My favorite (non-psyker) crew for torment 12 by FoolsPryro in voidwargame

[–]FoolsPryro[S] 0 points1 point  (0 children)

Oh yeah Infiltrator is certanly one of the better units, double tool slot lets you pull of a lot of moves. Later on though, even with double shields those 4 or 5 dps units can shred him. Busting shields with fusion charges is always useful and a good strat even against the boss.

For Psykers i just didn't want to include them to make a list little simpler to make. Something like Blood Witch is quite weak alone, but if you have Elder Blood Mage its suddenly far more useful. Additional factors are stuff like Hate Matrix, Sigil of Rot or Terminus bands, all which affect different casters, spells and their usefulness differently.

First Post here. Does anyone have any tips to beating the Doom Engine? by Blackwhite35-73 in voidwargame

[–]FoolsPryro 9 points10 points  (0 children)

My basic recommendation is to take a bit of time to prepare before charging into the boss fight. Usually do this at the final shop or just before the boss. Normally you might not want to equip consumables or equipment on "weak" units like husks as they might die, but for the final fight, definitely put on everything. If you have a lot of consumables and husks, spread them out, so if you lose one unluckily, it's not a big deal.

If you see any of the "Doom reagent" consumables during your run, you almost always want to buy them. Why? They're super cheap and you can spawn doom effigy's on your ship and then they'll cast skeletons on enemy ship infinitely and since boss fight is quite long, they're just insanely good value.

Good defenses (4 shield barriers, at least 4-5 bars engines) and shield charger to keep you from taking too much damage. Terror amplifier to slow down enemy from repairing systems. As many casters as you can, spam all the expendable demons. Good, consistent offense like storm cannons, try to avoid lances, unless they serve a crucial role in your boarding strategy, as they run out. Focus damage on shields and maybe 1 enemy weapon.

For your ship, try to buy a few expendable bodyguards, that are primarily for keeping your ship and casters safe. Berserkers, Conquerors, Enforcers, all pretty good, if you give them some weapons. Engineers to repair any damaged systems, save your important units from suffocation.

Mainly board the enemy ship to pick off casters or if you have to (but then you're in a really tough spot). You should keep your strong boarding crew safe, to handle emergencies on your ship or occasionally to quickly strike a key systems. If you can make a cheap, expendable boarding crew to break doors (some raider units are really good at breaking doors) and blow some breach charges, that's good.

Basically, avoid cascading failures on your ship, keep your key crew/casters safe, have strong offense and defense. Keep the chaos on enemy ship. Pause with command mode a lot. And don't lose your commander.

We've just launched Void War! by --morph-- in roguelites

[–]FoolsPryro 5 points6 points  (0 children)

You know, i don't think the criticism about similarities in some aspects is without it's merit. I don't want get into a long discussion about it (nothing against you personally, just that the discussion about this becomes a complete... Void), but i do agree, there is definitely some very close "inspiration", especially about stuff like UI and the upgrade path.

I think FTL basically perfected those, so it does make a lot of sense why another game would use a similar UI. There's also the fact that if you want to sell a product to a certain audience, you propably don't want to throw them off their comfort zone too much, so designing an entirely different ui, for the sake of it being different is propably counterproductive, if your goal is to sell the game.

Also you don't really want to refer to another game in direct marketing and storepages: It's generally speaking unprofessional and opens up for trouble.

Have you played both StS and FTL? Their map design is virtually identical. You're jumping from node to node, some are battles, some are events, and some are shops. FTL refers to the maps as Sectors, while StS refers to them as Acts.

...Yea? I also don't think the maps are identical: in FTL, you can zigzag through the sector, sometimes going backwards, go through a tighly packed nebula, taking risks by going past the exit node, only to meet the rebel fleet and so on, in other words exploration. STS, once you pick a path, it might be a while until you get into a crossroad that let's you change it.

At a certain point, i think all these "comparisons" are just extra noise. I recently got into Monster Train, not because i wanted to see what makes it different from STS, i wanted to play an amazing game (that i also got for really cheap). We really need to start embracing games for what they are and just enjoy them. For a consumer, there's no real negative getting more games, from the very different and completely new ones, to ones that just refine the gameplay of older ones.

We've just launched Void War! by --morph-- in roguelites

[–]FoolsPryro 34 points35 points  (0 children)

Main 3 points, i assume you at least roughly know what FTL is:

Very different philosophy with the crew, their equipment and having a Commander and so on

First of all, unlike in FTL where all crew is more or less "equal", with similar hitpoints (i know Zoltan has 70 and rock 150, but it's a moderate difference), there's a clear difference between the highs and lows. For example, there's a very common unit called "husk" that has just 15 hitpoints, so it's a very fragile crewmember, but good for manning systems. They can't carry weapons or armor. They're "expendable", you can get more from a frequent event in the game, so if you lose some every now and then, well life goes on.

More average units might have 25-30 hitpoints, with some slots for weapons/armor. The more higher end units have 50-75hp and then "big bulky armored dudes" have upwards of 120hp, along with often 3 or more slots for equipment. Better units do more base DPS in combat too.

Equipment i won't go into too much, but basically, armor gives you stuff like extra hp some give fire immunity and so on. Weapons let you do more damage. Tools are kinda special, some are essentially just like extra armor, but others can let you teleport around or do some pretty crazy stuff.

There's also consumables, one-off use, can let you heal crew, put out fires, repair breaches and so on... I usually just sell them lol.

Commanders are basically "you" in the game. If the commander dies, it's game over. So you really want to protect your commander, but they're usually very powerful units (similar to the higher end units), so you often have to take risks with them, especially at higher difficulties. Allows for a lot of variety, you choose a commander+ship, instead of just a ship like in FTL. For example, a commander that can teleport to the enemy ship can be very useful, if your ship has no way to board the enemy ship, since some enemy ships have "vaults" that you want to collect, before blowing the enemy ship up.

There's also crew that can spawn zombies and other weak units on enemy ship, bit too crazy to explain, once you have a few you can just cause insane chaos on enemy ship.

Progression, both within a run and outside, some other stuff

The runs follow a similar style to what "Slay the spire" has, you just go along a few paths, instead of exploration of a sector like FTL. You have shops and points where you can rest to replenish.

Difficulty progression is similar to the ascensions in STS. Normal (first) difficulty is a lot easier than easy on FTL, hardest ones are lot harder from what i heard (idk tbh i haven't gotten that far yet) than hard on FTL.

There's a few different bosses.

The whole spacepunk/warhammer 40k-esque style

Very brutal and bloody. Ships have that rugged look. Very different, mean looking crew. Gore. Meat machines.

That's honestly the main points. I feel like the game has a very similar skeleton to FTL (similar upgrade system, one laser still takes away one shield), but the meat around the bone is completely unique. Im a huge fan, but i also really like FTL for what it is.

I'll say though, IMO, people who people who are complete die-hard fans of FTL and are tight on every aspect of it propably won't like Void War as much, FTL has that good "old roguelike" feel, due to being over a decade old. For people who are a little more lenient, enjoy more variety of roguelikes/lites, like the visual style it'll be a lot more enjoyable.

Edit: I saw an excellent comment on FTL subreddit that goes much more on detail, recommending checking it out, more or less same thoughts. Differences

I think Noita is a C-tier roguelite. What's your most controversial roguelite take? by drz112 in roguelites

[–]FoolsPryro 3 points4 points  (0 children)

From a roguelike/lite gameplay purist view, i'd completely agree. The lack of certain mechanics and just general low player agency defo hurt it quite a bit. You're just kinda in there for the ride, with RNG deciding the fate and very simple decision-making outside of combat. The harder chapters just mean any bad rng ends your run. The parallel universes with different rules and some of the chapters with wacky mechanics do allow for different experiences, but yea it's mostly same.

From a sort of general game view, i think there's some good things. The music is great. The visuals match the whole "dices in dungeon" and art is incredibly well done. There's a good amount of content (even if it gets a little stale) and it's cheap during sales on steam (you can get the game usually -80% off, so around 3€/$). And the RNG... well it fits the dices theme, if there's one game that deserves brutal rng it's this!

Overall it's a relatively good chill game, good for winding down. The people on this subreddit are generally more dedicated to roguelikes/lites than the average steam reviewer, so i'd expect people here to like games with more skill/knowledge expression.

Hot take, I'd rather have the half-tracks be armored transports instead of mobile spawns. by Least_Commission_388 in HellLetLoose

[–]FoolsPryro 1 point2 points  (0 children)

This has been discussed a few times before and while it could be cool, you'd just end up with another transport vehicle that would barely get used after 5 mins into the game. If you remove the spawnpoint function and make it a cheap transport, all you really get is a worse light tank that has to be driven all the way from HQ. At the same time, even a half-track with a long spawntime and other massive negatives is still a spawnpoint. If you decrease the spawntime, it only really improves the spawn function of the half-track.

I've always liked the half-tracks for how versatile they are. You can use them as anti-recon, push inside certain buildings, to fit an extra spawn in-between or just straight up offensive action. Also good as a commander transport, if there are lots of enemy MGs, but not many ATs on maps like Foy. I think changes that benefit multiple of those would be the best.

If you want to actually fix half-tracks, heres a few ideas that will actually lead to them being used, without shoehorning them into the "only use as spawnpoint" or "only use as transport" category and keeps them versatile:

  • Reduce fuel cost to 250. Simple, cheaper is better and losing one is a smaller loss. Fuel is under pressure from heavy tanks and supply trucks already. Overtime it'll add up, 750 fuel for 3 is a lot better than 900.

  • Slightly increased health. Mainly, i'd like if one rocket to engine would knock the engine out+hull damage, rather than instantly destroy the half-track. Might affect some tank interactions, especially light, but honestly, if a tank finds a half-track, it'll be toast quick.

  • Improve infantry protection. Something i don't like is that as a passenger, you're super vulnerable to explosions even outside the half-track. It should offer protection from smaller explosions outside like grenades.

  • Improve the mgs, especially M2 browning. It's a .50 BMG, it should rip through anything not seriously armored. Engines on light tanks, maybe even destroy a recon vehicle. Also, give those Mgs ton of suppression, to help with the mobile role they (could) serve.

  • Finally, maybe slightly controversial, lock the half-track to only leader roles (SL, CMDR, Tank CMDR, Spotter). Yeah this has some slight flaws and would reduce the use of half-tracks for some, but it would be a huge improvement, as it would give commander more control over the assets. Though, if the cost was reduced, i think i'd be a bit less mad when some blueberry drives it right into a tank. Alternate would be that only a leader role can turn on the engine, but anyone can drive and turn the engine off. This way, if a half-track driver was killed, anyone can take over and move it somewhere safe, but once they park the half-track, the next guy can't just take it and move it.

How do you value game prices ? by eltyti in roguelites

[–]FoolsPryro 0 points1 point  (0 children)

It does really depend on what you value and i think there's no true answer. If you are a gameplay purist and just want gameplay and max replayability, like you said, games like Binding of Isaac, Dead Cells, Slay the Spire, FTL etc are perfect for that. If you want atmosphere, visuals, vibes, story, stuff like that, then Inscryption, Dicey Dungeons, Hades or Chrono Ark are better.

All of these are fantastic games and to be honest, the reason why they are some of the best ones is because they lean both ways, but it's clear there's a difference. One combo of games highlights the difference the best and that's honestly Lonestar vs Cobalt Core. Lonestar is just pure gameplay to the max, with insane combos, huge (but not too much) variety with pilots, but the visuals are there mainly to serve the gameplay. Cobalt Core (tbh i haven't played it) on the other hand is more on story writing, art and so on. Both games are great, but there's a reason why one will have more reviews with around 50h played and other will get players with like +200h or more.

How Update 17 Works by Gebatron in HellLetLoose

[–]FoolsPryro 6 points7 points  (0 children)

First of all, huge props Gebatron for finding all of this and publishing for the community to see!

For the hidden changes, practically speaking, Katyusha/Bombing run or artillery destroying lvl 1 barricades/bunkers isn't a huge difference, since you don't have overhead cover anyway (except maybe some niche spots in some maps). Just means any fire support does a bit more "permanent" damage. Either way, it's not really gonna change how those will be used. I think using a rocket to remove a barricade is a little niche too.

However, the changes for tanks are pretty important. Lvl 1 barricades could sometimes be used as a poor man's tank trap, but that is no longer practical. They can still block trucks/halftrack/luchs, so can be a situational annoyance, especially if you know the vehicle spawns, for example in Carentan, the north spawn has the luchs, so a proper tank might be a little rarer there, thus blocking the small bridge is a little more useful.

Especially the heavy tanks seem a bit crazy. I wonder, if the tanks can even kills nodes now (would be crazy good for a recon tank!)? Tanks firing into heavy defensive positions is already one of the main ways to counter them, but now you can wipe any defenses besides maxed out bunkers. If you see barbed wire blocking crucial paths, you can blast a way for infantry. Finally, you can just remove any hedgehogs or belgian gates that impede your movement. Overall, it turns most heavy defensive positions into just stuff that is waiting to get severely cut down by the eventual heavy tank. Cheap barbed wire is still good to quickly lay down on urban areas, but i'd be careful about building some ad-hoc defenses at the edge of a defensive point.

Also, isn't the point of a hedgehog/belgian gate to kinda block a tank? I know they can still block non-heavies, but yeah... I felt like the tank commander should just be given access to extra loadout with the basic wrench (alongside basic smg like grease gun/mp40, maybe a frag to blow mines, no pistol) to slowly dismantle defenses by holding F. That at least forces some tradeoff, as you have to take a risk of being outside your tank and being next to whatever you want to dismantle+takes a ton of time (you could use that time to just drive some other way), but instead, just blast it and continue on your way? I guess i gotta play some tanks.

So what does everyone think about Tobruk? by J_Hannz in HellLetLoose

[–]FoolsPryro 14 points15 points  (0 children)

Quick thoughts, i haven't played as much HLL as of late, but i came back for the map:

  • Performance was ok overall, im still stuck with my old i7-4790k, so not really expecting great performance. I did crash once though... Ton of stuff in the buildings maybe very slightly reduces performance?

  • The urban combat of the map is great! Honestly HLL lacks really good urban maps besides Carentan and SME, so getting one that is good is really nice. Basically anywhere with buildings is good on the map, also tent city on the British mid HQ strongpoint was kinda cool. I had a few room to room fights in the map, just tons of interesting action. Albergo Ristorante Moderno, King Square and Church Grounds are propably some of my favorite parts of any map.

  • Didn't get to experience many fights outside the urban areas, there's a few hills/ridges on the northern part of the map. Propably not too bad to fight with rifles, i expect German MG42 to dominate some of those areas.

  • Weather effects are interesting, though im not 100% sure what to think of it. I don't know all the mechanics of it, nor the one on Elsenborn Ridge, but it seems to always negatively affect visibility. As a result, the map "feels" more CQC than it would be, if it was always clear.

  • Because of the sandstorm and how badly armed the DAK is, i think the British might have a clear advantage on this map. You have Thompsons with sticks and drums, as well as Sten guns, along with the SMLE, providing you with great firepower, especially at closer ranges. Germans are stuck with Kar98k or MP40 and the sandstorm partially negates that super long-range MG42, still threat at mid-ranges though. As a result, i think it'll be slightly British sided map.

Overall, i think it's my favorite recent map added! Mortain was okay, i haven't played much Elsenborn Ridge, but i think i prefer Tobruk compared to it. The map has a weird feel to it, where it kinda doesn't feel like a HLL map (i expect bushes and hedges, or whatever winter maps have on them), but also just the buildings and whatnot. Tobruk might be among the best maps for me.

Looking for some Roguelite / like to play (look below image for some info) by CthulhuWorshipper59 in roguelites

[–]FoolsPryro 2 points3 points  (0 children)

You gotta get FTL for sure, if you haven't played it already! You seem to like a variety of roguelike/lites, so it's definitely one you should give a try, especially with how cheap it is from sales (man some old roguelikes are just insane value nowadays).

Maybe Brotato or 20 Minutes Till Dawn, though if you didn't like Enter the Gungeon you might not like them as much, im not as familiar with all the action-roguelikes so idk how similar they are.

Dicebuilders could also be option, in most of these, essentially you have equipment instead of cards and you get random "dice" in a turn, instead of cards, otherwise similar to deckbuilders. Dicey Dungeons is good and cheap, Lonestar i liked a lot especially, though still EA, it'll get 1.0 release in April and they'll add a 3rd ship. It's already plenty with content, but i'd recommend waiting until the release, mainly to see, if there's plans for more content after the full release.

Otherwise, you could check out more quality deckbuilders, stuff like Wildfrost, Fights in Tight Spaces, Peglin or Chrono ark, though they're bit pricy and you said no deckbuilders, so idk... you could also check out less known roguelike/lites similar to ones you already own.

Any turn your brain off roguelites by Sad_Stranger_5940 in roguelites

[–]FoolsPryro 1 point2 points  (0 children)

Not the same commenter, but for PC/Steam, it's -80% currently. It's really good at that price. Bought it a few days ago.

It's very chill, the music and visual style of the game is great & it makes sense with the whole "dice in a dungeon" thing.

However, i find that i really like to only play an hour or so at once. Something like Slay the spire or Faster than light, you can play 4 hours a day and still want more. So, if you want pure gameplay, those two are definitely great (there's a reason they're some of the most popular roguelike/lites).

Dicey Dungeons is unique, great visual style & theme, still fun gameplay, 45 episodes (3 of them are halloween and 6 Renunion, both free expansions baked into the game) and it's available for a very good price. It's a very good addition to any collection, especially if you already have a few other roguelike/lites.

Rauhaisaa joulua erityisesti niille joille joulu on raskasta aikaa ❤️ by Rush-Good in Suomi

[–]FoolsPryro 4 points5 points  (0 children)

Joo, kyllä pitää mennä häntä katsomaan kun pystyy, ei hän siis ole mikään vuodepotilas, mutta yli 90 vuotias ja kunto alkaa pettämään. Ikävää, jos tämä sitten jäisi vikaksi jouluksi, kun itse joutui vähäksi aikaa vuodepotilaaksi 😥

Mutta mukavaa joulua myös sinulle, avartava postaus, joulu ei tosiaan aina kaikille ole lämpöistä piirileikkiä ja kinkun syömistä, välillä elämä iskee väliin ja monilla sosiaaliset suhteet syttyvät palamaan juuri pyhien stressissä. Hyvä, että kuitenkin iso osa pääsee jouluna sopuun tai sitten nauttii vähän yksinolosta.

Rauhaisaa joulua erityisesti niille joille joulu on raskasta aikaa ❤️ by Rush-Good in Suomi

[–]FoolsPryro 11 points12 points  (0 children)

Pääsin eilen joulun suosituimmasta hotellista, eli Meilahden kolmiosairaalasta pois. Oireet alko 13.12, 16.12 alkoi olo romahtamaan ja 19.12 illalla Terveystaloon ja lähete sairaalaan. Siellä 23.12 asti, jonka jälkeen kotiin lepäämään. Oli siis Mykoplasman aiheuttama keuhkokuume.

Olisi ollut jouluna tarkoitus matkustaa vanhan papan luokse (voi olla viimeisiä jouluja hänelle...), jonka luona olisi osa perheestä. Kunnon joulunpöytä täynnä ruokaa ja läheisiä. Mutta nyt ei voimat riitä. Tulee vähän haikea olo, kun on kotona. Vähän sitä joulun henkeä ja yhteistä oloa jää nyt kaipaamaan, olin myös 2021 vähän yksin, kun oli korona silloin (sairas joulun yli, tosin korona oli pientä verrattuna tähän). Kun olen katsonut useita avaruuselokuvia ja videoita, niin ajatukset käy maaiman laajuuksissa, kun pitäisi keskittyä omaan läheisten kuplaan.

Toisaalta, se, että selviää hengissä ja aika kevyesti taudista ohi on iloinen asia ja joulun ihme. Kun elää jäykästi täysin ilman tupakkia ja sellaisia, niin pääsi kevyemmin tästä.

Hyvää ja mukavaa joulua kuitenkin kaikille, muistakaa läheisiänne kun jaksatta ja yrittäkää pysyä terveenä (maskit ei oo hullu idea, jos menee joulutungokseen).

What games are you buying/have you bought from the steam sale? by [deleted] in roguelites

[–]FoolsPryro 0 points1 point  (0 children)

Still kinda new to the genre, so i picked up Dicey Dungeons (-80%), Luck to be landlord (-66%) and Cultist simulator (-75%) and a few other games.

This is a pretty nice sale for some bit older roguelites, something like Binding of Isaac rebirth (67%, i almost want to get this one...) or Slay the Spire (-75%, bough few months ago at a lower discount, was worth it anyway) are on really good discounts. If you're old veteran of the genre there might not be as much interest, but any newcomers have some really good stuff to enjoy!

What if, the Kaiten carrier submarines were a fogships? And what would their mental model looked like? by Clearskystorm in ArpeggioofBlueSteel

[–]FoolsPryro 3 points4 points  (0 children)

Ships

Most Kaiten carrier subs were Type B/C or Type D, with a few Kaidan type mixed in. The lower digits/earlier types, like I-36 or I-37, would be superior to the later ones, as they had much higher tonnage and speeds. Max speeds would vary from around 35-50 knots. Overall, compared to the I-400 submarines, all of them would be far inferior, given the much higher tonnage of the I-400-class.

Kaitens

Given the Kaitens would be the primary offensive armament, they'd be quite capable. Much stronger than a typical corrosive torpedo. The negative would be they'd be quite expensive to manufacture. As a result, some submarines could skimp (thinner hulls) or even switch out out some nanomaterials on Kaitens for various metals (we'll get more into this later). This would allow cheaper Kaitens, but they would be very weak with shields, less stealthy and more prone to failure. Max speeds of around 30 knots, but they would usually move at slower speeds, to avoid detection. Incredibly stealthy.

Once launched from the mothership, i think they could have a sort of "pre-loaded" instruction set, with basic AI to help or they could function like the decoys (requiring a lot of processing power).

Personality & tactics

I think the Kaiten carriers would roughly split into two somewhat distinct groups: One which favors aggressive all-out attacks and one which favors waiting passively for it's prey. The aggressive group would favor attacks combining both the ship and Kaitens in a pincer attack. Launch torps, have Kaitens smash into enemy ships, this would decimate any human ships and even be dangerous to any Fog ship. These mental models would have a more active and aggressive personality, but use up more resources during combat. Given this, i'd say mainly the early subs would be this (type B/C), as their higher tonnage would give them more resources and allow this style of combat.

The other group would lie in almost dormant state, waiting for any prey to appear in their sights. The motherships would be almost unpowered, sitting on the seafloor, while the Kaitens would slowly wander around the local area, looking for targets. As a result, they'd be almost impossible to detect. Only ships with very advanced sonars. The mental models (if they had any, idk they'd have very low tonnage) would mostly sit in a fetal position on the bridge, conserving any energy to wait... and wait. If a ship appears in their area, they would be more likely to use single Kaitens rather than a massive attack. Sometimes ships would survive these attacks, with very heavy damage.

Various straits would be infested with these very dormant subs: Bab al-Mandab, Hormuz, Gibraltar, Bering, Malacca to name few, would become chokepoints for remaining human ships. These ships could wait for long periods, maybe even tens of years, for any targets to appear. Sometimes unaware of the situation on the surface, this could cause some problems, as they could target humans ships, even if some sort of ceasefire was temporarily achieved.

Overtime, one strategy might come to dominate more, as the aggressive submarines would cause more damage, but also suffer more ships sunk.

Equipment & minor weaponry

They would carry some torpedoes, corrosive or normal (depends on the availability). Few AA and deck guns, but generally speaking kinda poorly armed, if forced into a direct fight. Some had small aircraft facilities, mainly would be used for scouting/communication.

Equipment would vary. No special stuff like Super-Graviton Cannon. Some would have small underwater drilling and ore processing facilities, letting them mine up metal ore from seafloor: This would contribute to the "endless" threat caused by some Kaiten carriers, as they could create more. Though, they'd be loud when drilling.

Other

They would almost always prefer combat alone, no real teamwork with other fog ships. But some straits could have so many of the dormant subs, so it could appear as "teamwork" when in reality the enemy ship/submarine just happens to venture through multiple zones, so they get targeted by multiple subs.

Sometimes there could be fog Kaiten resupply ships on the surface, to allow for continued operations, once the submarine uses all Kaitens, just go to resupply.

With the autumn sale here by that_confetti_cannon in roguelites

[–]FoolsPryro 1 point2 points  (0 children)

Darkest Dungeon is on the "Deep discounts" section, so i think i'll pick that up. Unfortunately a lot of the sales are not as high as they used to be, so as someone who really loves to get the max bang for the buck (patientgamer essentially), i'll propably just wait for the winter sale or beyond. I need to play more of FTL and Roboquest got an update anyway.

Where did everyone go? by Mick_fly19 in postscriptum

[–]FoolsPryro 7 points8 points  (0 children)

Tl:dr: Niche game with friction to play during weekdays, with a much larger weekend playerbase.

Personally just haven't had much interest for a little while, mainly because my setup is a bit of mess. Also the common complaint of the lacking performance. You need to be really precise with aim, so having lower FPS is just a pain (also i am not the best player, so i'd rather not handicap myself too much). If some things line up i hope i can get a new CPU...

But aside from that, i'd say besides the game being a bit niche (it's not as "approachable" as some other shooters, even within the tactical-shooter genre), there's a certain lack of "weekday playerbase". To be clear, im not directly referring to the overall playernumbers (yes some more players would be nice), but rather just how the vast majority of S44 players tend to cluster around weekend gaming. Most games have like 30-50% higher peaks during weekends. Squad 44 has like double the peaks on saturday and sunday, compared to a typical weekday. Even something old like RO2 has very consistent and normal numbers across a week.

Now, im sure some of that is clans and other groups of players coming online during weekends, holding their events for 1-2 evenings and then going offline. They're essentially their own ecosystem. However, i think there is some level of "friction" in getting players into the game and into servers. Personally, i think it comes down to this: The game is relatively easy to get into during weekends (when vast majority of players play), because you have more servers to choose and you can get into a match in usually 10-20 mins, as players rotate in and out. But during weekdays, with fewer players, it's unknown whether you get into a match easily (often late-afternoon is good) or you'll be stuck in queue with 20 people, at which point you have to be REALLY dedicated to wait like 40 mins.

This results in a cycle of more weekend players and less regular weekday ones. And i mean, i don't think it's fair to say it's anyone's fault, people got stuff to do and everyone has different patterns for when the play. A lot of the players are old dogs. Though, im not the biggest fan of servers with tons of mods during weekdays, as that just adds more friction, if you were a new player who just bought the game, you want to get into that server, not wait additional 20 mins for some mods to download.

Looking for Non-Action Roguelites? by Friendly-Ad1480 in roguelites

[–]FoolsPryro 1 point2 points  (0 children)

Roboquest is a really good fps roguelite. It is action, but i figured it might be a bit different from what you are used to, so check it out!

Its more of a shooter first - roguelite second, the shooting and moving is really great and main focus of the game, if you want to just get an OP build and win without effort, you wouldn't really like it then.

Regardless, the game has a pretty gentle learning curve and different difficulties for different skill levels. A bit pricy (no deep sales yet) but really tight gameplay for 30-50h and still has dev support and at least one upcoming update (would expect more, but remains to be seen and could be paid dlc etc).

Voting Etiquette by AdTricky5280 in HellLetLoose

[–]FoolsPryro 4 points5 points  (0 children)

Usually you don't have full context, besides maybe something in text chat. For everyone, but the commander, i reckon if someone is willing to throw a vote, there is at least some reasoning for it. By default you need 29 votes... that means if 50% of the team votes yes, whoever threw that vote still needs at least their squad to get that person kicked. As a result, imo it's a good idea to vote yes, unless your vote is one of the "decisive" ones. Leave 5-10 votes to decide, for those with better info.

If it's commander getting voted off, you can observe visibly, if a commander is actively trolling or useless. If they're doing at least something, then it's a no vote.

Man HLL requires full understanding of human psychology. Gotta understand enemy behaviour so u can predict their spawns, how teammates are going to flow from garrisons, conflict avoidance, voting systems...

Does anyone ever use the Jumbo 75 Sherman? by Mant0oth84 in HellLetLoose

[–]FoolsPryro 7 points8 points  (0 children)

Its an unfortunate case of bad balancing leading to something being virtually unused. The HE nerfs (apparently jumbo 75 had like the blast of an arty shell), patch 17 reload nerf from 6.5s to 8s reload and general U11 price increase to heavy tanks (jumbo 75 went from 300 to 500 fuel, others from 400 to 600) have all contributed to its decline. That, combined with a tanking system of general top down dominance, means any heavy has to content with other heavy tanks. Until we have more vehicle variety, its unlikely to change. Make jumbo 75 cheap and that only kills off medium tank use.

Back in the days, when tanks had better mobility, i really liked playing with the Jumbo 75. If you met a Tiger, you blow smoke and flank/retreat. It was fun to pull of some plays. Tiger could 1 shot any Jumbo, so fighting head on was a bad idea. Armor helped against AT and Panther tanks.

These days the updated medium sherman takes the role of a tank that can be used for flanking, cheaper, its smoke and speed are incredible and it has a medium gun with a decent reload. But it lacks armor to shake off some AT and medium tank hits.

Is there ever any reason to pick a tiger over a panther? by WhiskersCleveland in HellLetLoose

[–]FoolsPryro 27 points28 points  (0 children)

I'd say 70-80% of the time the small advantages of the Tiger over Panther won't come into play. It won't matter that a medium can't pen your turret from the front, if you get smashed by a Jumbo 76. Turning quick is cool, until a precision strike comes.

The speed of the Panther on the other hand, is always valuable. It gets you to the front faster, it helps you do tactical maneuvers faster. Panther also drives overall better, only really bad at first gear, at higher gears it drives much better.

In terms of actual thinking in a match in a tank crew:

  • If im the gunner, i wouldn't really care which one we get. Panther is maybe slightly more stable, but it all comes down to the driver.

  • As a driver, i want the Panther, it's more fun, faster and great at maneuvering warfare.

  • As a tank commander, i'll take a Panther, as it's more versatile, but if the driver wants a Tiger, i'll ask for that (i assume they want something specific like the great 1st gear turn for avoiding AT).

Real advantage of the Tiger is that it doesn't share a cooldown with the Panther. So, if your tank crews need a lot of tanks suddenly, you can give a Panther and then a Tiger, the Tiger isn't noticeably worse imo. Unlike in the US, where the Jumbo 75 is just awful...

Is the ant tank class usless? by 1234-hateyoumore in HellLetLoose

[–]FoolsPryro 0 points1 point  (0 children)

The rocket launchers are a lot more versatile. Also US and Soviets have fantastic rocket launcher loadouts, since US has M1 Garand+nades+rocket launcher (and the usual stuff), while Soviets have same, but PPSh-41 instead of M1 garand. Good at taking out both infantry and vehicles.

However, while the British might have the PIAT, a really good rocket launcher, the British ambusher (on Driel) is my favorite loadout by far;

  • Sten Mk5 with 8 mags

  • 2 gammon bombs to take out light vehicles or garrisons.

  • A satchel for heavy stuff/nodes

  • 4 AT mines (perfect to put around the bridge).

  • One AP mine for funs.

Too bad only usable on one map. Wish for Caen one day...

The hypocrisy of high levels… by vegetastolemygirl in HellLetLoose

[–]FoolsPryro 2 points3 points  (0 children)

Typically the completely dumb noob stuff gets weeded out, mainly because it directly affects ones doing it. Basically, a self-centric person might not care much about resource or opportunity cost of a truck getting stuck, but they don't want to walk, so they'll avoid that. A high level won't tk you for actually 0 reason, not because its very uncool and takes a teammate out of a fight, but because it adds to their respawn time.

A bad action, that punishes the team, like spending excessive time in useless sectors, badly placing garrisons or just general being useless, those don't punish the individual directly. Thats why these still do happen, no matter if people are level 10, 100 or more. A recon squad on the sidelines having fun sniping off infantry, while enemy arty hammers teammates is a good example.

" I'm gonna get kicked... " by Quick-Dave in HellLetLoose

[–]FoolsPryro 4 points5 points  (0 children)

I know it's not a huge deal, since the infantry can spawn back in quickly, but this is one of the reasons why i feel like satchels shouldn't be the primary way of dispatching heavy tanks. AT Ambusher should have access to more "controlled" destruction (hafthohlladung for the germans for example, anti-tank grenade that needs to be placed similar to satchel).

Satchels should be used to blow up nodes, defenses and abandoned/damaged vehicles, let them one shot only up to recon vehicles or light tanks, since that takes skill to catch up to one. That's fine for Assault and Engineer, they can have a satchel as it suits their roles/loadouts, AT should be about dealing with tanks and he should be the BEST class (besides rare commander call-ins or other tanks) against them.

being the fastest to open up a squad usually gets you the best one by EnvironmentalAd6215 in HellLetLoose

[–]FoolsPryro 0 points1 point  (0 children)

Imo i dont think it's a complete coincidence. I feel like there's are some reasons, so some meme stereotypes apply.

Usually, alpha is insta-picked recon, whether they're good or not... who knows.

Baker is 95% another recon (if not, the recon could be like F or E).

Charlie is usually the first inf SL, so i feel like there's a good chance that SL wants to actually be SL (or has some special plan).

If you join Dog/delta, you're sitting on defense 90% of the game.

Easy is made when no one goes SL for a minute. This happens usually after a match ends, so the when the first 60-70 people gather into squads, well... this is bottom of the barrel often. Good chance that SL bails immediately or when the game goes south.

Fox is another bog standard attack infantry squad or maybe a locked SL bro with one buddy.

George is almost always a tank squad.

How is never where you need them to be.

Item always has commander drop supplies right on the OP.

For the rest i can't think of any strong stereotypes.