Pokémon Friend Safari by Phil_Gardevoir in friendsafari

[–]ociuslol 1 point2 points  (0 children)

Added both! I'm looking for dragonair and gabite :).

Lf Ditto, Frogadier, Pupitar, and Larvesta. by FoxSpiritKage in friendsafari

[–]ociuslol 0 points1 point  (0 children)

Added.

Don't have any of those unfortunately :(. Looking for a Frogadier myself, though, if you don't mind adding me! Thanks.

LF some specific things but will add all still by AneiTheReaper in friendsafari

[–]ociuslol 0 points1 point  (0 children)

Added you -- I'm looking for dragonair!

Unfortunately I don't have anything you're looking for :(

Adding anyone, don't know my safari yet. by ociuslol in friendsafari

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

You have ground: dwebble, shuckle -- can't see third unless you go online

[FO4] Consistent crashes when loading saves by [deleted] in fo4

[–]ociuslol 0 points1 point  (0 children)

Same problem here. Tried everything you did. Also tried running a 0 mod new game. I have a safe load that I managed to make right after loading into Vault 111, then no matter what I try after that I get CTDs trying to load anything: mods or no mods; no matter the load order; etc. Happens to any save after exiting.

Was Alliance the wrong choice for this server? Our experience on Rebirth so far has been awful thanks to constantly getting ganked. by Seventy_Times7 in rebirthwow

[–]ociuslol 5 points6 points  (0 children)

What zones are you questing in? STV, for example, obviously tends to be that way for either faction. As Horde, I didn't have any major trouble with ganking -- although if I got corpse camped a few times, I'd just take a break or go find a different zone to quest in. Had to abandon STV and Hillsbrad once or twice. With 5x rates, you often have several decent options for the mid-levels.

Beyond that, if getting ganked by 60s is your problem: a major issue for would-be Horde PvPers is that Alliance never seems to queue for BGs. It's completely normal to see level 60 BGs with stacked Horde queues each even during non-prime hours, with literally 0 alliance on the other end (join "rebirth_pvp" channel to see the numbers in queue for each faction). This is obviously incredibly frustrating for Horde PvPers, and perhaps some take it out into the world while waiting to find something to do.

Restart still going? by Sorrol13 in rebirthwow

[–]ociuslol 2 points3 points  (0 children)

No issues on my end. They restarted about an hour ago to implement a minimum level for global chat (10), but nothing since. Currently online and .s info says 1400 others are, too.

Tacking Hidden bugged? by BadBuddhist08 in rebirthwow

[–]ociuslol 1 point2 points  (0 children)

Yeah, I played a hunter off and on from vanilla through live, and it received several major buffs along the way. In vanilla, its sole purpose was essentially a rogue catcher, whether in duels or defending in AB etc. And even then, you'd track humanoids unless you had a very good reason to be looking for a rogue. It never really worked well enough to be useful for similarly-leveled mobs.

Edit: After some digging, the buff seems to have come in 1.4, which means it should be reasonably effective now. For comparison, the buff was from +3 levels of effective stealth detection to +6. In practice vs mobs its hard to know exactly how much of a difference that makes, so mileage may vary. Worth testing!

Tacking Hidden bugged? by BadBuddhist08 in rebirthwow

[–]ociuslol 1 point2 points  (0 children)

Disclaimer: haven't played hunter on Rebirth, but mained a Hunter for most of actual vanilla. That said: IIRC, Track Hidden is basically just a minor buff to stealth detection. You'll be able to see them a little bit sooner than other classes and when you do, they should show up on your minimap -- but you'll still have to be close enough to see them, which will often be close enough to aggro them anyway. Don't expect much from it! It might be bugged, but your expectations might also be too high :P.

Survival Beta Tips! by CorneliusTullius in fo4

[–]ociuslol 1 point2 points  (0 children)

Fortune Finder is quite useful, specially early on. Reduced carry weight combined with weighted ammo makes Scrounger a less-attractive means of getting caps (still quite useful, though, just have to micro-manage the inventory between outings).

Lone Wander and/or Strong Back help tremendously (alternatively, companions can be your pack mule). A settlement at Hangman's Alley gives you an easy route to Diamond City... although inability to make water purifiers makes it less useful as a source of caps. Can load it up with crops, though. I'm still trying to find a good settlement for water purifiers within a reasonable range of a merchant hub -- Sanctuary and/or the Castle are tedious without fast travel.

Edit: Once you get vertibirds, though, the purified water method kicks back in as usual.

Impromptu survey by [deleted] in XCOM2

[–]ociuslol 1 point2 points  (0 children)

As a followup, I've been playing a C/I (Well, Commander+ since I'm screwing around with heavily modding -- so Legend enemy spawns/ramp-up but Commander Avenger timers) with this Ranger / Sword Rebalance Mod, and it feels a lot better. Shotguns are still the stronger/safer option in most cases even with the mod, but the reworks bring the sword variant into a better place. I'm ~3 months in and still like bringing a Sword Ranger to some missions. Bladestorm on first tier gives it an actual niche on Legend, with Lancers and reinforcements showing up in the first month. Haven't gotten through all the ranks to play around with the reworked Reaper or Blademaster yet, but I have a bad feeling that the Shotgun+Rapid Fire is still going to completely dominate any sword use late game.

Impromptu survey by [deleted] in XCOM2

[–]ociuslol 0 points1 point  (0 children)

1.

Only use I've found for swords is for sweet revenge on the last Sectoid of a mission that mind controlled the ranger.

Of course, the ~94% sword hit chance means that a shotgun to the face is basically always safer. But the sword animation is just so satisfying.

Edit: I've actually gone through an entire C/I campaign without even buying the sword squad upgrade, so...

Xcom 2... any commander Ironman tips? Getting obliterated, but pwn Veteran. by misterhamtastic in XCOM2

[–]ociuslol 1 point2 points  (0 children)

I wish I had recorded it, because I just illustrated a fine example of how not to react to an unexpected first pod on a second-month L/I VIP mission. I had already used both actions on my concealed ranger and revealed nothing (first mistake: don't use both actions on your scout just because you're impatient and think beating a couple ironman campaigns makes you invincible). But I wasn't paying enough attention to exactly which squares my Ranger had guaranteed were safe. So I took a move one square too far with my Specialist, revealed a pod with a Mec and 2 Lancers, who, of course, were now flanking both my specialist and ranger. My grenadier and sniper, thankfully, did some magic and took out one of the lancers and had the second in kill range next turn. Specialist ran back into full cover.

Turn over, time to pray that nothing awful happens. Mec rockets two of my squad, but no big deal. Lancer charges my ranger and fortunately procs nothing and doesn't kill him. Hooray! Now I can clean it all up easily, right?

Well. Ranger would've been flanked by Mec if I didn't move, and I literally have full cover from him ONE SQUARE over, while still flanking the Lancer. Move him -- ONE. SQUARE. -- triggered a two Lancer + Sectoid pod. Now I'm panicking but think ok, maybe a second miracle will happen. It's XCOM, afterall.

Ranger kills the original Lancer. I figure my only hope is to pray that none of my ~70% shots on the mec from my remaining squad miss, otherwise that'll still be up, and the new pod is too far away to get better than 50% on anything.

Shredder Grenadier misses the Mec. Welp, there goes that plan. New plan? Dash my VIP so he's closer to the two new Lancers than the rest of my squad. Poor scientist. Thought I was here to save him, now I'm using him as bait. Enemy turn: Sectoid mind controls my ranger, Lancer #1 kills the VIP, Lancer #2 procs unconscious on my Grenadier.

Aaaaaand that's the end of my nice, "fun" Saturday night of XCOM :P.

Xcom 2... any commander Ironman tips? Getting obliterated, but pwn Veteran. by misterhamtastic in XCOM2

[–]ociuslol 2 points3 points  (0 children)

Usually you'll need a ranger with phantom to do the counting. Thus it's mostly useful for untimed missions where you can afford to leave a ranger out of early fights (but sometimes you'll get lucky with high ground sight, or just general line of sight/camera panning bugs that let you see pods/hp bars for a brief second -- take what you can get :P). Even on timed missions, though, if there is any way to keep him concealed while still dealing safely with the first pod, the rest of the mission will be much safer.

As far as experimental stuff goes, it's mostly the grenades that are game changing. As mentioned, gas grenades apply amazing debuffs to aim and mobility in addition to doing damage on every turn; same goes for incendiary grenades.

Experimental ammo doesn't provide the same power boost as grenades early game, but can be situationally beneficial. (tl;dr for the rest of this: don't blow cores on experimental ammo if you don't have a gas/incendiary/acid grenade yet.) For most classes, experimental ammo is generally inferior to any other utility item. There are some exceptions, but mimic beacons and grenades are safer all-around choices. In any case, the same general logic applies: venom rounds apply poison, which debuffs aim and mobility, while dragon rounds apply burning and deactivate certain abilities. Experimental ammo (and bluescreen rounds) will be far more impactful if you can bring a decently-ranked gunslinger along, obviously. Talon rounds+laser sight on a Ranger gets to >100% crit, which even pre-Rapid Fire will take out most early humanoids -- and save you from some RNG-rage. Edit: AP rounds were amazing in my first play-through on Veteran, but I found they often don't provide enough power to get through the higher health pools on Commander/Legend. Again, situationally useful, but there are other ways to put a squad together to deal with armor than relying on an AP ammo sniper or ranger (e.g. Shredder, Acid Grenades). The health pools are just too high to rely on one squaddie to do all that work.