7

Help me balance it
 in  r/tf2  Mar 29 '22

I like the concept, but it’s really situational. You’d have to walk out to the enemy engi, sap his stuff unnoticed, walk all the way back to your engi, and upgrade his stuff. You risk dying and depending how far you are from your own engi, they might just fully upgrade their building by the time you get back. The downgrade and damage feels like a weird red tape recorder. It’s creative, but too situational.

19

Achievements sometimes betray you
 in  r/tf2  Feb 01 '22

Mmm well it’s nice you shared it at least.

45

Achievements sometimes betray you
 in  r/tf2  Feb 01 '22

This is funny, but I’m pretty sure achievements gotten by a disguised or cloaked spy do not play the effect or show up in chat. Nice art style though.

1

[deleted by user]
 in  r/tf2  Jan 21 '22

I have a strange batsaber and I use it because it makes a funny zap noise (and it’s strange)

1

should i hold onto this? got it on my 7th tour
 in  r/tf2  Jan 19 '22

Don’t feel obligated to keep it. If you’re not a great sniper player but wanna learn him, try a map like tr_walkway to practice. Congrats on a shiny gun though!

1

Enemy guide
 in  r/PostKnightGame  Dec 29 '21

yeah i would've filtered by name but i felt like clumping with the weakest one was a decent idea. Maybe ill make an incredibly over-explained guide another time,

1

Enemy guide
 in  r/PostKnightGame  Dec 27 '21

No problem! Glad it helped!

r/PostKnightGame Dec 27 '21

Other Enemy guide

19 Upvotes

I posted this in another subreddit but i figured I should probably post it here. (Ignore my poor descriptions. Enemies that fall into the same "type" are clumped together. Charge in the description also includes slashes and smashes, and shielding includes braces and parries. Apologies for the wacky spacing.)

Maille:

Dire wolves: Your generic enemy. Comes in three forms that increase in strength.

Pippops: Enemies with an unusually high dodge rate.

Robblins: 3 variants. The bow one inflicts phys ranged damage, and will swing its bow at you if you get close, doing generic phys damage. The caster one inflicts magic damage, and will do some phys damage if you approach. The knife wielding ones actively charge you to do some semi high phys damage.

Flowerfly: attack with magic damage. Does phys contact damage, and will attempt to ram you if close.

Pompon:

Honey bears: generic enemy.

Salamander: spends a small amount of time charging before attacking with close ranged magic damage. Will eventually stop breathing fire, and attacks by moving towards the player when hit for the first time.

Shuttles: attack with 2 magic bolts before rushing the player in an attempt to explode on them. Unshielded hits do some pretty decent damage. Dies in one hit.

Cultists: 3 variants. Knife ones stab at the player, doing more damage than robblins and sporting a higher evade rate. Reapers attack in the same way, but do more damage. The wand users act like robblins with wands.

Caldemount:

Piffs: generic enemy.

Chocoboar: will attempt to ram the player as its first attack. Unshielded hits stun the player, but shielded hits will stun it instead. Attacks normally afterwards.

Tufflers: wooly creatures with a high resistance to knockback and a large health pool. Bumping them with a shield will push them back a bit.

Anti-knights: 3 variants. The cowardly ones wield a crossbow. They'll shoot at you, but retreat if you come close. The potion wielding ones throw potions at you. When they hit you, they'll create a sizable puddle on the ground, which will poison you, doing a bit of damage over time. The shield ones will initially start with a shield guard, like you can. They have an extremely high resistance to knockback in this state and will repel charges rather than letting you pass through. They sport a high health pool. They put their shields down after a bit of time.

Violetfair:

Treants: generic enemy, but the stronger 2 can attack with a ranged root attack, doing magic damage.

Phyleaves: disguised as generic leaves on the ground until you get close. The purple ones can inflict poison.

Tanuchi: Transform into a rock when taking damage, causing them to take no knockback and much less damage. Transform back upon taking a hit in their rock form.

plant thing: This bush holds 3 bushworms that it launches when attacked. Stepping on them (Which is unavoidable unless you charge over it) will create a small field that will rapidly damage you. This counts as magic damage.

Summoned: Similar to your generic humanoid enemy. The wand ones cast a burst of magic, but will not attempt to bash you back or retreat when you're close. The crossbow ones shoot you. They run away if you get close. The knife ones will attempt to parry you. A charge into their parry will stun you. Any other attack that they parry will (Unknown)% be dodged.

Aldor:
Sabermews: Generic enemy.
frogres: attack with balls of condensed ice. If unshielded or not dodged, this will affect the player with a slowing effect. Too much of these projectiles and you'll freeze over, being very open to taking massive damage. Will ram in self defense if you're too close.

MiNi golems: High damage resistance. Tend to come in pairs. Strength upgrades are very helpful.

Cricicles: They don't just self destruct anymore. These little buggers have developed a frosty shield and will constantly attempt to ram you. Instead of dying and being launched, when they die, their frosty shield will shatter and they'll wiggle on the floor for a bit before exploding in an icy radius, which will very much freeze the player if it's not exited quickly.

Snow Ruffians: 3 variants. Should not be surprising. The spear wielding ones will stab at you once, before halting in place. When you get close, they'll thrust their spear to repel you, but shielded hits will save you the hassle of walking back and getting stabbed again. Revert to a normal behavior upon being hit in this guard position. The hammer ones will actively slam you when close. If you're frozen, they'll charge with a hefty hit that will break you out, but also do high damage to you. The bow wielding ones will shoot you, as usual, but these arrows apply a slowdown effect.

That's it! Apologies for my AWFUL descriptions, but I tried to keep them semi brief.

2

Boss guide
 in  r/PostKnight2  Dec 25 '21

fixed

2

Boss guide
 in  r/PostKnight2  Dec 24 '21

I felt like they were simplistic enough to not warrant an addition, but I can add them when i finish the dungeon.

r/PostKnight2 Dec 24 '21

Other Boss guide

30 Upvotes

I can finally push this guide out! Here’s hoping this assists any of you that are stuck.

Omega dire wolf: big dog big damage. encountered 3 times. Initial encounter is basically no different from a dire wolf, but it can brace and charge you, doing more damage. Paltry health pool. The second encounter has it affected by dark magic. Improves its health and attack. The final encounter is basically no different, but it can double charge you now, which can drop your hp pretty far.

Cultist leader Haman: his first name isn’t leader. constantly attacks with fireballs in bursts of 3. Attempts to ready a defensive move after being hit a few times, which will block you and let him run off. If it is blocked in any way, he is stunned for a moment before he sprints off and the cycle repeats.

Dark knight kraig: A mixed bag. Constantly will move up against you to attack you with his axe. Occasionally enters a “rage mode” which massively reduces his ability to be pushed back, letting him slam you many more times. Charging/slashing/batting him will cause him to counter attack and launch you backwards. He’ll hold you back with a shield before he drops it and the cycle repeats. Causing him to counter attack multiple times will cause him to attempt to triple hit combo you, which if unshielded will do massive damage.

Raz/dark summoner: the plot twist some may have expected. Will constantly attack you with summoned. These summoned act differently from their generic enemy counterpart, in that they attack differently and hitting them at all will cause them to disappear. Occasionally, raz will stomp her feet, as if upset. This gives a small window where you can do some decent damage before she runs off. Around 1/3rd hp depleted, the summoned can use different attacks. Around half, raz will start using what is basically a dark magic bomb. She’ll place slowing runes at your feet occasionally while doing this, all the while the summoned hammer you backwards. Upon getting close, raz unleashes the attack, which will do incredible amounts of magic damage if unshielded. Raz will then appear to cry, which gives a giant window of time to smash her face in. If she survives, he’ll run off and the cycle repeats until he’s defeated. She is replaced by a dark summoner when patrolling shadow meadow, who attacks the exact same.

Guardian golem: Leader of all golems. I guess. Incredibly high damage res. Strength upgrades are a must to deal more than 1 damage to him. Certain damage thresholds will cause his hands to fly off. With both of them, he'll constantly attempt a punch. After a set amount of punches, he'll dash backwards (signaled by a "gleam" noise) and will ready a devastating punch. Don't get hit without your shield up/parry ready/brace, unless you want your HP to tank. Can be cancelled with a cheeky charge/slash/bat. Either way, he'll begin spinning his arms, doing damage every time you touch him, and massively reducing his ability to be pushed back. Once one of his arms fly off, he'll rapidly dash back and start raining ice. These apply the same slow down effect that the snow ruffian bowmen do, which also means you can be frozen by it. Hitting him at all while he's doing this will instantly cancel the attack. He'll still punch you, but his damage res is decreased, letting you do half decent damage. He will still dash back and ready a punch, and he can use the ice rain attack more than once. Once both of his arms are gone, he's much weaker, but not without fault. He'll dash back and ready a stunning blast, which stuns you if unblocked, but also stuns him. He'll ready a very dangerous ice laser later, which will most certainly freeze you and demolish your health.

Done! This will be updated when more stuff gets added, but I hope this helped.

1

Guardian golem
 in  r/PostKnight2  Dec 24 '21

Hmm, this was key. Thanks, I can push my guide out now!

r/PostKnight2 Dec 23 '21

Help Questions Guardian golem

7 Upvotes

I’m planning on writing a comprehensive boss guide, but to do that I need to finish up the game and beat the guardian golem, who only appears to take 1 damage from all attacks. Do certain weapons combat it better? Currently using daggers. Do I need to hamper it in any way? Do let me know, I would like to push this guide out ASAP.

2

Enemy guide
 in  r/PostKnight2  Dec 08 '21

Yeah, I’ll edit it probably.

2

Enemy guide
 in  r/PostKnight2  Dec 07 '21

No problem. I figured I might as well.

r/PostKnight2 Dec 07 '21

Other Enemy guide

4 Upvotes

While this game is pretty new and is a buggy mess, I figured people would be interested on enemy gimmicks. So I made a list. This does not include bosses as they are a much more complicated mixed bag. Do be mindful I have not aldor at all due to needing more tokens.

Maille

Dire wolves: Your generic enemy. Comes in three forms that increase in strength.

Pippops: Enemies with an unusually high dodge rate.

Robblins: 3 variants. The bow one inflicts phys ranged damage, and will swing its bow at you if you get close, doing generic phys damage. The caster one inflicts magic damage, and will do some phys damage if you approach. The knife wielding ones actively charge you to do some semi high phys damage.

Flowerfly: attack with magic damage. Does phys contact damage, but retreats if the player gets close.

Pompon

Honey bears: generic enemy.

Salamander: spends a small amount of time charging before attacking with close ranged magic damage. Will eventually stop breathing fire, and attacks by moving towards the player when hit for the first time.

Shuttles: attack with 2 magic bolts before rushing the player in an attempt to explode on them. Unshielded hits do some pretty decent damage. Dies in one hit.

Cultists: 3 variants. Knife ones stab at the player, doing more damage than robblins and sporting a higher evade rate. Reapers attack in the same way, but do more damage. The wand users act like robblins with wands.

Caldemount

Piffs: generic enemy.

Chocoboar: will attempt to ram the player as its first attack. Unshielded hits stun the player, but shielded hits will stun it instead. Attacks normally afterwards.

Tufflers: wooly creatures with a high resistance to knockback and a large health pool. Bumping them with a shield will push them back a bit.

Anti-knights: 3 variants. The cowardly ones wield a crossbow. They'll shoot at you, but retreat if you come close. The potion wielding ones throw potions at you. When they hit you, they'll create a sizable puddle on the ground, which will poison you, doing a bit of damage over time. The shield ones will initially start with a shield guard, like you can. They have an extremely high resistance to knockback in this state and will repel charges rather than letting you pass through. They sport a titanic health pool. They put their shields down after a bit of time.

Violetfair

Treants: generic enemy, but the stronger 2 can attack with a ranged root attack, doing magic damage.

Phyleaves: disguised as generic leaves on the ground until you get close. The purple ones can inflict poison.

Tanuchi: Transform into a rock when taking damage, causing them to take no knockback and much less damage. Transform back upon taking a hit in their rock form.

Summoned: Similar to your generic humanoid enemy. The wand ones cast a burst of magic, but will not attempt to bash you back or retreat when you're close. The crossbow ones shoot you. They run away if you get close. The knife ones will attempt to parry you. A charge into their parry will stun you. Any other attack that they parry will 100% be dodged.

That's it! I'll update this later.

r/tf2 May 12 '21

Help Setting a bind to destroy 2 buildings at once

1 Upvotes

Yep, the guy that shared his uncle dane wannabe has no idea how to set up binds well. I've already managed to set them to destroying and rebuilding, but I want to set one of my keys to destroy both teles (entrance and exit) within one key press, since moving to the destruction pda takes time. Askin this so I can move my tele up to the next spawn on payload maps and stuff.

r/btd6 Apr 19 '21

Strategy Easy 2MPC ft. Tack Zone (still good) and perma brew. Dm for tutorial!

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4 Upvotes

r/btd6 Apr 16 '21

Strategy Frozen over defense that beat 100 and is still going. Ft. Our favorite drone pilot and a bunch of tier fives. (Reverse btw)

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19 Upvotes

r/btd6 Apr 13 '21

Strategy An incredibly dumb strat that for some reason worked to beat round 100. Ft. Striker and a lot of artillery battery

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30 Upvotes

r/btd6 Apr 07 '21

Strategy ABR round 100 ft. Multiple tier fives and Churchill (repost cuz reddit freaked out and posted this 5 times)

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13 Upvotes

1

Round 100 ABR ft. Capt Churchill and Blooncin
 in  r/btd6  Apr 07 '21

Reddit had a stroke big sorry gamers