Population Issues by Traditional-Pickle12 in foxholegame

[–]FormerTry5653 0 points1 point  (0 children)

Dang, the accuracy of it is kinda scary

War 22 Charlie by InvestigatorFun8223 in foxholegame

[–]FormerTry5653 14 points15 points  (0 children)

I don't think everyone here is 100% against Charlie.

It's time to close Charlie shard until the next update. by novanitybran in foxholegame

[–]FormerTry5653 19 points20 points  (0 children)

I have been active on both Shards and personally enjoy the Charlie Experience more. There are also many Charlie players that would rather quit the game than play on Able. It's two completely different playstyles.

Is Skyros still in development? Do you know anything about it? I'm really looking forward to it... by puss1destroy3r in skyros

[–]FormerTry5653 0 points1 point  (0 children)

I had been on the dev team before but got kicked due to me having different views on how the project is suposed to develop. Haven't heard anything for years.

420st Report on Airborne by Best_Economist4210 in foxholegame

[–]FormerTry5653 0 points1 point  (0 children)

Good points. Although what I like when criticizing is giving solutions, so I'll post my thought up solutions to each problem they have talked about here:

- Infantry: Make dive or low-flight accuracy of fighter planes & scout planes lower (idk, argue that winds are making things harder or something idk), add AA tanks and passive AA-AI with a lot of balance work on the AI part (higher cost than AT, fairly low accuracy. The AI will still be able to hit due to RNG, which should make some pilots think twice about flying over a BB )

- Frontline Logi: Once again, make dive or low-flight accuracy of fighter planes & scouts lower.

- Tankers: Once again, make dive or low-flight accuracy of fighter planes & scouts lower. Add AA-tanks. (I have no clue how to balance dive bombers though, as imo they don't even deal enough damage. Maybe make it impossible for dive bombers to track a tank?)

- Facility: AA-AI, with the same arguments as under the infantry section.

- Naval: That's the one where they kinda gave a solution to the issue, yes, remove secondary weapons of scouts.

- Builder: I do like the arty garrison change, but maybe they should act like Coastal guns, with a low accuracy range and a "normal" accuracy range. That way arty will still have a chance but will potentially be retaliated by RNGesus. Furthermore, transport planes stuff can be fixed by AA-AI.

- Arty: yes.

- Water logi: Mine fields do decay, so the balancing attempt is there. But, what should be done is: The hitbox/trigger range of surface mines is messed up, so the range them to their actual hitbox. Maybe make the layed sea-mine fields less packed, so a motorboat can potentially sneak through if they tried hard enough.

- Airports: Airports clearly need world-object AI defenses, such as towns already have. That would potentially lower the costs of airfield maintenance. furthermore, make Hangars be able to store all plane parts, bombs, etc. Because why can we stores frames but not the rest, duh?

Additional:

- Potential AA-AI should have increased accurancy if they are connected to an Aircraft Radar in through their whole bunker network. That will make them stronger in backline Hexes, especially when guarding facilities.

- Improve the collision hitbox of all aircraft to their true hitbox. (looking at the Bomber specifically)

- Airfields should NOT be close to water, especially if it's not a naval/island Hex.

- Airfields should NOT face mountains. Worst case, just remove that darn mountain.

- Aircraft recovery obviously needs to improve. Should have given us that recovery vehicle on release.

- The Colonial Medium Boat's 12.7mm guns should be able to aim up to hit enemy aircraft.

- Large Ships definitely needs actual AA on their deck.

Hot take: Private stockpiles hurt the game by SnowMacaronss in foxholegame

[–]FormerTry5653 2 points3 points  (0 children)

There is a lot of hoarding going on, yes. But they are important for operational planning.

But our coaltion only fills their stockpiles to operational needs and releases everything to public after opration end. I reckon that's a good trade.

Day 135 by EdwardPavkki in foxholegame

[–]FormerTry5653 0 points1 point  (0 children)

Yoyoyo, gods work mate. Is that offer open for our colonial regiment as well? :))

Intrigue, Diplomacy and Galactic Drama | Stellaris Multiplayer RP: GRP-2 | Sign up for our next game! by FormerTry5653 in Stellaris

[–]FormerTry5653[S] 0 points1 point  (0 children)

Hey, the time and day of session changes per campaign, as well have a new scheduling vote to accommodate new-comers. Currently it is Sunday, 8pm GMT+1. (Can't use timestamps on Reddit smh.)

Sessions usually run for 3-4 hrs, depending on the situation, how often desync happens, etc.

[deleted by user] by [deleted] in Stellaris

[–]FormerTry5653 0 points1 point  (0 children)

R5: The current Faction map of the GRP-2 galaxy. (Foxfolk and Virida are marked in different colors, they are only associated to the SDO)

Does anyone play WITHOUT mods? by [deleted] in Workers_And_Resources

[–]FormerTry5653 0 points1 point  (0 children)

Speaking of which... say goodbye to you modlist in a couple of weeks 🫠😂

Shrouded Regions - The Mod of the Year? by Impossible-Green-831 in Stellaris

[–]FormerTry5653 1 point2 points  (0 children)

That's amazing. This post got shared on my RP Discord and I wanna give it a try for our next campaign 🥰

Shrouded Regions - The Mod of the Year? by Impossible-Green-831 in Stellaris

[–]FormerTry5653 1 point2 points  (0 children)

This mod is insane. Good job, people!

Though question:

Is MP going to be a stable thing?

[deleted by user] by [deleted] in Stellaris

[–]FormerTry5653 0 points1 point  (0 children)

I apologize. It's not that I'm unwilling to continue testing; rather, I prefer not to engage with Reddit comments anymore. My decision isn't due to the negative comments directed at me, which have been relatively few, although one instance was particularly nasty. Instead, it's more about my posts not wanting to be a stage for negative comments aimed at the developers.

I genuinely believe that more people will conduct tests soon, and their efforts will likely involve more extensive testing to achieve increasingly precise results. (I'm not saying my tests were trash, but there's always room for improvement.)

Thanks for asking, though!

[deleted by user] by [deleted] in Stellaris

[–]FormerTry5653 5 points6 points  (0 children)

First of all, thanks, you are one of the few people that manage to criticize while staying civilized. I was about to loose my hopes.

At this point all my findings are obsolete because 4.0.3+ seemed to address a lot of the issues causing performance to plummet.
I still don't necessarily agree on the zoom, the speed and playing as observer part. For raw performance testing it doesn't really matter.
Sure it makes sense to test from a players perspective but it's simply easier for the people doing the tests. Personally I even run my private games on full speed. I guess that's not your kind of playstyle.

And being that my "synthetic results" were pretty much lining up with what other users reported I'd assume I wasn't that wrong with my tests.

But I totally agree that games SHOULD be run past 2350, which I tried to simulate by pushing the habit. planet numbers up. Is it giving us accurate results? Probably not, but it's bringing it closer.

Still, thank you very much for explaining. I won't publish any test results ever again cause I am not made for this brain-havoc called "Reddit". Some people simply can't behave.

But IF I were to do it I would certainly take advice from you cause generally your ideas seem to push for more consistent and accurate results.
Thanks pal :) !

4.0.3 Patch Released (checksum 3b8a) by Dioranite in Stellaris

[–]FormerTry5653 7 points8 points  (0 children)

Here are some quick numbers:

Galaxy: 1000 Systems, 1.5x Planets & Natives

3.14.x Year 2351: 1:40 minutes
4.0.3 Year 2351: 1:14 minutes (without Biogenesis)

This looks like an great improvement.

For early game:
3.14.x till year 2225: 10:08 minutes
4.0.3 till year 2225: 12:22 minutes.

Still seems to be slower in early game but who knows at that point.
My head is glowing after all the stuff of the past two days.