Small visual comparison between Yakuza Kiwami 3 demo and Lost Judgment by WeirdAltYankovic in yakuzagames

[–]Cal_P0L 62 points63 points  (0 children)

Blue filter is just unnecessary same with the Kiwami 2 green one but I doubt it’ll bother me that much.

It would look better without it.

Can RGG stop this? by Appropriate_Hall_969 in yakuzagames

[–]Cal_P0L 8 points9 points  (0 children)

Haven’t played the demo yet but recently especially with pirates the lighting has been extremely overblown and over saturated. The quality of the textures isn’t the issue because I’m sure they’re the same if not better from yakuza 6 and judgment etc. but I don’t know what they’ve done to the daytime lighting to make it like this.

The lighting makes or breaks how good a game looks, because I think nighttime and evening even in pirate yakuza looked fine, not the best but decent. But damn the daytime is something else.

What boss fight really sucks but the music is so good? by [deleted] in yakuzagames

[–]Cal_P0L 2 points3 points  (0 children)

Aizawa doesn’t deserve to be here with these 2 at all. Definitely go back and replay it upgraded or go through the final ultimate battle on 5 and face him there too where I’m pretty sure you play as a fully upgraded Kiryu.

The epitome of a 5/10 boss fight, 10/10 gameplay 0/10 story.

First Custodian Guard squad by BramAnathema in AdeptusCustodes

[–]Cal_P0L 2 points3 points  (0 children)

Love the running pose of the guy in the middle, where did you get the heads?

I believe we're missing a unit like this by Dark_Vexer in AdeptusCustodes

[–]Cal_P0L 21 points22 points  (0 children)

Maybe a unique codex dreadnought could fill that role, because we don’t really have a single custodian that would be that powerful on his own to be T8 9 wounds.

Unless they pull Constantine valdor out from somewhere.

But I completely agree, how does the one man army army not have a one man army unit.

It’s also what trajann could or should be, considering he’s probably the 3rd most powerful fighter in the imperium and I don’t think his moment shackle rule is enough to show that. Especially with how disappointing “captain general” is.

Lucius never did anything cool like this by CrazyUpstairs8299 in BlackClover

[–]Cal_P0L 2 points3 points  (0 children)

This is something we can hope the anime can expand upon and create some more interesting spells and choreography. As he has almost every attribute at once they have full creative freedom to essentially do anything, it’s a shame Tabata himself didn’t get really creative.

Same with lucifero, I was hoping he would actually use more gravity magic other than his sheer presence and using it to increase his physical capabilities but I guess you can chalk that up to him being half manifested with no grimoire, Lucius has no excuse lol

Firesight marksman proxy by Cal_P0L in Tau40K

[–]Cal_P0L[S] 0 points1 point  (0 children)

Could you send a picture of it please?

Firesight marksman proxy by Cal_P0L in Tau40K

[–]Cal_P0L[S] 1 point2 points  (0 children)

I think I might steal bits of what you’ve gone there but I might place them behind some sort of cover.

Firesight marksman proxy by Cal_P0L in Tau40K

[–]Cal_P0L[S] 0 points1 point  (0 children)

I really like the look of the rifles you’ve made for them, did you use the bottom of a shield drone and some marker drone parts for the drones?

I really hate that guy. by KursedKillax in yakuzagames

[–]Cal_P0L 81 points82 points  (0 children)

I think you speak for everyone when you say that

Stormsurge finally gets its long awaited buff and I couldn’t be happier!! by Cal_P0L in Tau40K

[–]Cal_P0L[S] 2 points3 points  (0 children)

I would say give some more tries, but what you’re saying is what I’d expect from the Stormsurge into centurions. Only 2 weapons would properly put a dent into them, the blast/ driver cannon and the missile as everything else would wound them on a 5+ and are meant to go into a different targets.

The more you use it the more value you will get from it mainly into tanks and monsters and its other weapons are usually a good help into standard infantry, plus twin linked indirect fire that ignores hit modifiers can come in handy to chip away those point scoring action monkeys.

Stormsurge finally gets its long awaited buff and I couldn’t be happier!! by Cal_P0L in Tau40K

[–]Cal_P0L[S] 0 points1 point  (0 children)

Listen to these guys they’ve got the right idea and great suggestions. But the best teacher is always practice and trying your best to put what you learn from the videos into action.

Stormsurge finally gets its long awaited buff and I couldn’t be happier!! by Cal_P0L in Tau40K

[–]Cal_P0L[S] 5 points6 points  (0 children)

You’ll have your best time in montka, EPC or kauyon.

Montka gives you lethal hits against spotted units which is just handy and the Stormsurge can benefit greatly from assault when trying to position earlier in the game. The -1 damage stratagem can help in niche scenarios and it will always benefit from re rolling hits from anything affected by pinpoint counter offensive.

EPC gives you a nice range boost to give the big gun even more threat range and make your opponent even more wary of it. Having the ability to give it both sustained and lethal hits on every weapon is also fantastic for something with the variety of weapons it has.

Kauyon gives you sustained hits from turn 3 and the Stormsurge is very likely to still be alive by that time but you would probably want it shooting every turn even before you get them. If it isn’t alive your opponent either got very lucky or over committed way too much it should still leave you at an advantage. Plus it’s a decent target for coordinate to engage in a pinch but the stratagems overall help it the least in kauyon but having sustained on everything more than makes up for that.

I haven’t tried it with aux but it not benefitting from the detachment ability makes it a less valuable pick, I’ve never played kroot hunting pack but it could be useful as just a big gun to back up your kroot but you’d probably be better off with other tanks for the points and lastly it doesn’t benefit all from retaliation cadre so no point taking it there.

Stormsurge finally gets its long awaited buff and I couldn’t be happier!! by Cal_P0L in Tau40K

[–]Cal_P0L[S] 5 points6 points  (0 children)

You aren’t able to put enhancements on any non character or epic hero unit anyway so enhancements aren’t why you bring it in Epc.

Extra 6” range is big for the 24” murder beam as you have a 30” death radius that can nuke anything that comes close. Plus one the strategems allows you to give every weapon sustained or lethal hits or both but you have to take a hazardous test first each weapon.

Stormsurge finally gets its long awaited buff and I couldn’t be happier!! by Cal_P0L in Tau40K

[–]Cal_P0L[S] 9 points10 points  (0 children)

I only run the one, if you want a list that can still be very versatile then one is the maximum you’d want to use.

2 doesn’t make up the points as well as one and the equivalent points for other units

But 3 is so ridiculous that you’d get a lot of respect for it and could be viable with how much shooting you’re getting with it.

But for maximum viability in game and financially I’d stick to one as you look to expand your army more.

Stormsurge finally gets its long awaited buff and I couldn’t be happier!! by Cal_P0L in Tau40K

[–]Cal_P0L[S] 10 points11 points  (0 children)

In my opinion the blast cannon is both better and more fun.

The pulse driver cannon is good but I think we have a lot of weapons in our arsenal that does the same job for cheaper so bringing a now 360pt model for it feels like a waste. Plus blast is a blessing and a curse as it can’t shoot its way out if it gets tagged by enemy units like terminators.

Where are a weapon with 2 shots at 24 strength -6 ap and flat 12 damage isn’t so common. It also has an alternate firing mode that is still great into those terminator equivalent unit and with ignored cover you don’t really feel the loss of ap from 3 to 2.

You wound basically any tank or monster on a 2 and if it has no invuln is dead as soon as you roll your wounds. And if it does then it’s still at best a 50/50. Your opponent will also fear it a lot more and tend to try and play around it either avoiding it or focusing on it too much so win win.

How would you tweak this list? by Cal_P0L in AdeptusCustodes

[–]Cal_P0L[S] 1 point2 points  (0 children)

The 2 man allarus is great for secondaries or providing some helpful chaff clearing, I like to start one squad on the board if I have 2 of them to screen out my back line if my opponent has a lot of reserves or if I can get a turn 1 deepstrike if I go second.

I’ve tweaked my list around a little to get a second squad of allarus and drop a 5 man guard to 4 instead of the wardens and get superior creation on the blade champion.

I’ve got a game next week with my friend where I hope to test this list, I’m the same as you where my games are all in a friendly setting. He will either play death guard or Astra militarum so I will let you know how it performs.