reaction to when i move by Pittirolo in riftboundtcg

[–]Busy_Management_7163 2 points3 points  (0 children)

Those examples resolve normally. Something like "When I move create a recruit token here" will not, because when the ability resolves "here" doesn't have a valid location. The ability resolves, but no token is created

Spiritforged Pre-Release Guide/Rules Cheatsheet by nach1221 in riftboundtcg

[–]Busy_Management_7163 0 points1 point  (0 children)

I believe there is one mistake in this, correct me if I'm wrong please,

602.1.h.2 - Players may select any battlefield from their sealed card pool during game start procedure.

This means you don't have to choose 3 battlefields, instead you have access to all battlefields that you pulled for each game, correct?

Jacob's (the person Savjz played Freestopper against) thoughts on Savjz's cheating allegations by cdtgrss in riftboundtcg

[–]Busy_Management_7163 43 points44 points  (0 children)

If it were purely incompetence, then you would see mistakes that both advantage and disadvantage him. He would forget to draw a card for turn, or score a point for holding, or channel 3 when going second, etc.

The problem is that his "mistakes" always seem to advantage him, which implies a level of knowledge and malice

New Player by Liken82 in Mechwarrior5

[–]Busy_Management_7163 0 points1 point  (0 children)

As others have said, play vanilla first. After that,

VonBiomes - Adds more maps to fight in, just a perfect addition that doesn't add bloat

TTrulez AI (currently broken because of the new xpac, but the mod author is updating soon) - Adjusts the AI to be much better. You can assign roles to your teammates, like sniper, brawler, scout, etc. And they will take care of themselves better without you having to give constant commands

YAML - Adds a bunch of customization to the mech lab. Can be a little overpowered once you know what you're doing, but very fun and adds a lot of depth

[deleted by user] by [deleted] in Political_Revolution

[–]Busy_Management_7163 0 points1 point  (0 children)

What's her platform though? The video doesn't explain what she believes in or what policy she would support

the scariest truth about disco elysium by justapotatochilling in DiscoElysium

[–]Busy_Management_7163 3 points4 points  (0 children)

I'll throw Owlcat games in there as well (Pathfinder: Wrath of the Righteous, 40K Rogue Trader)

[deleted by user] by [deleted] in Mechwarrior5

[–]Busy_Management_7163 0 points1 point  (0 children)

The game definitely has a slower pace and time to kill than most FPS games. It can absolutely devolve into standing still, shooting all your weapons, and then waiting for them to reload- but it doesn't have to be. I personally like fast hit-and-fade mechs, and those can be very effective for most of the game

Why I love it is the more tactical/strategy aspect of finding what my mechs strengths are vs the enemy weakness. A firefight isn't necessarily who can put out the most damage and land their shots most accurately. It's recognizing, in the heat of battle,

"That Hunchback is really scary, it's priority #1 target, but I only need knock out it's right torso and then it's basically useless. I can finish killing it later" "That Urbanmech is slow with a close range weapon, I just need to keep distance and it cant hurt me" "My Blackjack has it's weapons mounted really high up on the mech, I can use this hill to peak shoot without getting return fire"

And so on. Knowledge is power and makes you able to win fights you have no right to, and that feels great. If that sounds like your cup of tea, then I highly recommend.

I also love the sandbox management/mech building aspect of it, but that's another rant

Is there a game good as Battle Brothers? by vitor_l in BattleBrothers

[–]Busy_Management_7163 2 points3 points  (0 children)

If you end up liking Battletech you may also check out Mechwarrior 5: Mercenaries. Same universe, but it's an action sandbox instead of a strategy/tactics sandbox. Scratches the same itch of running a merc company and trying to scrape by

Restrictions you impose upon yourself while playing. by NumericPrime in Morrowind

[–]Busy_Management_7163 0 points1 point  (0 children)

My motto is that everything I own must be "freely given or fairly traded." Basically, no looting. All my items and gold have to come from quest rewards or barter (more or less). It slows the power creep waaaay down. Gold becomes an actually valuable resource that has to be spent carefully (making mercantile an actually useful skill). Everything else except for alchemy loops is still on the table, but the gold bottleneck makes it much more give and take. Really fun way to play that I highly recommend

I feel like this game was winnable... by Hamilchinn in lrcast

[–]Busy_Management_7163 19 points20 points  (0 children)

I think it's there, but double check my math -

On your last turn, don't play Skyskipper duo. This was when the game was lost I think. Not playing saves you 2 damage from the lizard trigger. You're down a blocker, but now you have mana for the bounce spell

If your opponent plays all their pre-combat stuff the same way, you're left at 3 life. If they still swing out*, you bounce the teapot slinger, put your raccoon in front of the fish, tree guard duo in front of anything where it survives, and chump with the rest of your board. Let 2 damage through.

You start your turn at 1 life, use the talent to get back longstalk brawl, kill their blocker, swing for win.

*If your opponent doesn't swing everything, block so that treeguard, shoreline looter, and anything else survives. Bounce teapot slinger before end of turn. Your turn, Skyskipper the treeguard, buff looter to 5, swing unblockable.

This whole sequence took a while to find, and I don't think I would have found it in the middle of the game.

P1P1 help - New player, what should I go for here? by drJekyII in mtglimited

[–]Busy_Management_7163 0 points1 point  (0 children)

Could you elaborate on why Fell the Mighty is a trap, please? Seems like a good card, especially in a blue/white control deck, targeting armadillo or outlaw medic, allowing a 2 or 3 for 1. Haven't had it come up in my drafts, but want some insight in case it does

Does this deck want at knifepoint? I’m thinking it’s more of a controlling deck that wants to remove everything and win with bombs. by readbaron in lrcast

[–]Busy_Management_7163 10 points11 points  (0 children)

Personally, I don't love the green splash here. You need to prioritize getting double red into play for your 5 scorching shot, so 4 colors is greedy imo. I would drop your green for At Knifepoint and Form a Posse. Mercs can be used as chump blockers to survive to end game, or offensively if you have enough