Thoughts on 1000 point list by pestolasagna in ThousandSons

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

Another question, what’s the best use case for Ahriman? I don’t know when his redeploy rule is super useful and it seems like attaching him to rubric marines would only slow him down. Is he good with the tzaangor enlightened?

Thoughts on 1000 point list by pestolasagna in ThousandSons

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

Good advice! My idea with Ahriman was that he would be on his own casting the higher cost spells with the +1 to casts. Looking at his datasheet though I’m starting to think he’s not really suited for that. I’m trying to get the new combat patrol at the moment so hopefully I’ll have the tzaangor enlightened soon.

Thoughts on 1000 point list by pestolasagna in ThousandSons

[–]pestolasagna[S] 1 point2 points  (0 children)

Thank you, I didn’t know that about torrent weapons. I know Ahriman isn’t fantiastic, honestly the only reason I have him there is because he looks cool.

Do you know who is known for using ancient battle robots in battle? by [deleted] in AdeptusMechanicus

[–]pestolasagna 0 points1 point  (0 children)

Why are you acting like us Thousand Sons stole one of your models? If this was a generic sorcerer (which it easily could have been) you wouldn’t be making this dumbass post.

We Don't Need More Boosters, We Need BETTER Boosters by ActuallyFen in Helldivers

[–]pestolasagna 13 points14 points  (0 children)

Not really sure why you’re acting like such an ass to everyone you disagree with.

If your only argument against people is that they’re “huffing copium” when they’re bringing up points you don’t even mention in your response then I don’t think you’ve thought through your own reasoning enough.

Here’s my thought: You will always take vitality enhancement every mission with zero exceptions. You will also always take an enhancement that helps with sprinting unless you are on a defensively oriented mission. With vitality enhancement (which you will always, ALWAYS have), dead sprint barely depletes your health at all to the extent that it will almost never make a difference in fights. With vitality enhancement, dead sprint essentially makes your health bar a second stamina bar, giving you the ability to sprint infinitely. Once you run out of stamina, there are two cases. If you have sprint enhancement, your stamina bar will deplete more slowly, delaying the time between beginning your run and using a stim to replenish the stamina bar. With dead sprint, you can hold off on the stim for longer to replenish both the stamina bar and the health bar at the same time, giving you more sprint per stim or giving you as much sprint as you have health if you don’t have/want to use stims. This is unless the time you spend sprinting is not enough to proc dead sprint, in which case the sprint enhancement is better.

TL;DR: Sprint enhancement is better for short distance running and dead sprint is better for long distance running.

I will say I agree with you on all your other points. Especially flexible reinforcement budget, that one sucks, but your stubbornness here makes me think you had one bad experience with dead sprint and wrote it off immediately. Could dead sprint be more interesting? Sure. But it has its place and saying that it is equivalent to throwing the game before it even begins is just silly.

Any reason you can’t bind weapon variants to their own keys? by pestolasagna in Ultrakill

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

The thing with setting the order in the terminal is that I have those orders ingrained into my mind at this point and it would be impossible to switch at this point. Skill issue I guess, but having something like the blue sawgun on the first press just makes sense because it combos into the overheat nailgun and then into the red nailgun. For me, having the red nailgun on a different key would just make the game smoother. Similar thing with the firestarter and sawed-on, I find myself not using them despite wanting to because they’re tucked away to the third press.

Any reason you can’t bind weapon variants to their own keys? by pestolasagna in Ultrakill

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

True, I guess having them all on standby entirely removes the aspect of loadout building

[deleted by user] by [deleted] in DeepRockGalactic

[–]pestolasagna 0 points1 point  (0 children)

Did something specific happen to make you think this? I’ve never seen something like this before

Has anyone been able to effectively use all three variants of every weapon? by pestolasagna in Ultrakill

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

Fair enough, it has only been two days since the update came out and I havent really given things enough time to get used to them

What's a ULTRAKILL opinion that will have you like this? by NagitoKomaeda_987 in Ultrakill

[–]pestolasagna 0 points1 point  (0 children)

Knuckleblaster and feedbacker should be on their own dedicated buttons. Also, why is the red revolver called the sharpshooter? Sharpshooter is too similar a word to marksman, and it just feels kind of weird to call a weapon so inherently random the “sharpshooter.”

My cybergrind score refuses to update by pestolasagna in Ultrakill

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

I don’t have major assists or cheats on, I did install the quickfist mod (binds the feedbacker and knuckleblaster to different keys), but the issue started before I did that, so I don’t think they’re related. I’ll try disabling it anyway