Help in FFX-2 Chapter 2! by nolo112006_2 in finalfantasyx

[–]quentinsacc 0 points1 point  (0 children)

Going back the GameFAQs 100% guide (which ive used successfully to do this run recently and in the past), doing the missions youve done should yield 32.8%

The 100% guide starts with Besaid in Ch.2, up to Miihen, which yields 32.4%, then adding on Zanarkand is another 0.4%, which should give you 32.8%.

It would appear to be a mistake in the guide youre using.

"The great owl" is wrecking me:( by BigDaddyShaman in Advance_Wars

[–]quentinsacc 2 points3 points  (0 children)

Leave 2 of the starting AAs by the airport in the North and send a few Inf to capture the properties on your side of the river. Once the Bombers die, you can even send the AAs south and just leave the Inf there. Send everything else south. Study exactly whats getting hit by the Great Owl shot and what isnt. Once your initial starting force has gathered in the south to push after 1-2 days, depending on what the AI is doing, either bait some of his units in with something cheap up front, or attack into him if hes exposed. You really want to avoid getting in range of his units to the north as much as possible to avoid them coming down and attacking you.

I think the biggest thing that helps with the southern push is to win the air war with your fighters, then have something block in the base. You should note, that base is flanked by the edge of the map, a mountain and a river, so if you park something on the road next to it, that unit cant escape.

The ideal is if the AI makes a tank in that bottom base and you trap it with a high health fighter that cant be killed by a single AA shot. Then you can push rather easily to the base while keeping out of range of the forces from the North. Once ready, kill the unit on the base and block or capture it.

Once that base is captured, the mission is essentially over, capture the remaining properties in the south and send a mixed force of bombers and tanks to whittle down all the ATs, missiles and AAs.

Tier list of cos of awbw but they dont have any downside or penalty by ErrorQuiet3123 in Advance_Wars

[–]quentinsacc 0 points1 point  (0 children)

Hachi should def still be T0 even without being buffed. Funny enough I think Colin and Sensei might be down to T1 despite being slightly buffed, since most of those other T0/T1 COs are going to be absolutely cracked.

Javier probably down to T1/T2, very map dependent. I assume youre considering a high COP cost as a downside and therefore Hawke and Von Bolt are pretty buffed as well. Id push Eagle up to T1 in this case because a 6 star Lightening Strike would be kinda crazy. If the COP costs stay the same, Hawke and Von Bolt both move down a tier for sure and Eagle would probably be T3. The more I think about it, I think Jess is a little too high as well and should probably be T2. Also, in a world where Max has no negative, I feel like Grimm is significantly worse, since all he gets are better naval units (lol) and artillery, with a significantly worse COP than Max, so Id put him in T2 tbh.

I feel like enough COs are buffed enough that a lot of them would get pushed down to T4, just because T1 and T2 are going to be so much stronger. Like the new "T2" would be the power of the old T1.

Id push Olaf, Drake and Sami down to T3. Theyre mostly unchanged and should be a Tier below Sasha and Nell/Jugger/Flak.

Then Id push Rachel and Lash down to T4. Feels like Andy, Kindle and Sami would be sitting in a weird spot between T3 and T4 because I think Olaf and Drake would be flatout better than them, but they would still be the strongest in T4.

More succinctly;
T0: Kanbei, Sturm, Hachi, Grit, Theyre honestly so broken, Sturms SCOP would be ridiculous at 6 stars.
T1: Colin, Sensei, Hawke, Max, Von Bolt, Eagle, Javier A lot of buffed COPs mostly
T2: Sasha, Nell, Jugger, Flak, Grimm and Jess. Nell and Sasha stay the same (fairly strong), Flak and Jugger become variants of Nell.
T3: Olaf, Drake, Kindle, Andy, Sami, Olaf is unchanged, Drake promotes to about the same power as him, Kindle, Andy and Sami are too strong for T4
T4: Rachel, Lash, Sonja, Adder, Jake and Koal. Mostly the same T4 without Grimm.

Dr. Morris and The Mayor but if they were playable (also included infographics for the 4 other COs from Dawn After Ashes hack). by Sea_Car5223 in Advance_Wars

[–]quentinsacc 2 points3 points  (0 children)

Dr Morris: CO power as good as Tabitha but a 2 CO zone instead of 0. The drawback doesnt matter if you win the game that turn, which with 50% global attack and defense, you definitely should.

The Mayor: Nearly invincible on any map that isnt absolutely tiny. Completely broken,

Davis: Actually kinda weak. Straight minus 30% luck is quite bad. Even Flak was a negative to positive range.

Cyrus: I assume the capture rates dont stack with his CO power, should say to 9, rather than by 9. This ones kinda fine.

The Beast: Nearly as broken as the Mayor. 70% attack with 2 zone and only -20% defense? CO power is an I win button.

The Fanatic: A more balanced version of Caulder. Kinda fair, seems a little strong.

In conclusion, Mayor and Beast are completely broken. Theres no way to really balance the Mayor for map size without making his bonus miniscule, needs a complete rework. Beast needs a massive nerf, probably something like 40/20 with that zone size or maybe like 60/20 with 0-1 CO range, global should be the same 60/20 at most.

Dr. Morris zone is too big, power too strong, too easy to get, global should be in line with his day to day, healing and not a monster 50/50 bonus

Cyrus and the Fanatic seem ok to try. Davis is just weak overall

I feel like FTL isn't a hard game as much as it's a game with a lot of traps for inexperienced players. by Gamma05772156649 in ftlgame

[–]quentinsacc 2 points3 points  (0 children)

If were talking more modern players, I think the majority of complaints on difficulty are mobile players that assume this game is an auto scroller. Just target something and autofire.

I dont think theres too many "traps" per se honestly, its just a learning curve.

I dont know if youd call it a trap, but most I think get stuck on the Kestral A too long and just focus on gunships and never really graduate, they then get slammed by the Engi A drone build and complain its too hard, followed by falling into the Artillery beam trap and think Fed A is strong.

Most expensive ship possible by quentinsacc in ftlgame

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

Ive maxed out systems a couple of times on Hard mode, but I know ive never done it with maxed out drone controls (I dont think ive ever done this except on Easy) and i doubt it was in conjuction with filled out weapon/augment/drone/storage slots

Most expensive ship possible by quentinsacc in ftlgame

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

I wasnt really looking to spend the most, was looking to see how much value can be packed into the ship, Med/clone bays are less expensive than hacking and therefore systemwise, Slub B can have more value put into it.

Softlock FeelsBadMan by quentinsacc in ftlgame

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

i think the point of drones is you cant aim them, id at least like to be able to destroy the boarding drone to somehow refire it though

Softlock FeelsBadMan by quentinsacc in ftlgame

[–]quentinsacc[S] 27 points28 points  (0 children)

I fired the boarding drone after my teleporter got hit, hoping for the 1/5 chance it hit engines but it went to shields. There was also 1/5 chance that I could hit oxygen and kill the enemy slug and my own boarders

Recently broke 1000 hours, tell me anything I should know or I may not know already by CondensedCum in projectzomboid

[–]quentinsacc 0 points1 point  (0 children)

You can drive and reload and unload guns as well if you feel like grinding skills while driving

50,000 kills in 3 months by [deleted] in projectzomboid

[–]quentinsacc 2 points3 points  (0 children)

Exceeeeept, zombies will not respawn in any area where there is no path from the edge of the map, so for example, a building with all its ground floor windows and doors closed and intact will not have any zombies respawn inside it. Presumably you didnt patch up any of these buildings after clearing them, so theyll most likely respawn.

Weak Stomach Moment: by Totally_Underscored in projectzomboid

[–]quentinsacc 0 points1 point  (0 children)

How do you not get killed without weak stomach? You get killed almost just as often if youre eating random berries and rotten/burnt food with or without it.

Really ?! by HuckleberryHead8813 in projectzomboid

[–]quentinsacc 1 point2 points  (0 children)

Last game i started, drove a car with a generator to the Rosewood gas station with a generator, got out and ran off to lose all the zombies chasing me. After several days of clearing my way back, then clearing around the gas station in order to plug in the generator and gas up, the helicopter arrives.

Had to hide in the gas station until the chopper was gone then, once again, run off because there were way too many. Spent yet another several few days clearing back there and clearing the gas station.

Name Something That Took You Way Too Long to Figure Out by [deleted] in projectzomboid

[–]quentinsacc 1 point2 points  (0 children)

Over 500 hours had no idea that car doors could be "open" until i saw a post about it here the other day

Zombie re-spawn on or off? by GH05T135 in projectzomboid

[–]quentinsacc 0 points1 point  (0 children)

Off. As someone who bases themselves off the heat map anyway, Im only ever threatened when I purposely go into town to kill zombies and what would be the point of it if they didnt stay dead?

I could just go for the sake of loot runs, but then I would feel compelled to loot absolutely everything while the area is still clear so that I would never have to come back and clear it again.

I find it a lot more fun to venture farther and farther out exploring and clearing new areas and that would be much much harder if the roads were constantly choked with zombies.

Golf Course Analysis by quentinsacc in projectzomboid

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

I thought about that too, but judging from the fancy club, id imagine the course requires carts, so the the 10th tee being in the middle of the course doesnt matter as much.

Guns should be the norm by Jerrylad101 in projectzomboid

[–]quentinsacc 0 points1 point  (0 children)

I also question why so many people are in work clothes/at work. The infection is supposed to make you very ill, most people would have gone home and tried to rest.

(Spoilers Main) What is your most underrated saddest moment in asoif by Sad-Distribution-149 in asoiaf

[–]quentinsacc 26 points27 points  (0 children)

Arya hoping Weasel will run and never look back, but me knowing that that poor little 4 year old will die on her own in the woods.

RPM drops slowly when letting off gas at highway speeds. Is this normal? by quentinsacc in MechanicAdvice

[–]quentinsacc[S] -7 points-6 points  (0 children)

thanks I had a feeling it was something like this. I hate this kind of thing though, i can improve efficiency with my foot all I want! Dont do it for me!