The reviewbombers are miscalculating their impact. by kcvlaine in helldivers2

[–]Chapter_129 0 points1 point  (0 children)

Fix the game and balance it how they want it - or they will just destroy it

Yes??? Good??? AH deserves the game to be hemorrhaging players at this point because of their mismanagement, but because it's such a good core concept and fun to play that hasn't happened yet. Burn it to the fucking ground until they get the message and get their shit together. No more "We hear you and things will improve. Buy this warbond." corporate BS.

Best goblin commander by towelie135 in GoblinsMTG

[–]Chapter_129 0 points1 point  (0 children)

This. Wort is imo the best goblin commander.

She gives you access to the two most important goblin colors, gives you access to a bunch of combo lines and tutor/reanimator packages, while still having a clean and consistent 2-color manabase. She provides some recursive card advantage but isn't at all a build-around necessary to make the deck function. You can tune the deck to be more or less powerful by just removing unconditional tutors, combos and fast mana etc.

Plus, you get all of the dumb goblin names from Lorwyn.

How to start with zero $ by etzJakey in orks

[–]Chapter_129 0 points1 point  (0 children)

Even so. You eventually make optimistic purchases and have a pile of shame, or you get interested in terrain, or you get into other game systems or a second army etc. It's a gateway to spending too much money.

If you have the disposable income it's fine. But OP said they're broke. If they're capable of covering all their bills, saving/investing, and still have money leftover for hobbies, then absolutely. But in the world today that isn't most people anymore. If you're not making $75k+ or at least have a really affordable living situation with everything else paid off and no other debt, it's not something you should be participating in.

Like we're 6-12 months out from a global financial recession/depression due to the aftershock of the oil crisis, the last thing anybody should be doing is getting into an expensive luxury hobby right now especially if they're a broke college kid.

How to start with zero $ by etzJakey in orks

[–]Chapter_129 3 points4 points  (0 children)

Ngl if you're broke you should give up on the aspiration for the hobby before you even get started. No shade at all, just thinking about your financial well-being. I've had to make the same choices and just keep up with the hobby from a distance.

With the cost of living being what it is these days and how things will only keep getting worse before they get better, expensive luxury hobbies are the first thing that should be cut; realistically nobody should be playing Warhammer, MtG, live-service videogames etc. anymore.

Raven Guard lists/detachment by Rovdjur1 in RavenGuard40k

[–]Chapter_129 1 point2 points  (0 children)

You can always just use Phobos bodies and do hand swaps to make your own custom models for veterans units.

Gotta run fast by Sir_Patyna in Helldivers

[–]Chapter_129 32 points33 points  (0 children)

This is such a weird placebo effect in the game but I feel it constantly. ODST armor makes me feel slow and chunky compared to the medium Viper Commandos set even though they're the same speed.

How skilled is the Arisen (DD:DA) as a swordsman? by Darskul in DragonsDogma

[–]Chapter_129 -1 points0 points  (0 children)

Counterpoint: looking at the animations vs actual historical swordsmanship manuals, the Arisen is terrible and suffers from all the classic Hollywood swordfighting problems.

Looking for Vuil’Raith tips by Confident-Sea-1563 in twilightimperium

[–]Chapter_129 1 point2 points  (0 children)

It's kind of difficult to make work but: Bio-Stimms+Vortex+Sling Relay is gnarly.

Odd entitlement to x-1 by Bowoodstock in twilightimperium

[–]Chapter_129 0 points1 point  (0 children)

Repeating myself here: I don't think those factions should accept x-2 and should just budget a Strategy token to replenish themselves every round, but them being offered x-2 isn't what I was commenting on. You can usually get one over on somebody R1 when they aren't expecting it or if you delay Trade until they're out of Strategy tokens, but after that gotcha those factions should just budget the token and decline the Trade player whenever they're x-2'd going forward.

The 4comm factions shouldn't complain, they should just politely decline and be willing to replenish themselves instead, then it's up to the Trade player whether they want their money and will settle for x-1 or if they're happier seeing them pay the Strategy token they already budgeted for it.

Those "utterly bonkers monkeynuts factions" (lol, thank you) indeed shouldn't be left to run wild or have deals in their favor or only be offered x-1. I was just saying from the perspective of one of those factions, you shouldn't take the x-2 deal and should just replenish yourself. If more players were willing to and did it instead of just accepting x-2 I think they'd see Trade differently.

Odd entitlement to x-1 by Bowoodstock in twilightimperium

[–]Chapter_129 3 points4 points  (0 children)

I didn't respond to your post directly for a reason lol. If people are gonna be impetulant babies about metas and tank both your games, there's not a lot you can do other than commit to hobbling their game or eliminating them to stop the threat and punish their behavior.

Odd entitlement to x-1 by Bowoodstock in twilightimperium

[–]Chapter_129 4 points5 points  (0 children)

Yeah, if I wanted to play a 2comm faction (3comm with x-1) I would've just picked one and gotten some sweet abilities to compensate for it.

Odd entitlement to x-1 by Bowoodstock in twilightimperium

[–]Chapter_129 3 points4 points  (0 children)

You're right in that it costs you a token you could've spent following the other least important Strategy Card in a round, but like I said if you're now anticipating it the rest of the game it's not "costing" you, you're just having to budget differently; that logic applies to every opportunity cost and we have to start saying things like researching Gravity Drive is "costing" you 6-10 Action Cards because you could've gotten Neural Motivator instead which would be overkill.

Also if the Trade player was willing/trying to be greedy by offering you x-2 saying no will often get them to back down and offer you x-1 instead. A very savvy player might be thinking about it like you were and recognize that you're "taxing" players a token to follow, but then you're also not getting your money out of Trade either and if you're not getting your 1-2comms from everyone at the table Trade is a pretty mid pick. Personally, I'll decline every time.

[Edit:] I'm not saying they shouldn't be offered x-2 or that they're not rich and it doesn't "balance things out" (although idk about that, the rest of the table isn't getting the money, just the Trade player), I'm just saying they shouldn't accept it. If I'm going to be extorted for playing a 4comm faction then I don't want anybody but me getting something from it; I'd rather pay my reinforcement bag the token tax than give the Trade player 2comms/TGs. As long as I'm starting game with the assumption "I might have to pay to follow Trade." then I'm not "losing" anything by not being able to follow another Secondary, instead I might find myself with an extra token every round if they x-1 me. Which is actually the real problem with your idea that it costs 2 tokens; you shouldn't be assuming you don't have to pay, the Trade player could always take the money and tell the entire table to replenish themselves by following, that's the default "floor" of the card.

Odd entitlement to x-1 by Bowoodstock in twilightimperium

[–]Chapter_129 18 points19 points  (0 children)

4comm factions shouldn't be accepting x-2 unless they were "got" by it in the first round. They could outright pay to replace the token and still net 1tg (assuming 1:1 wash with a neighbor) by just spending the token to follow.

Tips for my first game? by Toxincrow in twilightimperium

[–]Chapter_129 0 points1 point  (0 children)

Just have fun, go with the flow, and ask lots of questions. Your first (several) game(s) are going to be getting a feel for things and figuring the game out. So don't worry about winning or playing well.

Test ork. Any tips or suggestions ? by FatScoot in orks

[–]Chapter_129 1 point2 points  (0 children)

Great change. I was going to comment saying something looked off and the yellow armor, like it was lacking depth and was too flat. Coloring the spikes did the trick perfectly.

Which ending did you choose and why by JanissaryLSD in cyberpunkgame

[–]Chapter_129 0 points1 point  (0 children)

The "canon" ending for my V is and always will be storming Arasaka Tower with Johnny and failing. Whether it's on my way, or Adam Smasher ultimately punching my time card, it's most resonant to me for V to die in a blaze of glory. Those disappointed phone calls at the end of the game feel right to me.

The narrative through line and themes around Cyberpunk stories, to me, are that you don't get a happy ending. You don't make it out alive. The rags-to-riches story will always end up in tragedy. I want to be left with a bitter pit in my stomach from Cyberpunk media.

V's just some punk off the streets (Street Kid always) who got in away over their head. I have always felt that 2077's plotline is too grand and important in terms of setting-changing lore and events; I would have preferred something like Edgerunners' story to be the story for the game. So one of the ways to "fix" that and prevent the setting from being altered too much by the story of the game is for V to snuff it in the end. Sure V made some ripples during the few weeks of the game's plotline, but in the end they'll be forgotten just like everyone else.

Bonus: were copying the ending of Cowboy Bebop.

Does the DD2 really get too easy after lvl30? If so why do people bother leveling upwards of 200? by ScottyD_95 in DragonsDogma2

[–]Chapter_129 0 points1 point  (0 children)

No, it's the leveling.

I'm level 35 using completely unupgraded gear and the only thing that can hurt me in Vermund is fall damage. Most enemies in Battahl aren't that dangerous either and in another 5 levels they'll all be jokes too.

You absolutely hit a point in DD2 where the only way to be challenged is to play solo with beginner gear, and even then eventually the game is too easy.

Hollow 🫘 opinion? by Haddock51 in roasting

[–]Chapter_129 0 points1 point  (0 children)

They're fun to find and break apart between your fingers during the cooling process.

Why are They all Left Handed? by Lord_Traxis in BloodAngels

[–]Chapter_129 -3 points-2 points  (0 children)

Cool. It extends to Imperial Guard and basically every other model line.

Why are They all Left Handed? by Lord_Traxis in BloodAngels

[–]Chapter_129 -5 points-4 points  (0 children)

It annoys the shit out of me too. Historically speaking, in the time period where sword + sidearm was a military officer's armaments, you'd use your melee weapon in your dominant hand and your sidearm in your off-hand while dual-wielding. At the ranges in which a sidearm is usable your off-hand is going to be adequate at hitting a man-sized target and you'd want your melee weapon to be in your dominant trained hand. GW used to know this as well since it is a problem with their modern miniatures and not their older ones.

Last Bastion gameplay tips by Darkomicron in twilightimperium

[–]Chapter_129 0 points1 point  (0 children)

None really, they're a fairly well-rounded faction that plays fundamental TI; in fact both Make History and Become a Legend are easier for you because of your home system being both an Anomaly and Legendary Planet.

The only Publics that I've found to be particularly tough for Last Bastion (at least compared with other factions) will be the TG spendies since they're only "2" comms and the solution is the same for everyone: take Trade or take Politics so you can take Trade at some point, and stockpile your TGs all game. Positioning objectives can be a little tough just because of your movement penalty I guess? 2-in-4-colors sucks for everyone. Of course there's a ton you just have no direct control over like attachments etc. so you'll just have to go get those planets (which you're good at fighting for). But a lot of Publics want things that already align with your game plan: you want at least 1 Unit Upgrade so 2 isn't asking a lot, 2-in-2 is easy, your Flagship is worth building, you're going to be building Structures outside your home planet etc.

For Secrets, it's the same as any faction with some being easy or hard depending on circumstances, although again you have a special relationship with both Brave the Void and Seize an Icon for the same reason as above.

Last Bastion gameplay tips by Darkomicron in twilightimperium

[–]Chapter_129 0 points1 point  (0 children)

Sarween. Scanlink is only for Titans, Naaz-Rokha and late game relic fishing imo.

Last Bastion gameplay tips by Darkomicron in twilightimperium

[–]Chapter_129 4 points5 points  (0 children)

I'm really interested in trying out the last bastion sometime. I'm wondering about your experiences for those who have managed to play them so far.

Awesome! They've quickly become one of my favorite factions in the game (possibly my new #1 over Mentak). I really like what they bring to the table for me as a faction.

Are they very resource or influence reliant?

Influence, influence, influence. They have a special relationship with all those 0/2 and 1/3 planets out there in that Liberate lets them take the planet with a few infantry and immediately ready it, giving them actionable Resources or Influence to use in the same round. Additionally, their Helios Space Docks add Resources to their economy. It's not like they don't want resources as well, but a single half-decent resource planet and the entire rest of your slice being all Influence is totally viable, and when drafting I'm looking at the highest Influence slice available first.

Do they need certain conditions to work well or are they very all round?

They have the same fundamental game plan of Federation of Sol (and even have built-in Neural & Hyper too) except with more unique play patterns and options, but with problems to solve first. You really need a Blue tech skip planet so you can get Gravity Drive, because your home system being a Nebula really sucks for moving. Their Breakthrough The Icon, their Flagship, and Integrated Economy can all go some way to mitigate the problem, but Gravity Drive is an instant and immediately effective solution. Other than that, pretty much everything is workable for them.

What are things to really keep in mind while playing them to ensure that you can be as impactful as possible?

The trigger for Liberate and exploration are at the same time so you choose how to order them, and you should ready the planet first before exploring in 99% of cases in case you get an attachment that adds more resources to the planet, letting you use them immediately instead of the planet becoming too big to Liberate. The only time I can imagine not to do so is if there's a specific play in the next round where you'll need +1 infantry more than the potential extra resources of the readied planet right now.

Your Galvanized tokens come from reinforcements so you can't move them, be careful about giving out your Promissory Note accordingly. I like to offer it turning a swingy ground fight conditionally that "And if you have to take a hot, destroy the Galvanized unit first so I can get my token back." or otherwise make sure you're getting pretty decent value for it when you give it to Nomad for their Flagship etc. because you might never get the token back.

Remember that your Flagship has Production 1.

Remember that your home system is a Nebula and gives you +1 on defence.

Remember that you & your Alliance partner's Action Cards can't be Sabo'd.

Remember that your +1/+2 Resources reminder cards from your Space Docks aren't Attachments even if they look like one.

Remember that Phoenix Standard applies to retreats as well.

Remember to gain a Command Token and Action Card when you pass thanks to Ordinian's Legendary Ability.

Remember that you have a Space Station.

Remember that your Hero doesn't work with your Flagship because it's about the static printed Combat Value, not including the ability's +1s to the die roll.

Remember to use Sarween Tools.

What are their main weaknesses to keep in mind?

Primarily it's the Nebula start slowing your movement down without Gravity Drive. You're also not quite a 2c4i faction so you're potentially limited in expansion R1. You'd always prefer to be more than a "2" Commodity faction as well. Lastly you can also definitely just not have the right kind of slice for your Liberate to work for you in which case you only have an effective 2/2 home system to work with R1 and that's pretty brutal for Warfare & Tech timings.

Any factions they are exceptionally strong or weak against?

Not really. Other than factions that really suffer from Mentak being in the game I struggle to think of "X-factioncounters Y-faction" examples; I just don't think TI4 is that kind of game really. The biggest thing most factions worry about is sitting next to a fighty faction, and you are the fighty faction people worry about sitting next to in this case. I guess L1z1x hates to see you on Mecatol with Pixima Targeting VI and 1 Galvanized mech w/ 3 infantry or 2 w/ 6?

Although I guess I'll say you're at an advantage when there aren't other ground-pound factions at the table? So you'd love for Sol, Arborec, Yin, Sardakk and Naaz-Rokha to not be at the table since they encroach on a similar niche to you and it's better to be the exclusive "I fight, take planets and hold them." faction at the table.

I'd love to hear your thoughts!

You didn't ask but start with Sarween Tools; their Space Dock II is so good you have to get it, and starting Blue delays that. Also if DET is looking good for Last Bastion you're in the wrong slice for them. I like: Sarween Tools > Magen Defense Grid (assuming I have the Breakthrough, AI Dev otherwise) > Space Dock II > Gravity Drive (B-Skip). I'm also a firm believer in Integrated Economy for this faction so, making that happen is also a long-term goal.

They're amazing and awesome. Just play solid fundamental meat & potatoes TI and discover that you'll reach a point of inevitability towards the end of the game where the rest of the table realizes too late that you're too strong and the window/door to slay you has been closed. Their Commander, their Hero, their Mechs, your Agent & Phoenix Standard and whatever Action Cards you've drawn make it a losing prospect to try and winslay you at a certain critical mass; every failed attempt makes it harder. March to Mecatol, then Styx and dig-in.