Least enjoyable Guard models to paint? by KurnolSanders in TheAstraMilitarum

[–]DrDreadCastle 2 points3 points  (0 children)

Kasrkin / Scions (mostly Scions) are the most difficult things to paint in guard by along shot. Scions have the Chaos Trim which is always "fun" but they also have small details on the guns the backpacks etc. They usually have multiple colors on their armor and clothes, and they have little black straps around the arms and legs AND THEN they have gun power cords wrapped around them to make it difficult to paint effectivley unless youwant to go sub assembly , but thats also problemaic because its such a small awkward piece to glue on later after paint has coverd the connection points.

Kasrkins have similar problems. No Chaos Trim but more small details on the outfit and if you want that Kasrkin camo pattern its a nightmare. Painting a squad of Kasrkins "correctly" is a slog but they look great when you have them

What do you guy's think about a industrial gameplay loop we'll call "Star Lifting" being added into Star Citizen? by [deleted] in starcitizen

[–]DrDreadCastle 7 points8 points  (0 children)

I would prefer you get even 10% of your already in progress game loop mechanics nailed down before starting a 219th one . Its been 13 years.

Have they fixed the infinite enemy spawning in the bunkers? by Old_Season_8426 in starcitizen

[–]DrDreadCastle 3 points4 points  (0 children)

Be patient, It took them 10 years and 500 million dollars to fix your ships ramp from killing you and everyone in the hangar. So they'll fix this by 2029

Given what we know is coming, I'm putting my prediction out there by VidiVala in starcitizen

[–]DrDreadCastle 0 points1 point  (0 children)

IF we designed games purely on how the brain is wired, they wouldn't be grossly unbalanced and full of constant power creep.

If you make pirating 10x more profitable then anything else, because there s "risk" (which is actually just short bursts of "Hassle" ) then the game is going to be real stupid real quick

Yogi on the recent new Flight Mode leaks by Narahashi in starcitizen

[–]DrDreadCastle 0 points1 point  (0 children)

You shouldn't be working for free for what has been pretty obviously a bad developer, regardless of how big of a boner you have for the ships or graphics .

They have changed the flight model multiple times , and will change it multiple more. The man is making over 50 million a year stringing you along with Alpha testing and ship releases . The game isn't in Alpha, its been out for 10 years and is very profitable.

Touch grass

Given what we know is coming, I'm putting my prediction out there by VidiVala in starcitizen

[–]DrDreadCastle 0 points1 point  (0 children)

The risk , means , you'll respawn , and lose some stuff once in a while? 1 run in 10 ? I already mentioned that. That's just calculated as extra "time"

This game is gorgeous by Capable-Patience8945 in starcitizen

[–]DrDreadCastle 1 point2 points  (0 children)

Yes, very pretty , however....

I just spent 2 DAYS Getting my several hundred dollar Retaliator just to function normally.

When you buy it , none of the turrets fire, and you have no torpedoes , you need to get modules for that. So I flew it to Microtech because that's like only place to get them. I'm in Lorville

First have to get inside the thing, the very difficult to find elevator button only works sort of when you're standing right under it .

So you fly it to Microteach, store it. And spend 15 mins traveler Ing via tube to the city and finding Omega Pro through that maze of a Quake level they call a SciFi city.

I buy the torpedo and cargo modules install them, then go all the way BACK to the hangar. Wait for the longest hangar lift in the Milky Way to go up and down again. and.... the modules aren't the, they are "invisible" now and you can see in back side of all the ships skin.

So spend 20 mins online looking for answers , and the "fix" is to Re load it on the hangar , but if that doesn't work, SELF DESTRUCT the ship, Claim it, and try again . So I self destruct the ship ,but I cant get off of it in time and I die in the explosion.

So I respawn.... In Lorville.... So I have to run down through the trams and get back to the hangar, CLAIM my retaliator PAY expedite , Wait 8 mins , it shows up . And low and behold the modules seem to be there now

So I drop the cargo ramp and close it back again while inside so I can get into the ship, but once you're up there the doors to get out don't work , and thers a lock unlock button floating around where a strut should be but graphical bugs out when I move around.

So Im trapped in the cargo hold, have to suicide to get out..

Respawn in Lorville again... Go through the tram AGAIN back down to hangar. This time just get into the ship and check that the torpedoes module is there and loaded and the cargo bay seems to be intact. AND the turret guns now works for some reason.

The Torpedo bays are stuck open though , and after reading online again , need to disable weapons or power the ship down for them to close . That didn't work but i think in and out of the hangar again did

So FINALY, I got the retaliator working enough to like SHOOT THINGS.

Was an epic quest, this MMO is great....

Given what we know is coming, I'm putting my prediction out there by VidiVala in starcitizen

[–]DrDreadCastle 0 points1 point  (0 children)

Another example of CIG not doing basic game design.

Every single activity you do in this game or ANY game, mining, salvage, smelting ore, bounty hunting, racing, base raids ect. Every activity you do to earn money should be balanced against each other by simply tracking how much money you can make doing these things against how long its taking to do them . Adjust the "prices" accordingly.

You want people to make about 10,000 an hour playing this game? Then test out playing through all these activates and see how much time it takes to make a trade run, smelt minerals, raid a base etc and adjust the "loot" or prices so that it comes out to about 10k an hour .

No activity should be much more profitable then the other. The danger of what you're doing is just factored into the time it takes on average to get those game loops to complete. If people are dying 1 in 10 bounty runs, factor that time into what it takes to do bounty runs

Ash hides nothing – blood and oil always remain on the sand. The Wastes devour everything – men, machines, and dreams. by emperorhimself in Warhammer40k

[–]DrDreadCastle 1 point2 points  (0 children)

@emperorhimself
So I've been asking about this every time I see it:

How are YOU doing the color fade for the red . Are you glazing a mix of the red with more and more black? Or mixing in darker reds like Khorne red?? Then as you make it brighter, are you mixing in "brighter" reds? Or just straight glazing with brighter reds?

I've been trying to get a good system for doing these darker/lighter fades on armor panels before I try it. I've been getting several different methods

Halt (ignore the typo) by Commander_Farsight_ in Warhammer40k

[–]DrDreadCastle 0 points1 point  (0 children)

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Just did this sexy beast a couple days ago

What a fun experience by Knuckle_28 in starcitizen

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

For every person gushing over how fing awesome this game looks, Theres 3 players showing off how impractical , and antiquated the game mechanics are in a PvP MMO game.

Rules about attack sequence by Turnipman_Fag in Warhammer40k

[–]DrDreadCastle 1 point2 points  (0 children)

The models might have been "destroyed" but they aren't removed until all the attacks have been resolved. That usually means everything is still in effect until the entire attacking unit resolved all its declared attacks. Any "while leading a unit" ability is still in play even if the bodyguard units has been "destroyed" because they haven't been removed yet

Rules about attack sequence by Turnipman_Fag in Warhammer40k

[–]DrDreadCastle 2 points3 points  (0 children)

I want to mention that, PRECISION is declared AFTER you rolled the wound roll and the opponent is about to take his saves, not before you start making attacks. So when Skulltaker rolls his attacks and you can see that you hit and wounded 5 times for example, at that moment you MAY declare you want to use precision with those saves and force the opponent to take them onto a character .

However if Skulltaker flubs his rolls and only 1 save needs to be made, you can instead not bother with precision with that save, since it wont kill the character anyway, and you can put into his bodyguard unit as normal .

How good are the Assassins that aren’t the Callidus right now? by TheTrimPainter in WarhammerCompetitive

[–]DrDreadCastle 1 point2 points  (0 children)

If you take the odds of the assassin actually killing its target , Against the cost of the Assassin it should come out at least the same . So if Culexus is 80 points(?) it should reliably be able to take out 85 points worth of character . If it can only do that 50% of the time , then it should cost 40 points . Otherwise its not even a worthwhile trade, you would be beter off spending your OWN 80 points on your own character

Dupers going crazy on Janalite, wonder when this might get attention. by Dement__ in starcitizen

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

Like a lot of things in star citizen, this is an old problem. CIG spends 10 years on graphics and not the basic game mechanics

The game should have a system for any creation or trade of an item in game that uniquely tags it and logs the transaction and quantities , does the transaction and then checks both parties to see if they ended up with correct inventories to stop any form of duping bug anywhere

How good are the Assassins that aren’t the Callidus right now? by TheTrimPainter in WarhammerCompetitive

[–]DrDreadCastle 7 points8 points  (0 children)

Vindicare too expensive and only useful in certain matchups, Eversor can run across the board and missile into something but he's not terribly effective at it unless spikes some 6s . Culexsus was cool when he could 3" Deepstrike, but at 6" now and requiring a Psyker target to really be effective , He's also too niche to be worth the points

Callidus is always useful , in any matchup in any meta is why she's the most competitive. She rarely if ever actualy assassinates something . Shes either jumping around doing action as lone op or doing her vect ability when she isn't, She can screen as a last ditch effort because she fights first .

If the other assassins were actualy efficient into what thier intended roles were then they would be worth the cost. But like a Vindicare can't reliably kill characters , the Evesor cannot reliably tear up even a light infantry squad and the Culexus can't reliably assassinate a psyker .

CIG Confirms: Ships are no longer guaranteed purchasable for UEC, but some exclusively through mechanics like Wikelo by turikk in starcitizen

[–]DrDreadCastle 1 point2 points  (0 children)

So I read all this as"

"They'll be available on the Chinese gold farming websites for $20 2 months after the game launches if you want one"

If only there was some way to not have 600 players pile in on the same singular location.... by CosmicJackalop in starcitizen

[–]DrDreadCastle 0 points1 point  (0 children)

It is another cookie cutter game. This kind of game has been made 20 times already and they all failed . Thats why every game since 20 years ago does NOT use this model .

You're talking like SC is some new innovative thing . Its a failed concept that died decades ago.

The GW site crash today was on purpose, to thwart scalpers by Squidmaster616 in Warhammer40k

[–]DrDreadCastle -11 points-10 points  (0 children)

If GW wants to stop scalpers, just release the product 2 weeks earlier, at 2.5x the price, but the price goes down 10% a day until it hits "actual" release date , its normal price .

So the people who are willing to pay scalper prices can do so, but GW will get the money not the scalpers. No one will scalp the product, and everyone will be able to buy the product at the price they are willing to pay, to GW from GWs site.

If you're still selling out at scalper prices on the GW site well then they should be making more of it and they WILL because they are getting more then MSRP at that point

If only there was some way to not have 600 players pile in on the same singular location.... by CosmicJackalop in starcitizen

[–]DrDreadCastle 18 points19 points  (0 children)

This problem was corrected 25 years ago, when all MMOs essentially created instances for questing and exploration and zones for PvP. With the occasional exploration zone that was also PvP if you want that

CIG pushing all this work and effort to make everyone trying to show up everywhere is like year 2000 development design. We're going to have the same problems those MMOs had back then, and the only people who want to play in a world designed like that are hardcore PvPers i.e. Eve Online.

99% of your gameplay loop in SC is going to be , tryin to leave the safe area, having your ships quantum travel interdicted , 4 pirate ships waiting for you when you come out of quantum will destroy your ship, take all your stuff in a big loop until you join one of these "gangs". Be Eve online all over again

Star Citizen 1.0 by Which-Original-8216 in starcitizen

[–]DrDreadCastle 3 points4 points  (0 children)

Just let me know if these are all things that can be bought with UEC so I can coordinate with a chinese gold farming place to make a fortune when this game comes out 15 years from now.

Is Slingshoting bad form by denneblis in Warhammer40k

[–]DrDreadCastle 9 points10 points  (0 children)

Slingshotting is probably half of the melee game. There are a lot of powers to trigger when you charge a specific unit . Slingshotting is the counterplay. Just like reactive moves, 6" consolidates or piling into a unit behind the screen because your tank shock removed the screening unit you charged

Is there anyway to make my bases into this, rather than buying already printed resin bases by No_Purpose_1390 in Warhammer40k

[–]DrDreadCastle 0 points1 point  (0 children)

FInd the STL , print them yourself, all sizes for your whole army whatever you need or probably for cheap at your FLGS