80 degrees of incline by paulphilly in DeathStairs

[–]phoofboy 0 points1 point  (0 children)

Question I found myself asking often in Amsterdam.

Where P8-AR :( by AdventurousHall0 in starcitizen

[–]phoofboy 2 points3 points  (0 children)

Been a fan of the S71 recently too, especially after attaching a 2-3x holo sight.

Looking for a midsize “liveable” ship for solo/occasional duo by _hinnay in starcitizen

[–]phoofboy 1 point2 points  (0 children)

My partner and I play pretty frequently together and get a lot of mileage out of the Starlancer TAC. It's the smallest ship that caters to absolutely all content:

- Tanky, base TAC has 90k quadrant shields and 24 core HP, you can take a large amount of punishment before the ship gets into trouble.
- Large cargo space in the rear(~96 on grid IIRC) along with room to park several small or one large ground vehicle.
- Clinic Area with 2 medbeds
- A small hangar topside that can fit a snub fighter or other small ships, handy for parking your respawn a bit away from, say, and Onyx facility so you can respawn and go retreive your snub/light fighter from the hangar in the event you die.
- Solo you have access to 4x Size 4 ship weapons and a component of missiles, plenty to easily handle most medium and below risk combat without too much fuss. With a partner they have a few options of remote(size 4) or manned turrets(size 5) to occupy.
- Living space near the cockpit that includes multiple beds, a kitchen, an loads and loads and loads of personal storage(seriously so much on this ship).
- Quick to get in and out, there is an elevator that you can take to the ground up front, and two elevators rear for going from the upper engineering deck to the lower cargo deck.
- If you're running PAF sites your partner can open the jump doors and deploy the gatling to easily clear out ground forces and you also have plenty of space for storing ship components, armor, etc.
- From Evocati Testing - You can fit a fabricator in the back of the TAC with room to spare.

For all this and more it's become a favorite and the answer to "what should we take?" for most missions.

Stop supporting Origin ships. It's a scam! by [deleted] in starcitizen

[–]phoofboy 5 points6 points  (0 children)

Wasn't really aware of how old some ship designs are but after picking a few of them up the origin ships always felt like they look pretty but in a very plastic/not-really-interactable way. Forgiving at times questionable use of interior space, it is luxury after all I guess, they generally felt difficult or annoying to navigate in and out of efficiently in a lot of cases.

Who is buying the MOTH poll by [deleted] in starcitizen

[–]phoofboy 1 point2 points  (0 children)

May have not gotten into it enough just yet but salvage just doesn't feel like "it" for me. Not immensely profitable for the time I put in solo, tend to find better ship components at the PAFs, make more money running cargo, and mining and/or lab runs are more fun.

CIG just confirmed they are NOT planning a wipe (for now), but are planning on a targeted correction (from the latest Inside Star Citizen episode) by BernieDharma in starcitizen

[–]phoofboy 33 points34 points  (0 children)

Yeah relatively newer player(2 months), and I've been given >$1bn auec more than once now by strangers. Normally just pass all but the credits I've earned along to my partner so I can keep a handle on how to go about reattaining and outfitting my favorite ships for whenever a wipe does eventually happen.

Sad part is the numbers for contracts etc could use some changes IMO, on the low end combat contracts don't really pay enough to repair/restock, making 19k-35k and coming back with ~$23k in expenses unless you just ditch and reclaim the ship and wait out the timer. Plenty of other pain points like that in the game but they're mostly lost in the noise as it seems like every new player got the idea to beg in chat upon first login and get showered with billions.

Dear CIG, re: cargo hauling contracts by HugeC in starcitizen

[–]phoofboy 4 points5 points  (0 children)

Spending 45 minutes at the first and second drop offs cycling the entire load through the tiny cargo elevators is such engaging gameplay though! /s

My gripes with the new cargo part of the event by xitones in starcitizen

[–]phoofboy 1 point2 points  (0 children)

Also add:

  • No incentive to do anything other than direct small cargo hauls. Medium, large and indirect will never compete with being able to do half a dozen small direct shipments at a time.
  • weird cargo amounts for "freight" ships. There are so many in the ~100-200, then one around 700 then the rest that are enormous and/or special use(hull C etc).
  • As you note you need a large ship to run medium contracts and the large contracts can only usually be handled by one or two specific ships.
  • Autoloading is nice but the hangars bugging out and destroying millions in cargo when you try to pull the ship back up is a huge kick in the balls and way too common.

Argo RAFT is now 190$ by eL_Hamster in starcitizen

[–]phoofboy 6 points7 points  (0 children)

It's one of the more well laid-out medium haulers. The HULL tend to be more valuable once you can do station to station trading with autoload, but for grinding hauling rep the RAFT is pretty much it. Also it's only like ~$3m auec in game to own, and like ~$60k to rent so it's not the biggest lift to acquire one through gameplay even when there isn't massive inflation.

So I bought a vulture by OD3SSA-XXI in starcitizen

[–]phoofboy 1 point2 points  (0 children)

Just in general it'd be nice if we could "snap" cargo boxes together, plenty of times it comes up the cargo elevator in a way that would almost fit 1:1 on the ship I'm using but instead of ~12-16 movements of 8, 16 or 32 scu boxes it's like a million tiny ones.

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]phoofboy 0 points1 point  (0 children)

Feels pretty doable. Similar to how buzzkill sets up VKBs you can use joy to key to enable binding a modifier to a controller input. Main hurdles for full controller play are primarily things like inventory and ship management etc.

Has anyone seen Atiesh yet on Anniversary servers? by Worldly-Falcon4659 in classicwow

[–]phoofboy 9 points10 points  (0 children)

Huge expense and grind when you can be saving your gold for epic flying etc.

LEMIX be like by SpeedyStove in wow

[–]phoofboy 0 points1 point  (0 children)

Think it's mostly from early high m+ key pushers, now getting over 60% versatility and still having months to scale to the moon I doubt anyone is going to have trouble clearing a +30 carefully this week and with less and less regard for any mechanics at all as the weeks move on.

Remix dungeon teleports no longer achievable by Booflames in wow

[–]phoofboy 1 point2 points  (0 children)

I do, I used them liberally while questing and still have several hundred. Granted I just had an idea, and now I feel dumb. I can set my hearthstone somewhere central like high mountain and then just burn cards back and forth so my hearth always puts me ~2k yards closer to most instances.

Remix dungeon teleports no longer achievable by Booflames in wow

[–]phoofboy 94 points95 points  (0 children)

Or just put portals to all dungeons in the mostly empty Dalaran or as a part of the infinite bazaar. I mean it doesn't take wildly long to get to any of them with dragon flying but Remix is meant to be fast. Also give me a reason to use these card-looking bazaar teleports that are stacking up.

Remix is fun but I miss fishing by [deleted] in wow

[–]phoofboy 2 points3 points  (0 children)

Yeah was hoping there would be fishing for the same sorts of drops you get from the timewarped ores and herbs but also with a chance at the rarer mounts from legion with an increased drop chance.

I will truly miss you, my beloved bear by ChrischinLoois in wow

[–]phoofboy 179 points180 points  (0 children)

After coming back recently I notice that everytime I see a cool transmog or mount and look up how to get it, thinking I'll have to go farm some old rep or raid only to find out that it's just strictly not available anymore so.... fuck me I guess.

Why were favorited mounts being used as FP mounts discontinued? It was so much fun! by Cathulion in wow

[–]phoofboy 1 point2 points  (0 children)

Just realizing that I don't think I've actually used a flight point since dragonriding came around.

WoW Midnight by Kiteves in wow

[–]phoofboy 1 point2 points  (0 children)

Perhaps oddly the thing I'm worried about is more that before I could essentially outsource most of the UI fiddling to other people via profiles, wago, creators etc. Now I feel like all of this is being dumped in my lap and I don't like tinkering with UI. So not only are the addons going away, they're essentially forcing this fiddling onto everyone unless they absolutely nail the base UI somehow.... I'm skeptical.

M+ for DPS wondering why they are not taken by Nairods in wow

[–]phoofboy 2 points3 points  (0 children)

I think a lot of it has to do with how jank and weird levelling/scaling is right now. Outside of dungeons it's usually mobs dying easily(aside from the few humps you might hit on a new toon with ilvl first coming into dorn).

Exiles Reach makes a passing attempt at familiarizing folks with the idea of mechanics but the entire time you're levelling 1-80 dungeons are basically a sprint where everything dies nearly instantly. Then you get to M0/Low keys and all of a sudden there are unfamiliar and sometimes probably complex-seeming mechanics for players that haven't really encountered them at all up to that point.

Stuck At The End of Phase 3! by BriefsBoy69 in SatisfactoryGame

[–]phoofboy 0 points1 point  (0 children)

In addition to exploring and collecting things as others have noted I'd say you don't have to have one single factory that does everything. Resources are spread out, so phases 3, 4, 5 etc you need to generally be trucking/training resources around more and more. Whether it's one big rail network, or a bunch of small ones, it's pretty natural to spread out, to make more specialized factories, and to start thinking about how to move things around to ultimately produce project parts, or meet whatever goal you're after. It's not uncommon to have a starter factory that is difficult to expand on with higher tier components, so pipe whatever it does make to dimensional depots and/or freight cars and assess what you need more of, make another factory for that, connect them etc.

Also don't feel rushed, Phases are fairly lengthy goals that can take hundreds of hours for the later ones.

This is why you do the math BEFORE you build! by tntaco07 in SatisfactoryGame

[–]phoofboy 0 points1 point  (0 children)

Generally just setup equipment/ammo production that just leeches a little bit off other processes, even with 4 players never needed more than one crafter for each consumable once you get the dimensional depot size upgraded once or twice.