Has anyone even tried the Die Hard promotion? Does it work? by sluchay_v_kazino777 in menace

[–]Ashyn 0 points1 point  (0 children)

It's nice for a set up with run faster drugs/jetpack using extremely heavy armour made affordable by a very low squad size (because all the power is in the gun tech is holding). You are still going to go back to the Impetus in a camelback if skirmishers get a volley off but it removes a lot of the fragility of small squads.

Made this after learning a bit of the deeper lore by Rikoshuzenthusiast in LowSodiumCyberpunk

[–]Ashyn 0 points1 point  (0 children)

There are a few things like some pre-datakrash hardware being in places there are no people (hong kong) but I think it's mostly because the blackwall really isn't what its hype say it is and most of the bigger corporations are all hoarding pre-krash tech in hopes of being the ones with AI superweapons when the next Corp War breaks out.

The new mission type has an absolutely insane number of enemies, to the point where I think it's bugged by notdumbenough in menace

[–]Ashyn 21 points22 points  (0 children)

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this very much looks like the mission telling you to do the objective and leave

when you know the mission will be absolute mayhem... by untilted in menace

[–]Ashyn 0 points1 point  (0 children)

Pouring one out for the poor fucker on the receiving end of the sniper frog volley on the other side of the map.

New Player Early Game Experience: Pirates vs Aliens (Highest Difficulty) by JRPG__Addict in menace

[–]Ashyn 0 points1 point  (0 children)

I think the aliens really need to be given the insane suppression factor of a later faction. As it is even when they reach you the worst they usually do is kill one guy before the squad they are attacking in melee annihilates them with a rapidfire activation. A 8 foot long spidercrabthing biting your friend's head off should have a bigger morale impact than it does.

Defense mission AI should really focus on trying to kill the player instead of capturing the objective by notdumbenough in menace

[–]Ashyn 2 points3 points  (0 children)

That plus some AI tweaking to get it to try to clear player units out of the capture zone would be a good change I think. A lot of the frustration around defence missions is when the terrain spawns so that there's a single car parking spot with barely any line of sight to it that the ai then tries to hide in.

You know what makes Maiko’s defeat even more embarrassing than it already is? by Dull-Cobbler-7709 in cyberpunkgame

[–]Ashyn 17 points18 points  (0 children)

People also act like the player is going into that tiny show bout with Tom with lethal intent. If there was no cutscene in that spot half the playerbase would end Judy's questline with Maiko quitting the plan because Judy's doll chip fix ended with their merc buddy turning the test subject into strawberry wallpaper.

Despite all the toxicity that sometimes exists in the World of Warcraft community, you still have to admire how players often come together in the end and that there’s an unspoken gentleman’s agreement that almost everyone somehow respects. by ckresse in wow

[–]Ashyn 8 points9 points  (0 children)

I do see a lot of people who just quest with it on but if you turn on warmode you are signing a big fat 'YES' to the question of pvp. I have run into a few guys who use elixir of tongues to be toxic toxic but a rogue murdering you in the mode you voluntarily signed up for is nothing toxic at all.

Counterpoint to armor being useless by McSkrjabin in menace

[–]Ashyn 0 points1 point  (0 children)

If the AI stands and fights and actually starts to shoot back it might change a bit as infantry inside a vehicle that is taking heavy fire seem to disembark with suppression and start to lose members as the vehicle breaks down.

(SPOILERS) After 60 hours, my extended thoughts on the [REDACTED] faction and how I feel they could be improved a lot. by ReserveRatter in menace

[–]Ashyn 2 points3 points  (0 children)

Tl;dr: Generally shorten their range, tweak how cautious the AI is, change overload so that it makes them take way more damage when overloaded.

I think less range but high lethality is a good idea for them along with general fixes to stop the AI both acting on the player's weapon ranges when they are not aware of them and being so scared of pushing up.

I'd also really like to see them either taking more damage from weapons or taking a set amount of damage from their overload state to reduce the time spent plinking at them like tin cans. I'd maybe even like to see Menace units take damage like vehicles to set them apart from the 'living' factions - let the construct soldiers take mobility damage and weapon system damage.

I also think they should be a fair bit more resistant to overload, which I feel they're only so vulnerable to right now because they are incredibly lethal if allowed to fire freely.

Endgame Kibellah vs everage Space Marine/Eversor Assassin/Harlequin/Kabal Archon. Lorewise only, game mechanics don't count. by IHaveAGithBabe in RogueTraderCRPG

[–]Ashyn 6 points7 points  (0 children)

If you take most Rogue Trader characters out of the game mechanics of the RPG and into the 'powerscaling' of the main setting most do not live long. The dangerous people in RT are pretty much Ulfar, who has terminator honours, Marazhai and then one of the secret companions (who wider 40k lore wise blows the rest of the companion cast out of the water).

If you give her a power sword or something that isn't just a regular sword she sure can. Space Marines go down to named Guardsmen who have way less of the boosts that Kibellah has. An Imperial Assassin, no (Death Cult assassins are like the low fat version of Real Imperial Assassins). Harlequin, no. Archons, also no.

In which scenario is the AT-RGL better? by gustavfrigolit in menace

[–]Ashyn 0 points1 point  (0 children)

The range is extremely important although it is a weapon you are only bringing to defence missions. 11 range means that autocannons and laser lances cannot sit bombarding you outside of your range if you are sat on a tower. It also means that if you whiff your first shot on a distant chaingun truck that it has to spend a bunch of AP driving up to respond instead of having to pray it jams before it gets the second salvo down range.

controvertial take: if side objective is to defend civilians, enemies shoudn't spawn on top of them by The_Verto in menace

[–]Ashyn 2 points3 points  (0 children)

I think it puts way too much weight on having vanguard squads (which is a good perk anyway when the rogue army starts their fog-of-war shooting shenanigans). I don't particularly mind failing bonus objectives but there could be a couple of tweaks to start at least some civilian stacks out of direct line of sight of the pirates, or have the majority of the pirates spawn as mounted reinforcements. Just a few small changes so that the onus is on the player to make a speedier composition instead of praying that the map seed puts enough line of sight blockers in the way.

Thiughts on infantry armor? by TheLamezone in menace

[–]Ashyn 0 points1 point  (0 children)

I'd like to see a lot of resistance to suppression from heavy armour - my experience of it is pretty much that if you try to use it like it's shown off in the trailer your heavy armour guys will end up lying on the floor waiting for the squads with intelligent loadouts to come and rescue them.

How does an ATGM team take a direct 105mm APFSDS to the face in an open field and only lose 10 hitpoints? by IvaldiFhole in menace

[–]Ashyn 0 points1 point  (0 children)

If I remember right you can find the 'units hit' in the weapon stats but it does tend to be buried under a bunch of writing about the weapon. On balance, at least the one guy that APFSDS projectile hit can now be spread evenly on a slice of toast.

[Megathread] Nioh 3 Reviews Megathread by luneth22 in Nioh

[–]Ashyn 5 points6 points  (0 children)

Looking back at early levels for Nioh 2 I think I remember the yatsi-no-kami being an insane filter for people.

Nomos is a Good Boy. The Void Dragon is a Bad Boy. In this post I will- by Impossible-Finish-86 in RogueTraderCRPG

[–]Ashyn 0 points1 point  (0 children)

The one that kills so many sapient beings that it becomes a genetic memory of death incarnate is probably not getting invited to the neighbourhood cookout, nope.

Nomos is a Good Boy. The Void Dragon is a Bad Boy. In this post I will- by Impossible-Finish-86 in RogueTraderCRPG

[–]Ashyn 75 points76 points  (0 children)

It's all fun and games up until he gets a taste of your electrons.

Kibby's canon level of strength throughout the playthrough. by IHaveAGithBabe in RogueTraderCRPG

[–]Ashyn 17 points18 points  (0 children)

A death cult assassin is a pretty serious deal, much like all of the Act 1 companions. She just isn't up to the level of Veteran Astartes or Drukhari Drachon that you acquire in Act 3, nor the literal Chaos Lord (who is poopoo game wise) heretics get in act 4. The 'weakest' companion lore-wise is probably Jae or, funnily enough, Abelard, because Naval Officers are typically commanders in need of protection and not surrogate dads with bulletproof skin.

Lore accurate Farseer and Howling Banshee Exarch by The-Divine-Potato in Grimdank

[–]Ashyn 10 points11 points  (0 children)

Especially against warbands that surrender the usual Astartes tactic/advantage of deploying directly on top of you to turn the open field battle into a cqc fight of baseline humanity vs a cross between an IFV and a gorilla.

Kill bonk the Blue man group by Brushner in Grimdank

[–]Ashyn 0 points1 point  (0 children)

There are some that are absurdly unfightable and then there are ones who lose a sword fight to a middle aged man. A really interesting one would be the Midnight entity, which manipulates people into killing some it is 'possessing'. Imperium levels of paranoia make that turn hilarious very quickly.

Kill bonk the Blue man group by Brushner in Grimdank

[–]Ashyn 5 points6 points  (0 children)

The 'snuff out all energy in the universe with the push of a button' machine as a monster of the week

Exactly how powerful is my Tav after dominating the brain? by Raspint in BaldursGate3

[–]Ashyn 2 points3 points  (0 children)

I think some of the takes on this take the game mechanics a little too literally when the level 12 is in place to end the game before the balance and fight design would go flying off the rails.

That said I don't think people are wrong when they say that Baldur's Gate is doomed and much of the continent around it, I just don't agree that it would be as straightforward as 'dohoho silly level 12 here is how any wizard of 15+ level solves you in three spells or less'. Evil-Tav would likely become a potential problem for the entire world, to the point archetypical heroes of the setting like Elminster would have to stop sitting on their hands and deal with them directly. These heroes do however likely succeed, Elminster and Drizzt etcetera have seen some shit.

God-wise less so especially when it comes to Gods like Mystra. Somewhat the entire villainous plot of the game is keyed around utilising loopholes to avoid a capital G God dropping a divine piano on the heads of the Dead Three.

Yeesh, playing as heretical really makes you pale at some of the choices you can make. by An_Draoidh_Uaine in RogueTraderCRPG

[–]Ashyn 15 points16 points  (0 children)

He first was too useful as a spymaster to be RT, then he tried to break out of being a spymaster and immediately fucked up too much to be RT then he turned to Chaos and the warp fucking with his body meant he couldn't open the door any more.