I am, no, we are
Dublinn!

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I am, no, we are
Dublinn!
Easy game
IS3 W16 featuring my 19 Karat Gold Roach
Revisiting IS3 reminds me why I don’t play IS3 anymore. Bottom text. Also I only got a Medic voucher at the end, so throughout the run, #MY GOAT was in charge of keeping me alive:
Witness True Ritualist Power. Just need 200 Trust and I’ll have the Objectively Strongest Arturia.
Fremont enters the library to tell Nymph to stop fucking around and Nymph dropkickd him right back outside.
I was wondering if you had any advice on doing well in the new RA mode, I'd like to give it a proper go because the mode is interesting but I kind of struggled with the last version. Mostly with being efficient with resource gathering and getting my base built properly for eneny attacks. Even just a quick list of basic tips would be super helpful, thanks!
Sure thing, a quick and dirty on RA Wiseposting:
A basic understanding of math takes you a long way. What this means is, every time you go on any deployment, no matter how small, you are using resources: Six pieces of Rice at the bare minimum (for 2 energy drinks), and an Act, of which you get two per day. So that's the baseline of what you are spending outside of whatever else you bring, such as Wood Harvesters (7 Wood per unit plus 1 Stone), Crabbie Pumpies (10 Wood per unit), and so on. If you use a Harvester, getting 7 Wood out of it is just enough to break even, any more Wood you get on top of that is what you are actually bringing in. Basically, make sure you are actually not losing resources on each outing.
For the love of god, use your resources. Yeah, you need to accumulate resources to level up your HQ, but you also need to use them for Gameplay. For the low low cost of 2 Stones and 2 Water, you can make Urban Barriers that reroute enemies. For the pitance that is 5 Wood, you can make Battlements, which are your own deployable Ranged tile. For 8 Wood, you can craft a Reactive Barrier, a 5 Block wall that can hold light and medium enemies for a bit while you deploy everything else and build your DP, as RA2 maps open very fast for the most part. These are insanely powerful tools and when I hear someone struggling with RA, my first guess is that they are not using these tools. You can shape any map to suit your intent. If you can't understand how strong that is, then you are not ready to tackle this gamemode, which, actually, leads me to the next point:
This IS endgame. Like, endgame endgame. Besides using the game mode's mechanics, it's also expected that you know your team building besides "I can deploy Surtr, Ch'ung and Mlynar, and win". It's absolutely not going to work if you don't know how else to to build a comp and take on challenges harder than Do Damage To It Without Minding Anything Else. That and the raw requirements in terms of number of Operators to truly enjoy all bonuses within the game mode (like Expeditions and Logistics).
Learn to do maps as efficiently as possible: Try to master getting all the animals or resources in any given map, you are using Food and an Act to do anything, make sure to get as much as you can out of it, how to go about each given hunting or resource map, which units, how much to spend on Gatherers and Watch Towers, etc. This ties in on point one. Battlements allow you to put ranged tiles to burst resource tiles more easily, too.
Cook food and use it. Food is incredibly powerful and gives you a lot of flexibility on what you want out of each individual unit: More Block and bulk, more SP generating, more Attack, less DP cost and redeployment timer, food is just VERY powerful and by not cooking and eating these stat boosting meals, you are very much making your life harder for you. Experiment at first to discover recipes, then start cooking what you need for whatever task you need.
INTERCEPT. Intercepting is attacking enemies before they reach your base. If you lose in your HQ, you lose. If you lose anywhere else, you just keep going and whatever enemies died remain dead. You don't need to kill hordes on the first fight, you just need to thin them and make each subsequent fight easier. Why fight 230ish enemies all hitting you at once when you can attack them, thin that out to maybe 160 then 120 then to 33 and then actually defend against a fraction of them with a LOT more leeway? You can just make a team that has no intention of actually winning and instead just aims to kill as many enemies as quickly as possible before you inevitably leak the boss. Figure out your own strategies and use structures and traps you can craft.
These would be the six fundamental maxims for RA2, I would say. You can use Urban Barriers to make mazes on maps and set up kill points and other things, but that's a whole other post.
The Accidents Factory: Creating Bigger Problems With Worse Solutions.
Are there any notable supporters you reccomend? I kinda ignore the class except for gnosis (and I do use scene and deep color in IS a bit) and I wonder if I'm actually sleeping on some fun units.
YOU CAME TO THE RIGHT NEIGHBORHOOD, MOTHER FUCKER, I LOVE SUPPORTERS.
Suzuran - 6* Decel Binder. The moral of Arknights is that children make excellent soldiers, and Suzuran proves this. Her two Talents are really good, as she serves as an incredibly potent SP accelerator for Supporters (+0.4 extra SP per second, so Supporters will charge 40% faster, herself included), and all enemies suffering from Slow (the actual status effect Slow, not the movement speed reduction effects one can find on Manticore or Chung the Hung, for example) in her range are also inflicted with 20% Fragile (so, they take 20% extra Phys, Arts and True damage from all sources). It doesn't have to be Slow inflicted by her, any Slow will do, so Angelina's S2 machinegun Slow will render an enemy vulnerable to an ass kicking quite effectively, as will Podenco's S2, and any source of Slow additional to Suzuran herself. S2 gives her an extra target on every attack, 2 extra targets with Masteries, alongside a minor Attack buff and, more importantly, infinite duration, meaning she can control more enemies at once and better prevent Slow Dilution (what I call when you Slow an enemy, then the next enemy passes them, making them the next target, and so on, diluting damage and clustering them; this isn't necessarily bad but it can be undesired depending on you strategy). Her spotlight stealer, however, is her S3, which expands her range, provides strong passive healing (so unhealables can be healed), doubles her Fragile Talent (40%), and Slows everything in range. Gnosis Fragile is bigger (50%) but he only maintains it in comparatively shorter bursts, Suzuran's S3 last 35 whopping seconds, and enemies that are Slow-immune are far fewer than Freeze-immune. This section is particularly big because, yeah, Suzuran just really does that much, she combos VERY well with other Supporters, can be slotted in any team, and just generally works, I'm not even a Suzuran fan, she's just that jacked.
Podenco - 4* Decel Binder, real name GODenco, also slots easily into any team, can switch to healing on her S1, or provide bursts of Silence, AoE Arts damage and Slow on good upkeep with her S2. She also provides a minor passive buff to other Supporters. If you need to Silence things, you think of the best Silencer, Lappland, but sometimes you need to Silence a LOT of things, enough that Lapp might get overwhelmed, well, that's when you use GODenco S2 and suddenly that entire cluster of 8 exploding spiders won't go boom no more. She's really good for Slow Dilution because of her single target into AoE skill, so she combos really good with AoE hitters like Artillerymen, Fortresses, Chain Casters, Qiu Bai S2, etc.
Shamare - 5* Hexer, a good execution support, as she applies 30% Fragile to enemies in range under 40% HP. Her main hat trick, however, is her S2, her signature Cursed Doll. At S2M3, the Cursed Doll, which you deploy on the field and it affects its tile and the 8 surrounding tiles, will provide an absolutely ungodly debuff of -50% ATK and DEF to all enemies in said range. One of the rare ATK% debuffs in the game, and in my opinion the best, it'll make even Gopnik hit like a wet noodle. What's more, since it's not an active skill, the moment you drop your Cursed Doll, Shamare will immediately begin charging the next one! With a charge of 30 and a doll timer of 15 seconds, her true charge time is 15 seconds. Basically, you can cycle 15 seconds of regular enemy stats and 15 seconds of halved enemy stats. This is legitimately insane. Since Shamare's stats are also unimportant, you can just leave her at E2Lv1 (unless you want her Module, which imo is not worth the lv2+ and I'd only get the lv1 if you really like her) so she can be a cheap and powerful investment.
U-Official - NUMERO UNO CAMPEAO DA PENTA
Quercus - 5* Abjurer. I'll keep it simple here: Her healing with Module is bonkers, and she provides Shelter (damage reduction%) to units in range above 70% HP, 60% with Module Lv3. S1 is her permanent Healer mode, toggable on a long cooldown, while S2 is her burst healing window skill, notable in that it provides SP to healed units throughout its duration. Quercus is sleeped upon, she's a REALLY strong Supporter that provides SP, healing and bulk.
Orchid - 3* Decel Binder. I include her here if you want to play Integrated Strategies, because she's always a good free pick there. She's the Slower that Slows.
Roberta - 4* Artificer. I include her here because my stream audience will disembowel me and chain my flayed corpse outside the Museum of Modern Arts if I don't, she's my meme unit. THOUGH, her Shield-providing, DEF enhancing tools can come in handy.
Valarqvin - 5* Ritualist. The IS4 free unit. Significantly stronger in IS4 due to built-in Necrosis Damage on autoattacks, but even outside of IS4, she can be useful for bursting or key enemy elimination with S2, as Necrosis is a strong effect with a built in, decaying ATK% debuff (again, rare) and unmitigated DoT (total of 12000 damage over 15 seconds, 800 dmg per second). Nothing so far in the game resists this, so go ham.
Angelina - 6* Decel Binder. Angelina's whole thing is that she's not a standout unit in any regard, but she can support practically every team, can so strong sustained damage and Slow against single targets with S2, strong multitarget Slow and reduced Weight for Shifting with S3, and passively increases party ASPD and gives them passive healing (works on unhealables). Angelina is kind of like a crowbar or a length of rope in that she's as useful as you can be creative with her, never as a stand out, but as a good brick in the overall house.
Ling - Limited 6* Summoner. Kind of an obligatory mention, but basically, God Mode. One of the gamebreakers, as she can produce 4-Block replenishable immensely powerful summons with multitarget equal to block, Arts damage, and damaging auras. Yeah. Even without that monster of an S3, she can sub Burst Damage and crowd control really well with S2. Her applications are insane, she's so strong that we can be here all day, so we won't do that, she's a very well documented unit.
Skadi the Corrupting Heart - Limited 6* Bard. Again, another well documented unit, but she can basically E3 your units with the sheer stat heft she provides through her S2 buff, can deploy an extension to this range with her Seaborn Summon, and if you really want to go ham, she can enter Microwave Mode with S3 so True Damage cook the shit out of anything, in addition to providing a really big Attack bonus to units in range while at it. Well documented unit so I'll keep it brief but yeah, godlike unit.
There's a few more, like Proviso and Scene, but that's enough for now. "Your forgot to mention--" I didn't forget, you do it.
I hope this helps, anon!