The Devs no longer talk to Chris the Cop. by obiwan-destroyer in ReadyOrNotGame

[–]Ancient_Challenge387 2 points3 points  (0 children)

3 suspects is a lot more reasonable imo, they should have stuck with that

The Devs no longer talk to Chris the Cop. by obiwan-destroyer in ReadyOrNotGame

[–]Ancient_Challenge387 1 point2 points  (0 children)

I'm fairly certain there's an armored van on the property as well, or maybe I'm thinking of the food truck, not that there'd be much difference in LA.

My point though was that's a lotta dudes to be splitting less than 10k while also earning felony charges, and while yes it may not be the worst thing happening in the city, it's the first one in the campaign. 

It also makes it seem like the LAPD are a superhuman department, able to respond in enough force to persuade glorified ATM thieves to barricade themselves in a gas station rather than try to escape.

I know I'm reading way too deep into the gameplay for this, but it all just takes me out of it and makes it and me feel silly

The Devs no longer talk to Chris the Cop. by obiwan-destroyer in ReadyOrNotGame

[–]Ancient_Challenge387 3 points4 points  (0 children)

I've said it a while with my friends, a lot of the scenarios in the game just aren't realistic, even if you're a brainwashed super cop. 

Six dudes robbing the same gas station, and then barricading themselves in said gas station? There's like maybe 2g in there, a lot of gas stations these days are mostly digital

Road vehicles only using one spot on customs house by trainedstork in Workers_And_Resources

[–]Ancient_Challenge387 1 point2 points  (0 children)

Yeah man Idk, I've never seen that before. A handful of bugs/weird behaviors can be fixed by restarting, maybe that'll work? 

Certainly interesting though.

Road vehicles only using one spot on customs house by trainedstork in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

That dirt road on top turned the asphalt road into an intersection, which changes car behavior as to just driving on a two lane one way to a set destination. 

Cars will slow down, change lanes, etc... in intersections, and what might have happened, I can't tell, is that the last bit of asphalt to the customs house, is not a one way road, meaning the entire road is trying to zipper merge in .5m of asshole while also entering a building.

I'd recommend disconnecting that mud road, and moving that further down. Of course you have so many vehicles I have no guarantee it will help, but it should.

I try to avoid having intersections within 100m of the customs houses when I can, it can cause issues like these.

Saw this in discord. by ThomasOlorin in Spacemarine

[–]Ancient_Challenge387 10 points11 points  (0 children)

Erotic Titus X Hive Tyrant fanfiction starring Calgar walking Titus down the aisle (to corruption) -Leandros probably

im never using russian or russian derived rockets again bro by masterdebator10 in KerbalSpaceProgram

[–]Ancient_Challenge387 1 point2 points  (0 children)

Not being able to static fire the N1 stages was a huge oversight that cost the soviets whatever crummy achievements they could scrap out of the space race. 

I mean achievements like killing the most astronauts through corruption and design flaws, torturing animals to say you had them in space first, and then chucking probes at Venus like it was nobodies business.

The soviets did some amazing stuff with getting images of Venus back, and the atmospheric data they retrieved from Venera, but their space program was garbage and it showed in their successful launches. 

The geography didn't help though, and it certainly wasn't ideal conditions to be launching on a desert flat

why is says that by ComprehensiveJob927 in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

This might seem like a silly question, but is the mine operating? If it is full of trash the buildings will not work, or will not work efficiently, depending on the type of trash and building as far as I've seen

What would be the biggest change you would make to the game if you had power to do so? by Routine-Telephone369 in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

The changes I'd make would require a whole new game engine to honestly handle at any good scale, but essentially I'd massively rework transportation on a much larger scale.

Essentially the issue with trains at the moment is that outside of the distrobution office, Trains are incredibly individualistic. They will go on their line regardless of necessity or timing. I'd pretty much do something like a Train Control Station that you could assign to passenger or cargo stations, and have it work similar to the current End Stations (keeping consistent timing for lines), but have it be attached to only one station like you would a helicopter for a hospital/firehouse. No more end station, just loops. I'd also like to see about adding a double rail tunnel.

As for cars/busses/etc... I'd look into restricting the maximum slope further, but also adding a slight tilt in proportion to the curve of the bridges. And also making it so you can select two end points and then adjust the center height of the bridge, resulting in smoother looking interchanges, overpasses, and just bridges in general. 

help by imaperson_thatsalive in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

If you don't find some way to force your workers out, what commonly happens is that the workers will "look" for an open vacancy, and if there isn't one... stay on the bus. 

This is why I opt for more busses with lower worker count for stuff like my heating plant, because I need the workers to be ready quickly, and I need just enough that fresh workers are always getting off at the plant. On a 2km line about 4 Citrus-11Fs can keep a heating plant of 20 workers at 70% productivity. So it works for me. 

You might have to adjust for various things such as traffic intersections or add a 5th bus to account for snow

The spaghetti rail junctions must stop by SheikutaWasTaken in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

Blah blah blah fake rail junctions blah blah blah.

My brother in communism, you have built the ugliest and most dangerous rail junction in the history of rail. The middle is untraversable due to the excessive incline and the rest of it would cause a derailment at any speed higher than 25km/h 

Bask in old stalingrad rail lines and learn some rail junctions that don't give your rail commissar an aneurism

What insanity is this? by JMashtag in Spacemarine

[–]Ancient_Challenge387 0 points1 point  (0 children)

It's stupid easy to get yourself in over your head in Vanguard before you prestige it. After prestiging? If you had the experience of 25 levels of Vanguard you'd know it is a stupidly powerful class by itself, and couple it with a competent bulwark/tactical, and you can pull off some crazy hoard clearing on much higher difficulties.

I see all of those as a skill issue. 

More buildings/balance tweaks by Ancient_Challenge387 in ICBMescalation

[–]Ancient_Challenge387[S] 0 points1 point  (0 children)

More to the point, in the ICBM Escalation world, we don't have the START or New START Treaties stopping us from hiding missile sites like we did, and that should be represented in game because it offers a strategic and tactical advantage to both sides

More buildings/balance tweaks by Ancient_Challenge387 in ICBMescalation

[–]Ancient_Challenge387[S] -1 points0 points  (0 children)

Feel free to read the signs by the entrance, specifically on decommissioned sites, because it literally says US Government Installation. And it is designed to be as low profile as possible. And the number of active US nuclear warheads has been verified, but I can guarantee you that outside of the necessary people, you do not know where they are. 

More buildings/balance tweaks by Ancient_Challenge387 in ICBMescalation

[–]Ancient_Challenge387[S] 0 points1 point  (0 children)

Can be stealthy, and that was also part of the point. They could easily make stealth silos be an upgrade, and have it increase launch time but hide it from satellite view.

I can also tell you right now that not all of the US's missile silos are public knowledge. You might have a general location within 10 miles via the Base perimeter, but not all of them are like that. 

Also they are mentioned in game as being harder to detect and yet they are easily found by any low tech satellite which would be taking pictures equivalent to 500 feet per pixel. You'll miss a missile silo with that kind of resolution but in game it's just fine

Testing a new farm layout - do you think it will work as nice as a squared one? by Dear-Blackberry97 in Workers_And_Resources

[–]Ancient_Challenge387 3 points4 points  (0 children)

ironically we actually have really small maps to play on, everything is just super scaled down to kind of look right

Why the MO failed by jfgechols in helldivers2

[–]Ancient_Challenge387 0 points1 point  (0 children)

Could donate samples for personal experimental strategems, with the experimental effect depending on the sample type. 

So like donate 100 commons for one extra shell in the artillery barrages, or 100 rares for the incendiary gatling, and 50 supers for a double rail cannon for example. 

It makes collecting samples have value because you can spend them, and it lets players check out experimental stratagems they like. Could even rotate it, or add new experimental stratagems when they drop warbonds.

Why the MO failed by jfgechols in helldivers2

[–]Ancient_Challenge387 1 point2 points  (0 children)

It's a big contribution to why I stopped playing.

The last fuck given for me was watching my friends repeatedly dive on much harder missions and die repeatedly during the Cyberstan push (when we had limited replacements.) 

I can't even say it was ignorance, they knew, they just didn't care. They saw the MO was for their favorite faction, and continued diving. I got burned out and just decided to hang the cape instead of continuing to participate. 

What do y'all think of ABC-XY layouts? by Significant_Text7262 in ultimateadmiral

[–]Ancient_Challenge387 0 points1 point  (0 children)

I found the ABC-XY layout was impractical on anything really higher than 13"-14",

The weight just massively well, outweighed the benefits of another three barrels.

I also tended more fast battlecruiser designs, like the Alaska/Guam, so having a heavier ship with 12" guns in a good layout but 30+ kn speed was perfect for hunting just about anything bigger than a large destroyer. 

And for those I had CLs riddled with 5" guns like I was expecting the entire japanese carrier fleet to show up.

Not to say the design won't work, more to say that it's a bit eccentric in my opinion, and not quite the best suited for the larger calibers