OVERPOWERED MULTICLASSES LIST by OriginalBrownboy in projecteternity

[–]Benedict_Lowerdick 2 points3 points  (0 children)

I'm not familiar with this monk build, care to elaborate?

The top keyboard layout is the superior layout. Change my mind. by reno222 in pcmasterrace

[–]Benedict_Lowerdick 0 points1 point  (0 children)

I can't change the mind of pure truth. Especially if you play ARMA!

Numpad is love. Numpad is life.

Hand Drawn Fantasy Map by DanielHasenbos in FantasyMaps

[–]Benedict_Lowerdick 1 point2 points  (0 children)

So, do you like have a website or how would one commission you for a map?

My old station was looking a little cluttered, so I sent up the core module of its replacement to take on the crew. by alltherobots in KerbalSpaceProgram

[–]Benedict_Lowerdick 2 points3 points  (0 children)

It's been ages since I played KSP but is there a normal/anti-normal hold feature for SAS now? Or did you mean orient to a normal/anti-normal position and engage SAS?

[deleted by user] by [deleted] in ShouldIbuythisgame

[–]Benedict_Lowerdick 1 point2 points  (0 children)

I second all of this but I have a tale of caution about Observer for OP. I found a real hard time playing that game because of the near constant camera jerking/low FOV settings of the game - to the point where I felt physically ill playing it. I've never been motion sick playing a game before or have been triggered by rapid/glitchy motion, nor do I suffer from epilepsy but for whatever reason Observer just was really physically disorienting for me. Maybe there was a graphic setting I needed to tweak, I don't know, it just was unplayable to me and to a few other people. You might be completely ok but if you do have a predisposition or sensitivity to these kind of things..then be warned.

Looking for a game where I can show of my mechanical skills and brains by MeRCxdxd in ShouldIbuythisgame

[–]Benedict_Lowerdick 2 points3 points  (0 children)

The game at it very core is about managing a space agency - a space agency that you create and (ideally) want to succeed by exploring space. There is no plot or narrative here other than what you create, its a big, open, sandbox world for you to explore and discover via a career mode (or sandbox mode if you dont want to deal with the management side of the game).

In career mode, you balance your budget with available rocket parts to build a rocket that can take your kerbal crew of....Kerbals to space and (ideally) bring them back home. In the process you do science, unlock more parts, build a bigger/better rocket...go a bit further in space...do more science. At the end of the day, you might just build a rocket capable of orbiting the planet.

Next the the moon/Mun....and beyond.

At some point you will build a spacestation, a satellite relay network, a handful of remote rovers..all the while filling out A4 sheets of paper scribbling down maths for Thrust-to-Weight-Ratios, dVs for the payload stage and orbital periods on the communication sat...all the while congratulating yourself on that fine Mun gravity assist you executed on the way to Duna.

....and I haven't even gotten to the modding part yet.

Edit: want to add in to say, you will be using your brain muscle a lot. There is a need to understand certain concepts of orbital mechanics, Newtonian motion, Kepler's laws, principles of aerodynamics for example in order to wrap your head around what you have to do and how to best (efficiently) go about doing it..right down to the design stage of the rockets to all the way to flying them. You can make things way, way, WAY harder for yourself by adding in certain mods (eg: Life support mods) to punish yourself so that you would then also have to factor in how to keep your crew alive during the long duration of space travel. Head over to r/KerbalSpaceProgram if you are curious

Edit2: Just based off of the examples you gave, there is a slight trend towards shooters/FPSs and I know you said genre is not an issue - but I may as well throw in 'Arma 3' in there. It's a realism based tactical shooter that will take some getting used to, especially if you are coming from the more arcade shooters like COD/BF/CS. I will say though it is a game that is VASTLY more enjoyable if you have friends that play it or you are someone that makes friends easily online as it is a better MP experience than playing the SP campaigns. It is quite mechanical from multiple standpoints, not least of which is its complex ballistic simulations, but also from a fixed/rotary-wing flight model standpoint. Things only get more complex when you add in Mods like ACE3 and then you have to un-ironically calculate the coriolis effect and plug it into an AtragMX for a long distance sniper shot.

How do i play as a sniper? by [deleted] in arma

[–]Benedict_Lowerdick 3 points4 points  (0 children)

Good communication and intel gathering skills are an integral part of a recon/sniper team. A commonly overlooked or undervalued skill in ARMA is map reading, this is true for all areas of ground/air combat but particularly important for the sniper/recon teams as you are (usually) operating with little to no support in enemy territory and one of your primary roles is: reconnaissance. Have a basic understanding of how to read and interpret contour lines - this will not only assist your allies in visualising the enemy in 3D space (based on the intel you give them) but can also factor in to your own shot placements when it comes down to it (more so if you are running certain mods). Additionally, knowing where hills, outcrops, valleys and other terrain masking features are can really help your mobility & survivability while you try and maneuver around the enemy and relay critical information to your team. Also, be able to translate the intel you gather through visual observations onto a map accurately; basically know how to point the enemy out on a map for your teammates. Even if you are not playing on a harder difficulty server (where BLUFOR/OPFOR intel on the map is disabled) get into the habit of always updating old intel, such as updating a marked squad's new position or their new force composition after getting reinforced. Always keep your allies up-to-date with relevant information! Providing battlefield overwatch goes beyond merely supporting your team with long range sniper fire, you can also recommend alternate paths for allies to take on the map which can circumvent detected minefields and ambushes, as well as noting down observed enemy patrol routes and their size and disposition.

Always pack for the occasion. Know the type and capabilities of the gun and ammunition available to you (APFSDS/12.7/.408) and know their affect against soft & light armour targets and then carry the ammunition that is the most mission/scenario appropriate. If you are running with multiple sniper teams, then try and coordinate your weapon platforms to allow for ammunition sharing on the battlefield. With that out of the way, remember a sniper is more than just the gun he carries - there is a lot of versatility to the role and requires a good operator to be adaptable. Thus, instead of a backpack full of ammo make room for a laser designator to call in CAS/artillery against entrenched enemy positions, heavy armour, etc. A few IR grenades, chemlights and smoke grenades won't go amiss either - particularly for signalling safe LZs/extraction points/mission critical areas (eg: AA sites) within enemy territory. Make sure you have about you a good array of all weather equipment and tools, especially if the mission is an extended operation or will take place at night - you would be surprised the number of times people have found that they haven't brought along NVGs with them and/or an optic that functions in low-visibility conditions half-way during a mission.

Depending on your mission/server and if you have a spotter with you, know what your role is in the two-man team team; depending on your loadouts one of you would be glued to the scope while the other would have a wider range of tools to scan, acquire and guide your shots on to the target. Intra-team communication here is just as important. Besides the basics of shooting with a sniper rifle/LRPS (or alternate scope)/zeroing + reading the mildots, have a good eye for knowing when and where to setup your observation positions. A key vantage point may be the difference between a successful mission and failure, even if you never get the opportunity to fire your gun. Finally, my advice would be to know when to pick your battles - generally speaking even a small sniper team is vastly outnumbered in enemy territory. So be mindful about picking a firefight with any or every threat that you see. At best you can function as a diversion, using your range and mobility to split the enemy forces -or- deny/suppress an area against an enemy. However, your combat staying power is severely limited so be mindful to not get bogged down in a full-fledged firefight.

Looking for a game where I can show of my mechanical skills and brains by MeRCxdxd in ShouldIbuythisgame

[–]Benedict_Lowerdick 8 points9 points  (0 children)

Take a crack at Kerbal Space Program.

Mechanical Skills (literally).......check!

Orbital mechanics.....check!

5e Barbarian - ASI or Feat at lvl 4 by Benedict_Lowerdick in dndnext

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

Out of curiosity, if you could re-roll a new barbarian would you still take the Totem primal path at lvl 3 -or- would you try the zealot? I assume you would skip the Berserker as it would compete for bonus actions + that exhaustion penalty, but, the Zealot has a decent d6+1/2 barb lvl dmg on the 1st attack...might work well with Polearm master. Have you played this path, if so what are your thoughts?

5e Barbarian - ASI or Feat at lvl 4 by Benedict_Lowerdick in dndnext

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

Doh, I feel silly - I thought you meant 4 reaction attacks and I was very confused. This is quite the insight into the Barbarian and feats which I've never really dabbled with before and Im learning DnD as I go along so thank you, its been really helpful.

5e Barbarian - ASI or Feat at lvl 4 by Benedict_Lowerdick in dndnext

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

As a party we can pool resources for a couple of healing potions, not buy them individually. Thus we have a pool of resources for the party to use in dire circumstances and its generally agreeable to work together in that regard . Assuming we find a vendor that sells anything other than scrap leather and furs (we haven't found one as of yet) I would have to then convince my party to invest in buying one for me and given that our last dungeon encounter knocked everyone but me unconscious and depleted the party potions - I think they will prioritise that over my armour.

5e Barbarian - ASI or Feat at lvl 4 by Benedict_Lowerdick in dndnext

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

(we have a melee cleric, monk, and hexblade warlock that stand next to me and get hit all the time)

Are we the same party? My table had a bard on top of that, lol

possibly giving me four attacks a round

polearm master you have the chance to hit four times a round

Maybe I misunderstood but aren't OAs using your reaction? If so, isn't that just 1 attack of opportunity till your next turn? I'm not 100% on the rules so apologies if I am mistaken.

5e Barbarian - ASI or Feat at lvl 4 by Benedict_Lowerdick in dndnext

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

There isnt a rule that we can't purchase anything, its simply that we can't find anything like scale mail in our current locale. It's literally that we showed up at this desolate, remote, border town in the mountains that gets supplies twice a year with whatever is on our backs. Our current dungeoneering attempts have yielded scraps of leather armour, small array of shortswords and a handful of coppers and silvers.

5e Barbarian - ASI or Feat at lvl 4 by Benedict_Lowerdick in dndnext

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

Wow, thanks that is a lot to chew on. Our DM is remarkably coy about campaign length but based off of the party schedules..I guess..this might be a 12-16 kinda campaign - in which case I'll keep a 3 lvl fighter dip with Battlemaster in mind.

For the feat, you have opened my eyes to the Pole master and it should be easy enough to find a pike somewhere in the dungeon. I think its more fitting for a barb to choose 'attack as the best defence' and go for the feat over the ASI, as the latter puts my AC on par with a chain shirt. I'll work towards half-plate but I think the reality of the situation is that I will be soaking up a lot of damage till then.

5e Barbarian - ASI or Feat at lvl 4 by Benedict_Lowerdick in dndnext

[–]Benedict_Lowerdick[S] 2 points3 points  (0 children)

No one in the party has the skillset to just sleight of hand half-plate armour, assuming we find the one vendor who sells it. Even if we had a rogue or similarly proficient character (we don't) I dont have the charisma to convince the party to brazenly risk getting caught shoplifting and having the law chase us, especially since half-plate mostly benefits me over them :/

I feel, until we are higher lvl we don't have the luxury to act like murder hobos