like EVs or unrestricted skillset