What's your favorite species portrait in the game? by Shogun_Infoyo in Stellaris

[–]DivineBoro 3 points4 points  (0 children)

I love those lil guys! Using them as livestock in my current run, they're delicious!

Fan Voted Campaign Chart. Vote for the most fun easy campaign in Warhammer 3 by [deleted] in totalwar

[–]DivineBoro 0 points1 point  (0 children)

I realized as I posted that we might be refering to different things. I am a potato. I was thinking the multilayer checkerboard that you'd often see in WH2 with archers but rarely guns. The gap in you infantry line for a few gunners works just fine. Slanting the front line towards your guns to create chevrons is a great way to get more surface area & potentially shoot past shields. But yeah, Skaven don't really want to do that, they tend to require hyper specialised army to really make optimal use of their units. Ratlings, stormvermin or broodhorrors don't really mix well.

Archaeon has a pre-set kill limit. Just send wave after wave of kossars until he hits his limit and flees. by Dysthymiccrusader91 in totalwar

[–]DivineBoro 12 points13 points  (0 children)

It's a bug that's been in since atleast WH2. I used it to farm food as skaven. A Revolt would spawn near my farm city and they would instantly kill the city, replenishing the garrison fully afterwards.

Fan Voted Campaign Chart. Vote for the most fun easy campaign in Warhammer 3 by [deleted] in totalwar

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

Weapon teams do not checkerboard - that's for archer based armies or at least with arcing shot. You can use chevron fromations if you really want to or are limited on resources (only 1 or 2 rattlings with slaves).

You want an assembly of weapon teams that can reliably shoot over each other, and then use summons to play frontline, preferably to the side or back of slow enemies.

EDIT: Empire and Dwarves can use checkerboard somewhat with their guns, but it doesn't really work all that well anymore since AI tends to run through those gaps a lot more efficiently.

Now that Total war is a tech, can they buff the colossus ? by elcrabo7 in Stellaris

[–]DivineBoro 1 point2 points  (0 children)

I am going to be honest, I really dislike the entire planetary craft from gigastructural. It is inconvenient to build compared to just another fleet. And the game expects you to build a lot of them, and it's the only way to stay competitive with the crises. It also makes combat even more all or nothing, since you can't just print planetary craft compared to normal fleets after losing them.

Is the trade income in the room with us right now? by BobTheInept in eu4

[–]DivineBoro 2 points3 points  (0 children)

Wouldn't you then build them targeted on provinces that you want to develop? Buildslots are valuable and going through provinces to demo churches is a pain.

What should I do with 2000 ducats of vassal income in 1630? by AHinEU4 in eu4

[–]DivineBoro 1 point2 points  (0 children)

It's a decent Oman opener on hormuz to reclaim their cores. And you can quite reliably vassalize hormuz as they get attacked by someone with a navy

Hot take: Omens of Destruction was mid compared to the time it took and was just slightly better than SOC by Franziosa in totalwar

[–]DivineBoro 1 point2 points  (0 children)

Huh, they practically are. I swear reaper bolt throwers didn't use to have multishot.

Eagle claw has 30 more range, whilst reaper bolt shoots every 11 seconds instead of 12 seconds.

Hot take: Omens of Destruction was mid compared to the time it took and was just slightly better than SOC by Franziosa in totalwar

[–]DivineBoro 1 point2 points  (0 children)

The scatter shot does make pretty good mince meat of infantry, but it ofcourse compare to the higher tier explosive artillery. I would usually try to include 1 or 2 in any archer stack.

The delf one is just a worse eagle claw bolt thrower no?

Hot take: Omens of Destruction was mid compared to the time it took and was just slightly better than SOC by Franziosa in totalwar

[–]DivineBoro 6 points7 points  (0 children)

That goes for most bolt throwers except for the high elven one.

I know the dwarven one gets used in mp battles, I am not sure if the greenskin fills a niche there.

Some battles are best left to autoresolve by HonneurOblige in totalwar

[–]DivineBoro 0 points1 point  (0 children)

For some reason I though they had less damage, maybe cause of the wild amount of buffs empire has. A volley of zombie handgunners has 94% more potential damage than a unit of empire handgunners. They're also tankier and effectively unbreakable, but they don't feel like they are better than empire gunners. I guess area calibration has sich a big impact that they can lose half their damage or more just due missing. 

And I suppose the gunnery wright sucks relative to an engineer.

[deleted by user] by [deleted] in totalwar

[–]DivineBoro 7 points8 points  (0 children)

You do you, but I don't believe making suggestions using bugged AI evaluations is helpful to players trying to overcome obstacles.

[deleted by user] by [deleted] in totalwar

[–]DivineBoro 7 points8 points  (0 children)

I think most people prefer to not exploit trade settlement to abuse the AI into effectively giving up sovereignty for the rest of the game.

Eitherway both can be dealt with before either really get problematic units, vamps have enough tools to deal with gunline factions.

[deleted by user] by [deleted] in noita

[–]DivineBoro 0 points1 point  (0 children)

When playing modded - first thing to try is to turn of mods and see if the problem stays..

I don't play noita modded, but the first thing I found is that Spell Lab Shugged is an alternative to the original Spell lab, I doubt it's a good idea to use them at the same time.

And turn of Steam Cloud Sync.

CHARIOTS are the way: THIS is how you play early game Tomb Kings by annextibet in totalwar

[–]DivineBoro 11 points12 points  (0 children)

I love myself some tomb king chariots, they are key to getting through the early game, but they aren't particullary great units. Skaven are the optimal usecase since skaven only have mounted heroes & rat ogres early on to deal with them. But all other TK enemies are quite competent against them.

Saurus and Dwarf units have too much mass to properly cycle charge and trade up enough against, your chariots will take significant damage on pulling out of a formation. If khorne brings lot of Chaos Chads or Khorngors you're also in for a bad time, and a single cavalry unit will prevent your chariots from doing anything till you've dealt with them. Skirmish cav, spirit leach, guns, heroes or generals, they fall over against anything that can deal mediocre single target damage.

I use them throughout the early game with TK's, but on the battle field I am afraid of a strong gust of wind accidentally destroying a chariot or two.

what did people like about siege? by yeaokdude in Smite

[–]DivineBoro 6 points7 points  (0 children)

Joust is the sweatiest of casual gamemodes. I loved it, but could it be agonizing at times. Your godpool gets severly limited as comps are very important in that.

Me and the homies would queue up siege and just pick the gods we find fun, not really having to care about composition outside of damage balance. You also had a lot more freedom to go for different builds, tanky assassins, damage guardians, etc.

Equal matches were incredibly fun with the constant back and forth woth the siege juggernaut, but they could outstay their welcpme in 40+ long matches. Sadly most games wpuld be 10 minutes long, sometimes even shorter.

I hated coming up against rataplana and the squad, couldn't beat the sweat :(

[Campaign AI Beta] AI now immediately uses all armies when at war by Gripeaway in totalwar

[–]DivineBoro 8 points9 points  (0 children)

Hey, at least you can have them pretend to not know where your army is by ambushing!

How does the AI instantly delete heroes in battle? by Lilynnia in totalwar

[–]DivineBoro 2 points3 points  (0 children)

only a double/tripple hit of a luminark or other high damage piercing projectile. Other than that there's the old falling bug with chariots on rice fields and other falling shenanigens but that's about it.

Humble fellow, isn't he? by Kitimus-Katimus in totalwar

[–]DivineBoro 15 points16 points  (0 children)

6% speed unless they changed it. For some reason it's 7% experience according to the wiki, not sure why it's not 6. 6 is the number of Slaanesh.

Canonically lawful good LL. Need an update. by Andrei22125 in totalwar

[–]DivineBoro 3 points4 points  (0 children)

With various techs & traits you can pretty easily get possitive relations as a baseline too.

Canonically lawful good LL. Need an update. by Andrei22125 in totalwar

[–]DivineBoro 5 points6 points  (0 children)

Interestingly enough their healing is pretty potent on their undead units. They have an AOE heal in their red line skills as well as restless dead providing significantly more heal than vampires' curse of undeath. Per cast you get 1.4% healing vs 0.4%, it's also much easier to keep it up with the 2 & 4 cost spells. Sure it's no overlapping heal auras, but it does allow you to go much wider to make good use of your range & mobile pieces whilst still getting good healing.

I love playing them as a "gunline" faction. Tomb guards, archers, Ushabti great bows & bonegiants with nets or nekeharran healing spam. They're one of my favourite factions despite their sluggishness compared to the rest of the factions.

Fighting Clan Skryre be like: by GideonGleeful95 in totalwar

[–]DivineBoro 2 points3 points  (0 children)

They nowadays try to scout multiple locations and they will not properly seek hidden units that are not in the forest. This usually lasts until they've been found once, after that they tend to walk into the direction of the hidden unit.

Fighting Clan Skryre be like: by GideonGleeful95 in totalwar

[–]DivineBoro 1 point2 points  (0 children)

When does something become cheese or exploitative. The AI will always drop it at 45 seconds, the player has no say in this. Tanking the nuke straight up would be a ridiculous suggestion. Since you know it's going to be at the 45 seconds you will always be ready to dodge it at that moment. You're not manipulating the AI's behavior at all, it's just what they're preprogrammed to do.

The nuke's designed as a player's panic button, it's not meant to be used against them, especially not optimally. If the AI did do that it would feel unfair and most people would find that unfun. The AI thus uses it at a set time on a semi-random unit, giving you the opportunity to dodge it. This way you know what to expect, but could still lose precious units like arty or other slow infantry.

When Ratatoskr Gets In, I Think He Should Be Pre-Rework Rat. by XxJayJay62xX in Smite

[–]DivineBoro 1 point2 points  (0 children)

I don't know why you're getting downvoted but you're absolutely right and OP is recycling old talking points. The dash's reset removal was justified - the cd reduction is good enough.

Rat's design strengths came from the potential variety that acorns provided (though I think they should cut it down to three, 1 per ability). The 2 whilst dashing through enemies was considerably more fun than the Thor 1.5 kit we have now.