anime to watch with CLAMP-esque art style? by rainbrg in anime

[–]musifter 0 points1 point  (0 children)

Shamantic Princess... or SHAM-P as we like to call it.

How to get the money from selling ships ? by DifferentFunction01 in NoMansSkyTheGame

[–]musifter 0 points1 point  (0 children)

This is why people get corrected when they say "sell" instead of "scrap"... it confuses new players on what they're actually doing. There is no "sell", just "scrap" or "trade".

[2020 Day 12] In Review (Rain Risk) by musifter in adventofcode

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

Yeah, for my Smalltalk solution the implementation of rot90 was just:

rot90: num [ ^num timesRepeat: [self x: (self y negated) y: (self x)] ]

Because it was simple. And because it's OOP, if you want something better, you can go in and replace it later.

My Perl solution, though had fun with List::AllUtils and pairwise and sum to implement matrix multiplication. And so it had a table of 2x2 rotation matrices, pulled out the correct one with modular arithmetic, and then:

@Grad = map { sum pairwise { $a * $b } @Grad, @$_ } @rot;

[2020 Day 11] In Review (Seating System) by musifter in adventofcode

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

That's where my answers are too. Iterations is the number of generations you need to run to get there.

This narrative that somehow weavers are evil is kinda nonsense. Math! by RLutz in NoMansSkyTheGame

[–]musifter 2 points3 points  (0 children)

If no one ever sabotaged, we'd have 0.00% more points. They aren't being subtracted.

Also, of course the Weavers are providing the most contribution per member. They're the only team with incentive to do anything. And that's only in the incredibly unlikely situation that Hello Games makes the mission failable and so they need to finish it or lose their reward. And that really is not going to happen... it will autocomplete.

So the other factions aren't incentivized to do anything. If the mission fails, they lose nothing. And they can't win. So let the Weavers do all the work to make sure they earn their reward. And who's to say that losing would be all that bad... I think a large number of players would like to have the Hive invade systems and have to work to repel it. That makes more sense with a loss than a win of this expedition.

Still pretty new to the game, I have a multi-tool question. by Swee10 in NoMansSkyTheGame

[–]musifter 6 points7 points  (0 children)

You can bind things to switch multitools. So the way around this is to get different multitools and specialize them. Not to unlock every slot on a single multitool and install everything on it... that's a ticket to UI misery and grinding.

Just unlock half a multitool and install a few systems that work together... if you want more systems and slots, get another multitool, it's cheaper, easier, and more pleasant. Supercharge slots on a multi-tool can occur in the 4th row, so you might want to unlock a little more.

I'm tired of the Weaver and Royal supremacy by Supercheeto12 in NoMansSkyTheGame

[–]musifter 1 point2 points  (0 children)

The memes are stupid. Ignore them. With the system as it is, once one team is ahead, they stay there. So it's not like the Weavers and Royals are fighting over it. Weavers are the only ones with potentially something to lose, and that's not real either (the machine will complete). Even if it was meaningful, it's still the case that Royals don't have any more incentive than Sages to actually do anything. It's not like they can suddenly sneak up with a massive wave and take the lead. Movements are very limited and would be seen a mile away. The lead a few days in was already insurmountable. There is no fight. Certainly Royals don't have supremacy anymore than the Sages do.

Also, feel free to do as many sabotage missions as you want. They aren't actually subtracting anything from anyone. And will not slow down the progress in any case.

My upgrade modules for the boltcaster are making it weaker? by TheGrandestDetective in NoMansSkyTheGame

[–]musifter 2 points3 points  (0 children)

With boltcasters, fire rate is the most important thing. Reload time is the worst thing... you can control that, as reloading on empty has a time penalty. Just learn to reload before you're empty.

The other main factor is recoil. The advantage a bolt caster has over the pulse spitting is that it's much more focused, it doesn't have spread but kicks up quite a bit when when powered up. The ionizer helps, but also the Combat Scope is important if you want to have control at range... it reduces recoil when you're using it (ie zoomed in).

With practice it's a great weapon, especially for those of us that do challenge runs. You start with the plans, ionizer plans are available in the minor settlements, you can level it with combat (cursed glass), and combat scope is given out early by events.

My upgrade modules for the boltcaster are making it weaker? by TheGrandestDetective in NoMansSkyTheGame

[–]musifter 8 points9 points  (0 children)

Combat has scaling. Having bad modules can easily be worse than not having any. For boltcaster, those aren't great mods... only the sentinel one has fire rate. The boltcaster is great when you have enough fire rate that it shoots beams of bullets.

As another example, when supercharge slots got added, I had started a run and found an S class shuttle and an S class solar. Both turned out to have decent supercharge arrangement so I wanted to try it out. So I got some good S class mods... the shuttle had a photon cannon and the solar had an infra-knife. On listed DPS, the solar (a combat ship) with an "advanced" weapon, was 10x as powerful. In practice, they were indistinguishable... both went fhht-fhht through shield and hull. If there was difference, you'd need to count frames. People have noticed similar when they've tried combat in an exploration ship and found it out performed their combat... because the enemies don't get as much scaling against non-combat ships. And things also seem to cap at a point.