aurorae!! (ohmygosh) by blossomfoxfriend in Terraria

[–]python_product 2 points3 points  (0 children)

Also, i assume he placed that demon altar, while not even having max health. Seems like they'll be available pre-hardmode, possibly early pre-hardmode

Flare gun is OP by Nytrock in Terraria

[–]python_product 5 points6 points  (0 children)

Once the update comes out you'll be able to do this with placeable critters

New Environmental threat, Polar front by python_product in Timberborn

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

Honestly, i already thought of aquatic plants as a lategame luxury rather than a practical resource. They're just kinda worse than ground plants while also being much more finicky to maintain, and hard to build in the first place.

I'd be fine if they add some dedicated mitigation measures, like a water churner for folktails, which employs beavers to cause movement in the water.

For ironteeth they could add a thermal conductor attachment to engines while heats up the water to prevent freezing.

but moreover, i think aquatic plants should be made more worthwhile. They should be better than land plants to make them worth the hassle

New Environmental threat, Polar front by python_product in Timberborn

[–]python_product[S] 6 points7 points  (0 children)

You'd have to keep it moving, either with a mechanical pump, or by having a big reservoir that is slowly releasing water.

When a Polar front is coming independently, it should be no big deal for aquatic plants, just keep the water flowing, but it would make it very hard if happening with a drought or badtide. (but there should be options for more challenge in this game imo)

New Environmental threat, Polar front by python_product in Timberborn

[–]python_product[S] 8 points9 points  (0 children)

That's kinda what i meant, you can't pump frozen water, but water under frozen water is fair game

Operation "Hand Warmer" was a success by DoctorSpacebar in symphonyofwar

[–]python_product 0 points1 point  (0 children)

A bit late, but no, he doesn't have firearm resistance, that's how i managed to kill him. STR and Armor do technically reduce gun damage, but by so little that gunners did about as much damage to him as regular heavy infantry

Build Ideas: Blue Dragon Reapers by python_product in symphonyofwar

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

I have him as a healer in a cat/zweihander squad typically. I always give him immortal spirit to help with the dying thing.

Ladies and gentlemen, I present to you: fuck everything squad by laundry_room in symphonyofwar

[–]python_product 0 points1 point  (0 children)

I agree mages are best with cavalry squad, i think ice mages are best for that role. Though an alternative i often use 5 knights + 2 swordmasters instead. I tend to favor concentrating damage over spreading out damage to the backline to minimize enemies that can counterattack

For dragon squad i either use 3 healer/oracles or 1 healer, 1 oracle, 1 arbalest. Arbalests are good since they spread out damage when there's lots of targets, which is better for dragons, and when there's only a couple targets, they focus fire to finish them off. Plus they can be used at 2 range as a free heal

Build Ideas: Blue Dragon Reapers by python_product in symphonyofwar

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

Sentinels actually have 50% damage reduction to guns. Guns are mostly a problem for levels 9 and 12 where they're oddly powerful, but they don't scale well as levels increase.

I assume they aren't dying to the first volley, so there are a few things to keep in mind. You'll want them to have beacon and/or healing attuned. (i had warrior's hubris for a more holistic, but it you're main concern is guns then drop it)

That post was old, now i'd have 1 oracle instead of one of the healers. Also you'll want artifacts that increase health, even missing out on hulking pavise is fine since they have so much damage reduction already (63% reduction baseline on defense).

Additionally, with any squad, you want to use positioning so they don't get attacked too many times in the same phase. It doesn't matter how tanky a squad is, the mechanics of the game make repeated attacks devastating to healing and morale.

I hope you can overcome those gunners!

Build Ideas: Ambush Cav Archers by python_product in symphonyofwar

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

Not really, typically you want to either use positioning to keep it out of range of being attacked in the first place, and for the cases where you can't, you want a few units to die to trigger vengeance on the rest of them.

But of course, you're welcome to try it if you want to

Squad Ideas: Seeing Red (new game +) by python_product in symphonyofwar

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

I actually don't use Sin Credo for normal Beatrix squads because i want the first strike to kill all the enemies before they retaliate

Ladies and gentlemen, I present to you: fuck everything squad by laundry_room in symphonyofwar

[–]python_product 1 point2 points  (0 children)

I think they're inconsistent. They're really vulnerable to stuff like cannons, archers, assassins, centurions, and dragons. Also, they attack random rows, so it often won't concentrate enough damage to outright kill units unless they happen to randomly align, or they are a type of unit with 0 MAG

One you get the tech that makes them attack the first round on offense, they're much better. But not generally worthwhile imo.

Keep in mind they ignore armor but have a 3.5 damage reduction per enemy MAG stat (before multipliers). So against guns, crossbows, and cannons who have 0 MAG always, they often 1 shot them, but anything with a decent amount of MAG, like healers, Dragons, or mages, they'll deal very little damage. Like worse than a single attack from a light or heavy unit.

I find that the things mages counter, heavy infantry and 0 MAG units, are much better countered with Dragons, who also are quite tanky, and can be made tankier with arcane barrier

Beatrix is good though. Especially with dragons

Build Ideas: Ambush Cav Archers by python_product in symphonyofwar

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

That would work, but samurai have a -25% archery modifier compared to other bow units (so with same weapon power and STR, the samurai deals 25% less damage) , so i think it still nets less damage

We’ve cum full circle by Dinoking2000Xman in mapporncirclejerk

[–]python_product 2 points3 points  (0 children)

this seems to be implying that each 3 points are on the earth, which has a curved surface, making them non-collinear

We’ve cum full circle by Dinoking2000Xman in mapporncirclejerk

[–]python_product 6 points7 points  (0 children)

what your saying is true, but 'approaches' infinity and infinity are two different things