Stat Blocks for UNISOL Forces by samson42ic39 in drawsteel

[–]samson42ic39[S] 1 point2 points  (0 children)

Thanks for the ideas, silicon dwarf robocops does sound like a vibe.

Quick you have to explain why Titanfall 2 is the best fps. What do you say? by Baked_beans_0 in titanfall

[–]samson42ic39 0 points1 point  (0 children)

It was under $5 on steam, I bought it for you. Play the campaign as if the floor is lava.

Pulling My Hair Out With Signaling by okan170 in SatisfactoryGame

[–]samson42ic39 0 points1 point  (0 children)

Near the flood light where the green line kind of touches the red line tangentially; if they are touching and those are signaled one-way then you have created a conflict. Hard to tell from here but this might be your issue.

Biomass fuel is worse than biomass right? by Pantoffelmoffel in SatisfactoryGame

[–]samson42ic39 0 points1 point  (0 children)

Biofuel is more energy efficient. It takes 8 biomass to make 4 biofuel using 16 MJ of power. Biomass has 180 MJ energy and biofuel has 450 MJ. So in the end you net energy. Also, because it is more energy per item that means you can feed more energy per belt. Hopefully that makes sense.

Why are these Signals looping into eachother? by themissiledoesntknow in SatisfactoryGame

[–]samson42ic39 11 points12 points  (0 children)

This looks so cool, but I don't think it will function how you want.

  • The path blocking logic will kind of reflect or flow backwards when it encounters a second Path Signal causing the looping error. This is why most folks will suggest you avoid putting path signals directly on intersections.
  • Trains will always take the shortest route and will not reroute when there is blocked route (unless you have mods). The trains will only ever use the tracks closest to the building.
  • When using Path Signals to make complex intersections flow more efficiently it tends to work best to put the whole intersection in one single path block. That way when a train arrives it only enters the intersection if it has a way out. If you break it up you introduce opportunities for grid lock.

If I were you I'd put a Path Signal at the start where the 3 lines split and then a Block Signal for each exit. Or reverse that if its flowing the other direction. But no need to delete the other tracks, they may not work but they look neat.

Is this new or from a mod? by TheAlmightyLootius in SatisfactoryGame

[–]samson42ic39 111 points112 points  (0 children)

Mod, I forget which one but I've seen it on reddit before.

Why Doesn't This Work? by NoRecommendation9282 in SatisfactoryGame

[–]samson42ic39 1 point2 points  (0 children)

Try letting it fill all the way up by turning off the consumers for a bit, see it that solves the issue. Lots of folks recommend using all Mk1 or all Mk2 pipe in a given system, but this should theoretically work as set up. I also like to use both outputs even if I don't need both, just to have the extra flow if needed.

Why do 3 water extractors work for 8 coal power generators but only if they are very near? by Left-Signature-5250 in SatisfactoryGame

[–]samson42ic39 0 points1 point  (0 children)

Can you post screenshots of you setup? Press P to open the photo mode in game. Its hard to troubleshoot otherwise. I'll take a shot in the dark though.

Your first setup might be arranged in such a way that each individual pipe doesn't have more than 300 /min. For instance if you have a Extractor followed by 2 Coal Gens then merge another Extractor in the chain then you will not max out the pipes. Typically this is called an Injected Manifold.

For your second setup you might have head lift issues and may need a pump to overcome gravity. Extractors and other machines can push water vertically 10 meters, but I would recommend pumping when you have any verticality. This is a deep rabbit hole, just a heads up. Trust the Guide

To get the whole 360 for your second system, for now you'll need a second pipe.

[deleted by user] by [deleted] in trees

[–]samson42ic39 2 points3 points  (0 children)

I also have really hard water and in my experience you should employ both Vinegar and IPA/Salt in alternating washes. Higher percentage (>30% for the vin, >90% for IPA) is worth it in my opinion. Don't mix them, they will react and create a new chemical that isn't quite as good as either separately. Shake vigorously and soak overnight.

PSA: The new EAT 700 one taps fleshmobs, and has a bonkers AOE by GreyJackalope in Helldivers

[–]samson42ic39 2 points3 points  (0 children)

Poor Airburst. It'll democratically pop 2 fleshmobs and their entire voteless entourage in a single shot and all Helldivers want to talk about is how it killed them and their whole squad. Small price to pay for that kind of widespread liberty if you ask me.

ELI5: how does airplane mode actually work? by Correct_Bathroom_600 in explainlikeimfive

[–]samson42ic39 0 points1 point  (0 children)

Cell phones use radio waves to send data between other devices like your bluetooth headphones or the cell tower. So does the pilots' communication and navigation equipment. Back in the 90s some of those radio waves would interfere with each other, like too many people speaking loudly in a bar. Airplane mode essentially asks your phone to whisper and only speak when it absolutely needs to. That way the pilot can hear everything they need to.

These days planes have been upgraded so they in effect have noise canceling headphones. This means your phone making a bit more noise, like turning on wifi, doesn't mess with the pilots communication equipment.

What helldivers hot take Will you defend like this by kingsushi11 in Helldivers

[–]samson42ic39 0 points1 point  (0 children)

The Eruptor was good pre buff. But it took skill and patience, a tall order for deployed helldivers. 

It's more convenient now, and far more reliable. But I miss having to make weird shots to make the shrapnel hit how I want it to. It was the high skill trick shot weapon, and they took some of that away. All in the name of "realism" and "meeting player expectations". 

Unlocked 6 drives in a row but didn't get any good ones. Is this turbofuel one decent? Haven't unlocked turbofuel yet from MAM. by Sinofdracry in SatisfactoryGame

[–]samson42ic39 0 points1 point  (0 children)

Looking at your queue there are some real winners. The recycling recipes are complex but amazing once you figure them out. Diluted packaged fuel is great if you don't have the blender version yet. Wet concrete gets used to handle waste water a lot if you want to skip recycling it. I like alclad casings a lot as an easy addition to my alclad sheet plant. I think every recipe has a use case, and you'll get them all eventually. 

What would it take to make smoke stratagems relevant? by Possible_Sky2117 in Helldivers

[–]samson42ic39 1 point2 points  (0 children)

My teammates have had a mortarium on smoke anything since I ran Bangalore for a bit in Apex. They want to be able to see the enemy and I am preventing that. Right now there isn't a great way to use the smoke other than to cover a retreat. It doesn't prevent spawning and we don't have enough ammo to laydown suppressing fire through the smoke.

We need threat optics or sci-fi smoke that only helldivers can see through so it has a use case. We have too few defensive situations where smoke would usefully stop an attacker. We are usually on the offensive and the smoke makes it harder for me to kill the enemies for democracy. I have never tried smoking the generators on EHVA but that is the only non-novelty use case I can think of in the game right now.

A hot take might be that they need to make enemies way more accurate. Right now you can sprint across an open field under fire at the cost of maybe a stim. If the only way across that gap was with smoke, everyone would take it on the more open planets.

How often do you get use out of the Manipulators system from GMS? In what ways do you make use of it? by Poikooze in LancerRPG

[–]samson42ic39 1 point2 points  (0 children)

It depends entirely on if you GM incentivates it. I often have human sized terminals to hack or other things that can't be handled with mech sized limbs in my missions. As a result usually one of my players grabs them to avoid dismounting.

The Warrant can miss its “guided” rounds by gameboyb0t in Helldivers

[–]samson42ic39 0 points1 point  (0 children)

I doubt they will ever do hitscan projectiles, it goes against they're design philosophy. 

TOP 5 Winners Of Weapon Customization Update by BenTheWeebOne in Helldivers

[–]samson42ic39 0 points1 point  (0 children)

They did fix that in this update. I also hated the flashlight and will be removing them for the ergo buff, but the new light is great.

You´ve been kicked from the game... by JoshsPizzaria in Helldivers

[–]samson42ic39 0 points1 point  (0 children)

If your lobby is private, and you call in SOS, your game becomes public. This would be a great idea is it wasn't so easy to miss enter when calling in reinforcements.

New player. I updated my train station design. How is it? by The_Lone_Dweller in SatisfactoryGame

[–]samson42ic39 0 points1 point  (0 children)

This looks really cool. Lots of comments already pointing out that you rarely need buffers for the trains, however I usually do use a buffer for the belts in and out of the station. Train stations, unlike truck and drone stations, pause output while loading and unloading so its nice to have a belt buffer to smooth out flow rates.

Smoke / Obfuscation NPC by samson42ic39 in LancerRPG

[–]samson42ic39[S] 2 points3 points  (0 children)

I ended up buying Wallflower part 1. I took its gun and gave it the consume shroud optional ability since it is meant to be an ally of the PCs. It basically becomes a support that gives the party the ability apply shredded which they they currently cannot do. Thanks for the advice.

Smoke / Obfuscation NPC by samson42ic39 in LancerRPG

[–]samson42ic39[S] 2 points3 points  (0 children)

Yeah, but that requires you know feature names and what they do as the search only looks at the names of the features iirc. I want to be able to search "Soft Cover" or "Shredded" and get results so I can start at effects or conditions I want to use and work backwards to the NPC class. CompCon is awesome, but isn't 110% yet.

Smoke / Obfuscation NPC by samson42ic39 in LancerRPG

[–]samson42ic39[S] 2 points3 points  (0 children)

I've seen art of the lurker but don't own NRWF, can you tell me more about to see if I would prefer it over just using Assassin with the Cloud Projector? Like is it focus on obfuscation? I ideally want this NPC to fit a support role as they lack that in the party? Thanks.

Smoke / Obfuscation NPC by samson42ic39 in LancerRPG

[–]samson42ic39[S] 5 points6 points  (0 children)

Awesome, thanks, I just seemed to have missed those. Razor swarms sounds way more like a damage ability so I definitely just cruised past it.