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MiiNiPaa posted:Cough... O-05-47 Cough... You can work it and it does something, and it CAN contribute something (very minorly) useful to a facility. ![]()
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# ? Jun 10, 2024 20:12 |
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Is the minor contribution the fact that Mizu is happy to have a new cutie to work with? Because that's not minor at all, that is a major contribution ![]()
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TeeQueue posted:You can work it and it does something, and it CAN contribute something (very minorly) useful to a facility. Ok, I'll wait until it will eventually introduced to the palnt to see what I missed about it. MiiNiPaa fucked around with this message at 14:27 on Jul 26, 2020 |
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TeeQueue posted:You can work it and it does something, and it CAN contribute something (very minorly) useful to a facility. Oh, this I've got to see.
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By the time I start on day 19 gameplay, I'll be using a pair of mods that are supposed to increase the number of generic agent dialogues in the game, since they're already all kind of getting a bit stale. I don't know about the quality yet, but I'm mentioning it here because I might forget to say it in the thread. If I do, please yell at me so I can remember to mention it. ![]()
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Chalk me up as another who purchased the game because of the LP. TeeQueue makes certain aspects of the game look easy, I have to say. It may not help that I skipped a few good abnormalities because I didn't want to repeat selections from the LP, and I'm about to learn whether my first Aleph was a bad choice. I would like to request one (or a few) posts about intermediate tactics relating to making gear decisions in relation to your people's stats and the kinds of work you expect them to do. I also get the sense that it's a good idea to deploy in advance to deal with certain Outbreaks, and that it would be good to know when you have one or two agents who can solo outbreak enemies; trying to mob enemies has been of mixed use. I suspect my lack of good Justice trainers is impairing my progress, but I'm sure better equipment and deployment choices would help, too.
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Grind, TeeQueue does a lot of off-screen grinding in order to hit people with level 5 stats. Usually I grind out level 5s before getting the first dusk ordeals, but it probably better to do it within the first week. Specific abnormalities can make grinding faster, but you should be able to reach level 5 in all stats with almost any setup. Once you get to level 5 with a sizeable number of dudes you are pretty much set (to work every aleph consistently, there is some intermediate gear you need to farm up beforehand, which you might not get on your first playthrough). Eventually you reach a certain set of missions/days where things become so hellish and difficult that you realize you need to choose every abnormality with extreme care. If you reach a wall doing a day 1 restart with the stuff you have unlocked is a good idea. Try to have as stable a setup as possible, if abnormalities are breaching regularly you are in trouble. Also, just to avoid unnecessary misery, you should try finish most days at or preferably before the dusk ordeal hits.
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If you're doing actual grinding, the best times are probably Day 16-20 imo. That's when you can have a reasonable selection of HEs and WAWs to train with (and apparently an ALEPH as TeeQueue shows). HEs are the breaking point I find of useful training since you can get an agent to ram 100 in relative safety. Laetitia is a huge one, there's another HE that's also ridiculous for it in a similar spot, but pretty much any HE you can safely auto-pilot farm will stat-cap ram the stat you're doing.
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I also bought this due to the lp.
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I bought Lobo corp a while ago, but I ended up shelving it for some time, because even the basic mechanics seemed to be very poorly explained and thus basically impenetrable. The various mechanics explanations in this LP really helped and pushed me to try the game again and now I love it, but gods, it really needs a decent tutorial.
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Lt. Lizard posted:I bought Lobo corp a while ago, but I ended up shelving it for some time, because even the basic mechanics seemed to be very poorly explained and thus basically impenetrable. The various mechanics explanations in this LP really helped and pushed me to try the game again and now I love it, but gods, it really needs a decent tutorial. They actually retranslated the tutorial as well! I was probably going to show it off... Uh... *checks notes* As bonus content way down the line so it'd be functionally useless to this conversation-but give it another shot and it might explain things a bit better now! ![]() Narsham posted:Chalk me up as another who purchased the game because of the LP. TeeQueue makes certain aspects of the game look easy, I have to say. It may not help that I skipped a few good abnormalities because I didn't want to repeat selections from the LP, and I'm about to learn whether my first Aleph was a bad choice. A mechanics talk about midgame leveling and preparation is probably worth a post at some point, but the very short version is 'you can do a lot of complicated math and stuff to minmax everything and I have a system to do it when I think to, but I mostly just eyeball everything because I'm obscenely lazy. Agents working WAW/ALEPH abnos get suits with relevant resists, and other than that I don't care too too much once out of early game.' Green Noon's buzzsaws are very anti-mob, so mobbing them is strongly not recommended-outside of that though there's nothing in early game that can't be deathballed down with the entire facility at once. You're also right that it's a very good idea to do things like predeploy agents in the hallways of your more dangerous abnormalities if expecting a crimson dawn-basically any time you can stop a fire from starting you probably should, and since you mentioned your facility's lacking in movement speed you definitely want to stop fires from starting. MinutePirateBug posted:Grind, TeeQueue does a lot of off-screen grinding in order to hit people with level 5 stats. While I'm thinking about it-I probably don't do as much as you think. I basically keep going at each day until I've gotten all the weapons and suits my new abnormalities drop, while I just continue to work other abnormalities on the side. Usually I finish by level VII-VIII, only Queen Bee has actually gone to IX and it has a huge cost to grab gear+information compared to what came before. On days where I don't have anything to do I usually stop around VI or VII naturally, I get antsy when I farm too much. Damage-optimizing your training and having Mirror are just really, really powerful for getting your crew together. TeeQueue fucked around with this message at 20:07 on Jul 27, 2020 |
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I got lucky to get the mirror early, and I will say you made look a lot easier than it is, I ended up having to reset to pick something else, least I managed to nab it's ego weapons so it wasn't a total loss.
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You'd have a job, considering the Mirror of Adjustment doesn't have EGO equipment.
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Day 18: Gameplay Music: neutral 4 ![]() With a glut of LOB (35!) burning a hole in my pocket, I boost all of our Agents' level 2 stats to level 3. Medea gets the shiny new ALEPH suit for now, and I do some minor equipment shuffling. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() --- ![]() ![]() ![]() ![]() ![]() ![]() ![]() --- ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Our newest tool requires us to have PE boxes in order to function, so we'll come back to it in just a moment. ![]() ![]() ![]() ![]() ![]() ![]() ![]() With some energy in the bank, it's time to test our new Abnormality. ![]() When we activate our new toy, we lose 2 energy towards our daily goal-this number changes based on a few factors, but it's always a... small tradeoff, if you will. D.A.D. tosses a sphere into the strange contraption. ![]() Prayer ensues, as the tool wiggles around menacingly. ![]() This is what we want to see: the tool turns gold and D.A.D. does a happy little dance! ![]() It gives them a glowing golden orb in return. ![]() And just like that, D.A.D.'s damage is buffed from 5-6 to 6-7. ![]() ![]() We do it again, boosting the damage to 6-8, and get a name. Our new tool is called Old Faith and Promise. It seems pretty nice so far, allowing us to pay in order to gain a direct advantage over our enemies. We send D.A.D. in a third time. ![]() ![]() This time it turns black, and eats our weapon-returning D.A.D. to the basic riot club. The way Old Faith works is simple enough: Each successive roll with it increases the power of our E.G.O weapon, but it also raises the chance of it being consumed. If you're familiar with any games which have a pay-to-win upgrade system that randomly destroys your equipment so you have to shell out more money, it's that. ![]() ![]() ![]() ![]() ![]() The blue sparkles here are the Sound of a Star suit's effect: It periodically heals everyone in the room, but only for SP. In general, green sparkles mean HP healing and blue sparkles are for SP healing. ![]() ![]() Sephiroth also gets through three works before his weapon is destroyed, so we only need one more to unlock all of its data. I decide to send Mizu, since she's close. ![]() To expected results. She's got a slight buff for the rest of the day, and we're finished with Old Faith and Promise. ![]() ![]() ![]() ![]() ![]() ![]() With our first meltdown, we see something strange: Despite us being slated to get 2 meltdowns, only 1 actually spawned. EDIT: I have been informed by multiple people that Old Faith is not a meltdown eater, and it melts down just fine the same as anything else. They do exist, but Old Faith was not allowed into this highly exclusive Abnormality club because it's not cool enough. What apparently happened here was Tenebrais's work with Laetitia triggered a meltdown on Blue Star, and since Twee was going there anyways she cleared it after only a handful of frames and I just didn't notice at all. Great thanks to the thread for mentioning this, I was about to be really surprised in the next few days. ![]() ![]() ![]() I get to work on maxing out Mr.Black's Fortitude, and meanwhile have Twee power up on YMBH so that she can work with Blue Star. After this work is over, I pause for a moment to track exactly how much Fortitude Mr.Black gained, since he's close enough to only need 1-3 more works. I figure that he only needs one more to finish maxing it. ![]() ![]() ![]() Crimson Dawn. ![]() ![]() ![]() ![]() Crimson Done. ![]() Mr.Blond gets a normal while training with the Queen Bee, but she decides not to shoot spores. After the last two days? I'll take it. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() That's right-Medea took out a Green Noon in melee combat by herself, and only took 8 damage. Between the suit's 0.4x multiplier vs Red damage, the ALEPH suit vs HE weapon's 0.7x multiplier, and the Knight's 0.5x multiplier, Medea had a total modifier of 0.14x versus the Green Noon's attack. All resistance calculations in this game are multiplicative, which means that just a little stacking makes some crazy things happen. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() --- ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() More across the board stat-ups, as our Agents are getting close to being maxed out. We've also gotten our first two fully maxed Agents. ![]() Congratulations to Mr.Black and Zeta21 for reaching the pinnacle of Agentdom. ![]() --- ![]() ![]() ![]() ![]() ![]() With a full load of Abnormalities, we don't get to pick anything new until the end of day 20, so -44 won't be able to keep stalking us for a little while longer. ![]() Next time, on Lobotomy Corporation: Malkuth shows up in an actual cutscene again! New Gear ![]() Requirements: Level 5, Prudence 5, Temperance 5 *Not affected by Attack Speed New Story Old Faith and Promise TeeQueue fucked around with this message at 13:21 on Jul 2, 2021 |
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So what's the exact formula on how likely Old Faith and Promise is to destroy the E.G.O weapon? Do you know it?
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I do. The wiki's numbers are accurate for this one, so I'll be putting them in the Abnormality Roundup post.
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TeeQueue posted:I do. The wiki's numbers are accurate for this one, so I'll be putting them in the Abnormality Roundup post. Thanks! Hum, looking at it, I can definitely see why you made the decision you did regarding just ignoring it. Still, could be useful to just go level 1 reinforcement for the most important agents at the start of the day and just reset if any get their weapons broken if you know that you'll be needing all the damage you can get that day.
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Blue Star... our first healing Aleph! Makes sense you can't really have designated healers, but it's always nice having a couple in an agent doomstack. Plus you get a nice looking overcoat.
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The true reason to get the Old Faith and Promise is that the animation of Agents when interacting with it, both on failure and success, are some of the cutest in the game. ![]()
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One more thing: I realized I forgot to mention that Blue Star's weapon was the first to ignore an agent's Attack Speed, so I edited that on in. Then I noticed that it wasn't the first-the first was actually Knight of Despair's weapon. So I edited that one into Day 13. ![]() Hopefully this will not become a recurring problem.
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Um, is there any place with information about which weapons ignore attack speed? Or any way to know? Because I am still on my first play-through, and I am now a tiiiiiiiiny bit peeved that my top Agent with highest Justice and Attack Speed was using Sound of a Star for like, last 10 days. ![]()
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Lt. Lizard posted:Um, is there any place with information about which weapons ignore attack speed? Or any way to know? Because I am still on my first play-through, and I am now a tiiiiiiiiny bit peeved that my top Agent with highest Justice and Attack Speed was using Sound of a Star for like, last 10 days. It's not anywhere readily available. We only found this out at all because of a guy who showed up one day, datamined through just about everything, and then vanished mysteriously saying his work was done after advancing the modding scene to the point where a 100% original abnormality managed to be created. LobCorp fandom is kind of awesome, ya'll. He sent me an excel spreadsheet with his findings about weapon DPS/ranges/things like that, and it's marked on there which ones do and don't care about AS, but I haven't converted it into any sort of publicly available online file and I don't think he posted it anywhere? EDIT: He posted it exactly once on the wiki discord a few months ago. It's a slightly updated version of what he sent me, but it needs to be put into a handier format to read. I'll get around to it at some point, I guess. TeeQueue fucked around with this message at 13:30 on Jul 28, 2020 |
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So Old Faith and Promise doesn't eat meltdowns in my facility, I've seen it melt down. I miss a patch?
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TheGreatEvilKing posted:So Old Faith and Promise doesn't eat meltdowns in my facility, I've seen it melt down. I miss a patch? I honestly couldn’t say. I’ve never seen/heard of it melting down before, so I put it in with the other three (all of which instantly kill one or more agents if you’re forced to work them). Forcing a meltdown on this costs energy which would be unique as well so I figured it fell into the same category, but I can’t rule out that I’ve just literally never seen it before (which would then lead to the question of “then where did that other meltdown go,” but that’s its own problem). I guess we’ve got plenty of time to find out! If I’m wrong I can always fire off a correction. ![]()
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I've definitely had meltdowns on OFAP before; I made a point of having at least one agent with a cheap weapon to gamble on it. I think if you attempt to use it without having the energy that satisfies the meltdown, but you'd have to be trying really hard to have less than ten energy by your first meltdown anyway. Not sure what's going on with your meltdown thing. Presumably some sort of bug.
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Yeah, I always had some guy with just the standard baton standing there to manage OFAP melting down.
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Out of curiosity, would it be worthwhile to start a day by having a single agent go upgrade their weapon fully; or do the strongest weapons cost enough boxes to try it isn't worth the bother?
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TeeQueue posted:It's not anywhere readily available. We only found this out at all because of a guy who showed up one day, datamined through just about everything, and then vanished mysteriously saying his work was done after advancing the modding scene to the point where a 100% original abnormality managed to be created. LobCorp fandom is kind of awesome, ya'll. Much appreciated! I tried googling it and trawling the wiki while avoiding spoilers as best as I can and I have found absolutely no information about it. What I have found is mod that seems to fix this issue (without specifying what weapons are suffering from it, for some reason. ![]()
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Doobeedoo posted:Thanks! Word of warning, you won't get that weapon back even if you reset.
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Tenebrais posted:I've definitely had meltdowns on OFAP before; I made a point of having at least one agent with a cheap weapon to gamble on it. I think if you attempt to use it without having the energy that satisfies the meltdown, but you'd have to be trying really hard to have less than ten energy by your first meltdown anyway. Tenebrais posted:I've definitely had meltdowns on OFAP before; I made a point of having at least one agent with a cheap weapon to gamble on it. I think if you attempt to use it without having the energy that satisfies the meltdown, but you'd have to be trying really hard to have less than ten energy by your first meltdown anyway. At this point I'll take you guys's word for it then-three different people having the same experience means mine's probably the outlier. Time for an edit and a bit of research on what happened with meltdown level 1. -This part is coming about ten minutes later. I went back and reviewed the footage, and what appears to have happened is that Tenebrais's work with Laetitia triggered the meltdown level, the meltdowns landed on Rudolta and Blue Star, and Blue Star was melting down for about six frames before Twee walked in on an already-assigned work and immediately cleared it. I must not have noticed it at all in either the playthrough or the screencapping process. Whoops! ![]() Arcanuse posted:Out of curiosity, would it be worthwhile to start a day by having a single agent go upgrade their weapon fully; or do the strongest weapons cost enough boxes to try it isn't worth the bother? The cost is the same regardless of weapon type, but as Keldulas mentioned the weapon does not come back even if you retry the day so the only way to do it would involve manually backing up the entire save which seems way too much. TeeQueue fucked around with this message at 22:58 on Jul 28, 2020 |
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If it's a weapon from your current facility setup, you can at least buy another.
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Keldulas posted:Word of warning, you won't get that weapon back even if you reset. You sure? If I was talking about Memory Repositorying, sure, but I thought just resetting the day resets everything back to how it was before you hit Begin Management. Is this Abnormality the one exception?
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I'm not sure if it's the only exception or not, but it's absolutely an exception-likely to prevent abusing the thing to get your important weapons up to 2 or 3 boosts.
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Aw. Fair I suppose, though in my eyes it limits it to HEH/TETH/ZAYIN gear due to just having enough energy boxes on hand for those that getting replacements are no big deal.
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First-hand experience, I tried resetting the day to save a weapon that I no longer had access to in the current facility (I was testing the thing blind...) and the agent was still using a riot stick. HE's are kind of free game to test with too since quite a few are good training abnormalities. Though really, anything you try to get E.G.O gifts on will be able to replace the gear immediately.
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I've been catching up on the thread in one big binge and I've been laughing a little ever since I saw that "a bottle full of bear" tidbit. Is there a compilation or blooper reel of all the best lines from the classic bad translation somewhere? I get the feeling that we're missing out on some real gold by seeing this played in mostly-comprehensible English.
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Cardiovorax posted:I've been catching up on the thread in one big binge and I've been laughing a little ever since I saw that "a bottle full of bear" tidbit. Is there a compilation or blooper reel of all the best lines from the classic bad translation somewhere? I get the feeling that we're missing out on some real gold by seeing this played in mostly-comprehensible English. I don’t believe so. The only two that have really stuck with the fandom are the bear and “pretty loving too” line from the OP. The only other one I can think of that might be up there is the translation of a line from day 1, let me grab it... ![]() Was originally... ![]() And this one just makes me laugh every time. It’s not bear level meme, but it’s still pretty good. The rest is just largely incomprehensible, aside from Violet Dawn’s ending reel which was... They have not paid for their understanding. Just do it. I asked Watson to keep just do it in because it was so bad it was hilarious. He said the team would think about it and then proceeded to discard the request. Probably for the best. TeeQueue fucked around with this message at 13:14 on Jul 29, 2020 |
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Sassy af. It doesn't work with our Angela or LobCorp in general, but it's a great line with lots of character for some other game entirely.
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Shame, that seems like it was so close to being a goldmine of hilarious Engrish. Guess not, then.
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# ? Jun 10, 2024 20:12 |
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I don't know, that still sounds perfectly like something Angela would say if you ask me!
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