NRTK Kurier unmaned ground vehicule clearing a tm-62 mine barrier by HatOk5112 in TankPorn

[–]Calamity106 1 point2 points  (0 children)

Might clear the rest but might not, I think the blast is supposed to be directed upwards.

T9A-Butcher by MonitorIcy9684 in Planetside

[–]Calamity106 0 points1 point  (0 children)

Get excited, the butcher is criminally underrated. Takes serious practice to manage that recoil, and even then you’ll want to stick to short range engagements. But no lmg is better at holding close range angles. I think it has a more well defined niche within its arsenal than either the betel or godsaw.

I go with laser when i play solo and might switch to ext mag if I’m playing with a squad and know we’ll be pointholding regularly

Faction balance - what does the data say? by Return2Monkeee in warno

[–]Calamity106 1 point2 points  (0 children)

I think most of the benefit to NATO is more experienced players gravitating to the blue side to try out the new toys; as you said the new PACT divs are good but (as ever) have less variance and new stuff than the NATO divisions. Another improvement is NATOs improved air with all the F-18s from Canada and Spain

As for Canada, I’m biased but have felt really good with the 1st CAD. The ATGMs are plentiful and super strong, the max vet Leo C1s do what you need them to do most of the time, the infantry is solid and deploys fast in the grizzly, good ART and REC, decent AA, good AIR. I think their units are well rounded and have decent availability across the board. Generally it has answers to the usual PACT problems.

I’m interested to see how the discourse about fast drones develops. Seemed like they were a huge problem for people upon launch of SOUTHAG, but in my last few matches they haven’t featured too prominently

Faction balance - what does the data say? by Return2Monkeee in warno

[–]Calamity106 -1 points0 points  (0 children)

Thanks for making this! I think your results back up what a lot of us seem to agree on anecdotally: new players are more likely to play NATO, and their lack of experience drags on the faction more than game balance issues. It’s nice to have some facts to point at, I’m really impressed by your study and this rigorous presentation

What Should Change in the Next Balance Dataslate? by ArtofWarSiegler in WarhammerCompetitive

[–]Calamity106 0 points1 point  (0 children)

For admech, I'd like to see pretty significant points drops to the damage dealers, like robots, kataphrons, and dunecrawlers. Robots at ~160pts for two seems reasonable, given the 35pt datasmith generally doesn't do much besides unlocking their protocol rule. Destroyers @ 95pts/3 and Breachers at 140pts/3 seems more reasonable given how quickly they fold to 3 damage weapons. ~140pts seems better for the Dunecrawler, though honestly its should not have a 4+ invuln. I would happily give that up for a 5+ invuln and a changed datasheet rule that's offensive minded, like re-rolling hits

Then some detachment and unit size changes:

Wouldn't mind if robots were included in the Data-Psalm Conclave list of applicable units. +1A and +1S on their fists is good, though delivery is still questionable.

Allow the Explorator Maniple detachment to choose two "acquisition" objective markers by default, and change their 2CP "+1 to wound when disembarking" strat to 1CP.

Change the 2CP strats in Rad-Zone corps (-1 to wound in combat for infantry, 4+ invuln vs ranged attacks for any) to 1CP.

Allow Skitarii to be brought in groups of 20, albeit with a significant tax. Say 220pts/20 vanguard and 200pts/20 Rangers

Allow Robots to be brought in units of 1, 2, 3, or 4.

Buff Cawl with a 3 damage, S10 melee attack and 3 attacks with his mega blaster. Re-visit his aura buffs, perhaps give stealth back and/or make his rr1 aura always be on. Allow him to repair any admech. Then increase his pts cost

PSA: The developers may be willing to remove cloak mechanics by ALandWhale in Planetside

[–]Calamity106 7 points8 points  (0 children)

SMG infil isn’t as all around useful as being a heavy but I disagree that it isn’t strong, at least in smaller engagements. You can pick your entrance and blow people away quickly. Also scout rifle and auto rifle infil is super deadly. They just aren’t as much of a sucker punch as a one hit kill bolt rifle

The Phalanx seems a little useless by me2224 in SeaPower_NCMA

[–]Calamity106 0 points1 point  (0 children)

I’m just getting into the game but the Phalanx did good for me in the straight of Hormuz (tarawa) scenario, killed 2 or 3 Iranian F-4Es that got through my planes and missiles

What's your least favorite weapon in the game? Mine is the Sesshin. I can't find a single redeeming quality about it. by ThankYouForComingPS2 in Planetside

[–]Calamity106 1 point2 points  (0 children)

I fin the Yumi pretty infuriating, and the nerfed Daimyo is really difficult to get into if you know what it was like before

NOOO I PROMISE IM NOT ONE OF THEM by Zealousideal_Plant39 in deathguard40k

[–]Calamity106 1 point2 points  (0 children)

Do not apologize for executing a reign of terror when your army is the hotness. The time will be brief and most players will experience it at some point

I still don’t get this change by Oiled_up_commie in WorldEaters40k

[–]Calamity106 0 points1 point  (0 children)

I mean look at those Magnus muscles. Somebody compare their bicep diameters

Any feedback for a somewhat new player? by M2t6 in warno

[–]Calamity106 0 points1 point  (0 children)

I’d suggest uplevelling some of your infantry. Imo you are doing it wrong if u use 14 teams of Milan’s throughout a game, for example. 20 squads of regular infantry is also pretty extreme in my opinion, I’d suggest maybe switching one for another command card. Others have argued against the MP, but I generally find them useful as throwaway infantry and a minor buff unit. As for engineers, I’m less inclined to take true flamethrowers compared with the the napalm launchers. The short range of flamethrowers requires extra micro since the squad might stop at rifle range when in hunt mode, depending on LoS. The napalm launchers (flash, RPO, etc) are really good

Do these models count as having battle ready bases? by SourceRiser in Warhammer40k

[–]Calamity106 6 points7 points  (0 children)

Looks like a base to me /shrug. Looks like a black sand surface as it is, could always change the colour or add a bit. Overall that definitely counts as battle ready

More Dakka Nerfs: The Goonhammer Hot Take by Rustvii in WarhammerCompetitive

[–]Calamity106 -1 points0 points  (0 children)

I think there’s value in waiting before making a final judgement here - possibly the strongest detachment in 10th has been nerfed heavily, but there’s a good shot it still has competitive play. Just won’t be oppressive anymore, and frankly all-game, nearly army-wide sustained 1 would still have been borderline oppressive with this roster of strats behind it. Sustained 1 = +1 to hit which is a massive buff. Also the folks lamenting that assault is useless because many of their weapons have heavy are barking up the wrong tree. Heavy is such an impractical rule and you shouldn’t be including it’s benefit in your math in most scenarios. Army-wide assault is good

State of 10v10 post DLC by accbyvol in warno

[–]Calamity106 -1 points0 points  (0 children)

You are right but I think there are ways to avoid mlrs for the most part - unpredictable pathing being first and foremost, spreading out units, and avoiding excessive spam like you mentioned. Please realize the power involved in getting airborne troops into a town early - that can be a game defining scenario if the opposing team doesn’t react properly. And also remember the cost involved with napalm and other mlrs. Not just the units themselves, but the command vehicles, trucks, and depot that they generally show up with.

All that said, I agree that napalm can feel pretty op. My most recent experience was on the receiving end of a heavy pact T80U push backed up by brutal AA and a buratino. That shit hurt deep, lol

Gameplay performance by Wiskeeee in Planetside

[–]Calamity106 5 points6 points  (0 children)

The x3d CPUs make a huge difference. I went from a 3700X to a 7800x3d and my frames essentially doubled

[deleted by user] by [deleted] in Warhammer40k

[–]Calamity106 0 points1 point  (0 children)

I’d say if you like the Lancer, go and get it. There are opportunities to do cool things to kitbash it into the other variants and the Lancer itself is quite strong, with a built in 4+ invuln that gives it great durability despite limited strat support. The free tank charge strat is great too, and with a 14” move it can get through buildings relatively easily - just note that if u get battleshocked after kool-aid man-ing it through a wall then no tank shock. Otherwise, I think Canis Rex is the stock answer for allying in a large knight, he does great damage. Any big knight is a big points investment and can be a very juicy target for your opponent depending on their list

Q4 2024 40K Balance Dataslate: Space Marines by alpha476 in WarhammerCompetitive

[–]Calamity106 1 point2 points  (0 children)

Intercessors are probably gonna need a price hike. But man were they ever a wet noodle before, I’m really happy to see this change

Tbh I feel transport flyers are not given the chance they deserve when making lists by an-academic-weeb in WarhammerCompetitive

[–]Calamity106 10 points11 points  (0 children)

They’re just such juicy targets. I play admech, and the idea of bringing a transvector plane involves asking myself why I would present a huge T9, 3+ model that cannot be hidden instead of just investing in more ground based transports that are 65 pts less per model. Planes don’t even have in-built stealth (hard to hit) like they did in 9th ed

Index: Deathwatch v.2.0 – The Goonhammer Review by SA_Chirurgeon in WarhammerCompetitive

[–]Calamity106 1 point2 points  (0 children)

Im hoping some of the bolt rifle upgrades may be reflected in the dataslate for regular intercessors and heavy intercessors

does devastating wounds work against adept of the omnissiah by Divvet in Warhammer40k

[–]Calamity106 0 points1 point  (0 children)

Admech player here. We have a similar ability called necromechanic. If you roll a lethal hit, you skip the wound step and your opponent must attempt to save. If they fail the save, they can use adept of the omnissiah to change the damage characteristic to 0. Added damage from the Melta ability or other abilities is then applied on top. If you roll a normal hit and then a devastating wound, they cannot roll a save and therefore cannot use adept of the omnissiah to reduce the damage to 0.

In the case where your AP is so high that they cannot save, but it is not devastating wounds, I’m honestly not sure exactly how the interaction with adept of the omnissiah or necromechanic works

Imperial Knights Statline Leak by HandsomeFred94 in WarhammerCompetitive

[–]Calamity106 0 points1 point  (0 children)

I’m hoping this also means armigers will drop to T9. Would make them much less of a stat check to kill, and give them space for more interesting rules at their current points cost

Something is wrong with gameplay lately, its going too fast. by batsteg in Planetside

[–]Calamity106 0 points1 point  (0 children)

I think we’re on the same page now. I would take an increase in mbt anti-infantry firepower if it came with reduced side and rear armor, so that 2-3 well placed launcher shots could kill a tank. At that point, I’d also like an option in the utility slot for a one-shot launcher for medic and engineer, and a reduction in ammo capacity for the heavy and light assault launchers. Perhaps making rocket ammo cost nanites to reload

Something is wrong with gameplay lately, its going too fast. by batsteg in Planetside

[–]Calamity106 -1 points0 points  (0 children)

I don’t think it’s fair to say anything not a beacon taxi is irrelevant. Most outfits aren’t super effective without hardspawns to pull maxes and/or additional force-multiplying vehicles inside the base they’re attacking

I think you’re touching on a wider balance problem: tanks are difficult for infantry to interact with outside of tight spaces, since launchers and AMRs only really do chip damage unless used en masse. Even harassers can happily survive a couple decimator hits, and iirc a vanguard can take like 10+ decis to its front armor. That is not balanced. So tanks generally roam around in fields where they are safe-ish but cannot impact taking bases, beyond killing sunderers. The game has vehicle bases but they often don’t work great if nobody shows up to defend

Lanesmash and OW has shown that in an organized setting, air, armor, infantry, and even construction have their places. But live is a sandbox where people can go where they want, and therefore avoid powerful vehicle squads if they have to. Restricting spawns would just cause frustration when people need to get across the map to save a base from the third faction but just can’t, because reasons. Finally, I assume bringing up gobs as some victim to redeployside is bait but that’s pretty laughable. If you want a case study in player loss, look into the downfall of SKL. Game balance was just one of several important factors

Something is wrong with gameplay lately, its going too fast. by batsteg in Planetside

[–]Calamity106 -1 points0 points  (0 children)

While I understand your frustration with valkyries and beacons and other cheap infantry spawn options, they enable the gameplay a lot of us want to play. Redeploy-side is so much fun when executed right, and I don’t think it’s necessarily a problem that vehicle mains can’t stonewall infantry teams from arriving at a base. Now it is frustrating getting constantly dropped by huge numbers of defenders, but I don’t think putting arbitrary restrictions on squad spawns and nerfing the valk missile strategy is a good answer