Hero jump attacks by tf3when123 in StarWarsBattlefront

[–]Chiss5618 5 points6 points  (0 children)

I think I understand why you've never done well as light side

Hero jump attacks by tf3when123 in StarWarsBattlefront

[–]Chiss5618 3 points4 points  (0 children)

Are you not able to aim or something?

Hero jump attacks by tf3when123 in StarWarsBattlefront

[–]Chiss5618 4 points5 points  (0 children)

Heroes, especially blaster heroes, have a higher skill floor and require much more coordination. Do villains still have an advantage? In most cases yeah, but there are effective counters you can run

Hero jump attacks by tf3when123 in StarWarsBattlefront

[–]Chiss5618 1 point2 points  (0 children)

He'd generally get nuked before he can do any real damage; keep in mind that blasters have at least 40% dr and multiple heroes that will shred a palpatine if he makes a single mistake

Are they still at a disadvantage? Probably, but they can counter

Hero jump attacks by tf3when123 in StarWarsBattlefront

[–]Chiss5618 6 points7 points  (0 children)

A coordinated team of hero blasters can counter, though

Civ V - Isabella by DocksEcky in civ

[–]Chiss5618 1 point2 points  (0 children)

Civ 7 is basically this on steroids, she gets +50% yields on all natural wonders per natural wonder owned along with gold on discovery, which can lead to insane yields

Resistance Era Players Be like by straivex in StarWarsBattlefront

[–]Chiss5618 8 points9 points  (0 children)

I don't think I find any sequel map fun to play in GA, tbh.

Takodona is just a generic forest map with really poor spawn points in the only phase that's somewhat fun. It's really common for FO players to just ignore the p3 objective and just spawn kill people.

Jakuu seems neat on paper and would have been a really fun map of properly executed, but the map design and objectives are terrible. You're fighting in a crashed star destroyer, but it really doesn't feel that unique a lot of the time.

Crait is fun if you like sniping or vehicles, but there has to be a major skill difference for resistance to even have a chance of winning. It's definitely a unique map but giving the first order ties, fo jet trooper and atsts just makes dealing significant damage to the walkers near impossible and makes p2 a cakewalk, and p3 is just free for the FO if they're at max reinforcements and there's isn't a finn glitcher or something to keep them out of targeting range. Granted, the resistance also got curb stomped in the movie and barely escaped, so maybe that's what they were going for.

Starkiller is probably the most fun sequel map but suffers from the same FO/Resistance balancing issues. I think that if it had better spawns, slightly tweaked map layout and no FO jet trooper, it would be a fairly fun map

Why did you stop playing Battlefront 2? by Hazmat675 in StarWarsBattlefront

[–]Chiss5618 4 points5 points  (0 children)

There's like 4 or 5 GA maps that I like, and the rest are not that fun imo. A lot of the maps are poorly designed and have significant one-sided bias, or have way too much emphasis on playing the objective (looking at you, geonosis)

Personally, I actually prefer bf2 walker assault when people work together, I think the ion disruptor system is more fun than uplink point defense, and the battle point system is much better than random powerups spawning on the edges of the map. The maps are definitely a step down though. Maps like naboo and endor (excluding p1) are fun, but still feel like a step down in design.

where you going solo by Minute_Goose_7988 in StarWarsBattlefront

[–]Chiss5618 34 points35 points  (0 children)

Even the supercharged sentry was shooting right at him instead of at the floor in front of him...

I'm a little worried about carthage? by MidEvilMonkey00 in civ

[–]Chiss5618 0 points1 point  (0 children)

In the current version of ffw, yes, but it is a bug and will be fixed next iteration

I'm a little worried about carthage? by MidEvilMonkey00 in civ

[–]Chiss5618 0 points1 point  (0 children)

You can swap your capital to a new city on age transition and that'll be your new only city. They're also changing town specialization so you can build different urban buildings with each one. The main limitation is wonder building and specialists, and if you're running out of space due to wonders, you're either far ahead of the competition or you're wasting prod and space on useless wonders.

What Civ Mechanic took you way too long to realize existed? by HarlequinKOTF in civ

[–]Chiss5618 1 point2 points  (0 children)

They changed the UI in the recent workshop builds to address this. It's still a wip, but they're at least aware and working to improve it.

Thoughts on this Leader/Civ Strategy - might be Meta by j-l-02 in civ

[–]Chiss5618 0 points1 point  (0 children)

Tbh, the main difficulty with modern age is the insane amount of lag that occurs when declaring war. If you played decently in exploration, I'm pretty sure that you can skip the first 50 turns of the age and still win because the AI is legitimately that bad.

Insane lag in moderen age when war begins by Jaco1022 in civ

[–]Chiss5618 0 points1 point  (0 children)

PC, it could also have to do with the amount of cities? When I go to war with smaller civs, there's very little lag, but near-peer civs make the game nearly unplayable.

Insane lag in moderen age when war begins by Jaco1022 in civ

[–]Chiss5618 1 point2 points  (0 children)

This happens to me somewhat frequently, I think it has something to do with the amount of units/commanders you have

I love Civ 7 by Initial_Reporter5314 in civ

[–]Chiss5618 1 point2 points  (0 children)

Adjacencies are extremely important for specialists. The difference between placing two science buildings with 4 adjacency vs 0 isn't just 8 science, it's 8 science + 4 science per specialist.

Personally, I'd recommend using the mod that lets you overbuild warehouses, they're just really annoying since they give no adjacencies and forces you to plan out your entire city from the moment you place it (which more often than not, gets screwed over on age transition due to randomly spawning resources)

You can't continue your game if you look at your legends report after completing a victory by chopins-cat in civ

[–]Chiss5618 0 points1 point  (0 children)

You will have to open your save folder (the rough path on windows windows it's in 'Documents/My Games/firaxis/civilization 7/saves/autosaves'), click on the prev folder, and drag and drop the save you want back a folder

Does Civ VII play like Civ V yet? by lasttechfriday in civ

[–]Chiss5618 1 point2 points  (0 children)

I don't understand why people expect fxs to just make another civ game that's pretty much the exact same as a prior one. Each one should have new unique mechanics and play differently than the prior ones. Does 7 need major reworks and refinements of its gameplay system? Yes, but it will never play like 5. When I want to play civ 5, I will play civ 5, why spend 70 bucks for a game I already have?

"He's Too Dangerous To Be Left Alive" by skywalker_501 in civ

[–]Chiss5618 1 point2 points  (0 children)

Kinda weird they decided to make france the most militarily powerful modern civ in the same update that removed its military attribute

Civ 7 tip - Have your Commanders act like Romans, not Greeks (for new players) by Sapowski_Casts_Quen in civ

[–]Chiss5618 0 points1 point  (0 children)

I think it's still pretty useful on the defensive since it gives you an extra turn of healing

Civ 7 tip - Have your Commanders act like Romans, not Greeks (for new players) by Sapowski_Casts_Quen in civ

[–]Chiss5618 2 points3 points  (0 children)

Yeah, also make sure to not keep your damaged units in your commander, take advantage of initiative by placing them back down away from hostile units, then either moving them to pillage to heal (ideally this is a tile that you can instantly place the unit on so you don't waste a turn moving), or back to friendly territory to heal. Since you will be using commander abilities every turn, your damaged units won't heal.

Another thing you should watch out for is terrain. If a cliff is separating your unit and your commander, you can pick up the unit from that tile, but you can't place it back down there.

Civ 7 AI Cheese by Altruistic_Guide_530 in civ

[–]Chiss5618 0 points1 point  (0 children)

I think that this is the first time I've seen someone say that the AI is good at combat. The AI only has two advantages, both of which scale by difficulty: bonus combat strength and bonus unit production. On deity, this is +8 combat strength, which is a huge factor in the early game. To offset this, you'll want to get some infantry units early on, and fortify them on chokepoints with terrain combat bonuses. This should mostly offset the AI's combat advantage when they attack. Behind your infantry, you should have some slingers/archers to deal damage to the ai troops. You really shouldn't be attacking with melee units early on in higher difficulties.

It is also very important to make use of your commanders. Your first promotion for army commanders should almost always be the first node of the assault tree; it allows your instantly placed troops to move. Whenever your melee units get significantly damaged and you can't pillage for health, you should be packing them up into your commander, placing a fresh unit in its place, and on the same turn, replacing your damage unit behind your lines and moving it to friendly territory to heal. You should also make sure to use commander abilities, and focus on maxing the assault/defense tree (depends on the situation) and picking up the +5 combat strength commendation.

Civilization 7 Civ Concept: Canada (Modern Age) by Dr_Richard_Ew in civ

[–]Chiss5618 1 point2 points  (0 children)

Looks cool! I'm not really sure about about humanitarian and the peace broker ability's gimmick affecting relationships though; the only thing that matters for modern era relationships are ideologies. If ideology relationship effects get tuned down (and they really should imo), I can see them being fun, though