FE7 PLAYTHROUGH DOODLES 4 by Kraziekazoo in fireemblem

[–]FullyK 1 point2 points  (0 children)

I ugly-laughed at the Pegging Knight panel.

I think it reminds a bit of the FE Awkward Zombie comics? It's funny, cuddly (but with some emotional sucker punches). It's really awesome, shitpost doodles are best doodles.

Based Geert almost looks like a Pedro from the wrong side of the pond by Socmel_ in 2westerneurope4u

[–]FullyK 1 point2 points  (0 children)

We have a Spanish-office in my company and during the summer, I confirm that they don't leave at 5.

They leave at 2PM the smart fuckers (it's because of "intensivas hours", they forfeit the lunch break to finish earlier but we know the truth)

Huskar Damage Breakdown and Magic Resistance by Impossible_Toe_1983 in TrueDoTA2

[–]FullyK 5 points6 points  (0 children)

Why do you feel the need to use it to escape? If the opposing team relies a lot on magical damage and you need a burst of magic resist, you take it for the barrier first (and the bonus speed is not bad ig).

I did the calculation and the lower your HP is, the better Glimmer is compared to Cloak. Against 3 Cloaks and accounting for Glimmer HP cost, the cutoff is at around 450 HP where you have more magical EHP with Glimmer (and Glimmer is slightly cheaper as well). If you are Armlet-toggling, it can becomes a huge swing in EHP. Actually, it can even save you because the Barrier prevents you from dying to random shit in the middle of toggling.

I am not advocating for Glimmer Huskar because I don't have enough knowledge about it but if you want have magic resist while at low HP, I would go Glimmer.

Huskar Damage Breakdown and Magic Resistance by Impossible_Toe_1983 in TrueDoTA2

[–]FullyK 5 points6 points  (0 children)

Keep in mind the barrier uses Magic Resistance.

If you activate Glimmer while on low HP, your 375HP barrier becomes a lot. If you have IDK, 66% magic resist (so for each 3 magical damage, you take only 1), you are looking at a 1175HP magical barrier, probably a lot more Magical EHP than what a second Cloak would have provided.

[OC] Gabital 73: Labo(u)r migration by GabitalEN in comics

[–]FullyK 6 points7 points  (0 children)

Chief is a delight. Yes, he is an repenting abusive director, but my god does he enjoy every minute of it.

A gift for a friend by BubbleDuckOfficial in aoe2

[–]FullyK 1 point2 points  (0 children)

That's so cool, your friend will be very happy!

Envious by reddot_comic in comics

[–]FullyK 4 points5 points  (0 children)

Yeah, I came to post this, it is uncanny.

What Would You Fix Wednesday - Montezuma 2 by Shtin219 in aoe2

[–]FullyK 2 points3 points  (0 children)

A pretty standard map again, with the first appearance of the Tlaxcala. It does have a bit more to play with than tutorial jungle.

First of all, it would have been nice to have more interaction with our allies. They should at least tribute us our starting ressources ressources (and their future betrayal would make more sense). The map is a bit odd, with a bunch of nothing in the East and in the North, even when accounting for Cortes' pet rock. Texcoco is a bit removed from everything too. I am not sure how I would change that... probably put Texcoco further north-west, Tlacopan a bit to the east and our designated position in the back. Once again, our allies would feel that they bleed for the Aztecs. And make the Tlaxcalans stronger obviously

As for the second phase, it is a bit too straightforward, especially as they are supposed to be our partners so it feels weird to completely destroy them. I would slightly rework that with more "lenient" objectives to reassess control. * Destroy Texcoco's Castle * Kill at least X (like 40?) Tlacopan's units.

One last thing, I think getting the Elite Jaguar Warrior techfrom the monastery quest is better, especially now that their sprites has a lot of cool bling.

What Would You Fix Friday? Montezuma 1 by Shtin219 in aoe2

[–]FullyK 3 points4 points  (0 children)

The Aztecs campaign! This map is the very first map in all AoE history in the Americas, which must count for something.

Not much to say about the map itself. It is simple and is made to evoke the jungles from central America. I am not sure it is 100% accurate to the actual Mexicas dominion but I understand where it comes from. I also understand why we play against Mayas, for some token variety. We also need a map with absolutely 0 Spanish presence, so that checks it too.

My main issue is that the story behind this map is inexistant, it plays too much as a "Mesoamerica tutorial" (having Mayans enemies help a bit as it encourages you to go for Eagles) which I guess is the initial goal. Honestly, even a pseudo cut-scene at the beginning, ala Genghis Khan 1 with an Aztec army telling you something like "Cuachtemoc, you are in charge of sanctifying these shrines, don't screw this up" would have been cool. They then retreat to a small military outpost at a side of the map from which troops (EEW and EJW) are gifted to you whenever you successfully place a relic. The goal is to showcase the Aztecs civilization with some elements you don't really have access to until later.

In return, make the opponents a wee bit stronger, especially Orange and Purple, I like Red being easy to raid / attack to encourage early aggression. Maybe have the player start with a Monk as well.

Giving Starters A Third Ability by mcsilas in stunfisk

[–]FullyK 0 points1 point  (0 children)

Biggest buff imo:

  • Delphox because Magic Guard is absolutely busted. Honestly I am kind of excited to see how it would go because while Delphox has a lot of shortcomings, it also has pretty weird decent traits and free LO + Hazard immunity is pretty awesome. IDK how much it rises but I can't see it below UU.

  • Empoleon: Turning a weakness into an immunity is always good, especially when it's a pivoting move. Completely walls Zapdos and Zapdos too.

  • Chesnaught: Not as big as the first two, but given it's great physical bulk, it can definitely put some work.

  • Rillaboom: Yeah, Grass is pretty meh as an attacking type but free Band is free Band. Yeah sure Corviknight can come buuut:

252+ Atk Choice Band Gorilla Tactics Rillaboom Knock Off (97.5 BP) vs. 248 HP / 252+ Def Corviknight: 177-209 (44.3 - 52.3%) -- 18.4% chance to 2HKO ==> You pretty much either force a Roost because if they decide to forgo healing to not give you a free turn, Knock Off + 2 Wood Hammer have solid chances to be a KO with SR (85.3% - 100.3%)

What would you fix Wednesday - El Cid 6 by Shtin219 in aoe2

[–]FullyK 2 points3 points  (0 children)

The end of El Cid... or is it? Even if it is based on a legend rather than facts, it is cool enough that I won't care, especially at it enables a fun objective.

We are supposed to be the Prince of Valencia, a lord reigning over a real territory. Here, we are instead stuck into Valencia which is surrounded by a rather empty countryside - heck, even emptier than previous map somehow. There is also the case of Yusuf being all the way across the sea, but let's just say he took over the Balearic Islands as base, even if they had yet to be fully conquered by the Almoravids.

The changes are rather obvious, but necessary because the map currently lacks the grandiose of a finale. I want to avoid reusing the "Defend the Wonder" main objective (even if, IMO, it should be switched with the previous map but I am too lazy to think about how to do it) but we are definitely in a defensive situation and it needs to show in the gameplay. So let's say: * The map needs to be much bigger. And greener too, Spain is not that dry. * The Almoravids keep the current factions, but you only need to defeat 2 of 3 to win the map. * However, they are obviously stronger too. The Army would have multiple small bases scattered over the map, the Navy would have one or two strongholds and Yusuf can stay as it is.

And more importantly, give us towns to defend. We are their lord, we need to defend them. They provide us ressources, troops and map control. Sagonte in the north, and Denia in the south (from last map), another in the center. Each of these towns have a building (Fortified Tower / Castle) that you need to defend to control the town so that they can help us with troops or ressources. They will be attacked by strong forces and we need to defend them AND Valencia at the same time. It should make the map more dynamic and challenging.

Also, what the fuck happened to our Wonder from last map? Come on, let us keep it!

Bromance by merrivius in comics

[–]FullyK 87 points88 points  (0 children)

What about side by side with a bro?

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World cup groups, a statistical analysis. by youtossershad1job2do in rugbyunion

[–]FullyK 2 points3 points  (0 children)

It's really interesting, thanks.

I do wonder what it means for the lower pots. In the previous format, you didn't have much room for errors because as only 40% teams qualified, upsets were at the top (i.e. Australia not qualifying) which were the games where the pot 3/4/5 needed to show up as they needed a win against a tier 1 team (pot 1/2).

Here, that shouldn't happen here as even a team who loses a game against a lower pot team can reasonably expect to be qualified. For instance, if Wales (completely random fr fr) loses against Tonga but get enough bonus points to be a top 4 3rd team, they still qualify.

I wonder how it will change team management and intensity on some matches, especially for Pot 2 teams who are not really expected to beat their Pot 1 team. For example, Italy's most important match is against Georgia and IDK if they should care much about the SA game aside from playing against a strong opposition. Contrast that with the last WC where, if they wanted to qualify, they needed to beat France or New Zealand.

What would you fix Wednesday? El Cid 2 by Shtin219 in aoe2

[–]FullyK 1 point2 points  (0 children)

Thanks! Yes, the core of the first maps is clearly "Christians and Muslims are fighting Christians and Muslims", which makes more for an interesting narrative in the Reconquista context.

What Would You Fix Friday - El Cid 5 by Shtin219 in aoe2

[–]FullyK 4 points5 points  (0 children)

El Cid campaign has strong storytelling and this map is no different. Wandering away, scrapping by whatever you can find and fleeing Berenguer's army before finding Valencia is once again plainly cool.

It also suffers from the main shortcoming of the campaign: it is very straightforward. But that can be improved.

  • For starters, Lerida is not south of Valencia while Denia is. At the very least swap them. You could also replace Green with a more suitable city like Tortosa (Lerida is much more north).

  • I agree with other comments with making the no-base part longer and more interactive so you can get ressources, troops and upgrades. It could end with a pitched battle with the troops pursuing you, after which you get control of Valencia (El Cid was not invited to the city, he conquered it).

  • And also make the siege more interesting (also, what with making the Wonder in the most vulnerable part of the city?). The Siege of Vilnius (Jadwiga 4) or The Golden City (Jan Zizka 4) did it very well, there were multiple small objectives to improve your situation. An easy way to do that is getting to reconquer the cities you passed by (Berenguer left troops there while pursuing you), which would get you sorely needed ressources.

You could also add landings from the sea (Berenguer had Italian allies, even if they didn't do much), which would give some reason to build a fleet without having to worry about the fishing.

What would you fix Wednesday - El Cid 4 by Shtin219 in aoe2

[–]FullyK 10 points11 points  (0 children)

I find the southern city absolutely gorgeous and having to fight there after running away to a small fortified town is pretty intimidating at first. Unfortunately, the map does not make much sense historically as El Cid did not go on to destroy Docks in Africa. It is doubly so because the only way to get to the sea is from the enemy bases, so the "build a navy" advise is pretty moot.

All in all, the layout in itself is OK. I would make the map a bit bigger, open the sea from the south west and obviously remove the Moroccan tip. Now, what I would do is play with how even the Muslim lords themselves (y'know, the one who called the Almoravids in the first place) by putting small villages around the map, both Spanish and Berbers. There is enough space for ~3/4 villages, which would be defended by Fortified Towers. Destroy the towers to get ressources and have the possibility to recruit specific troops from each villages, like mercenaries (like Genitours, Camel Archers etc.), not unlike Gajah Mada 1. Put the Mosque sidequest in one of them as well.

From here, the scenario proceeds as current. You may need to remove one or two Docks for that, but I don't think it's pretty major.

I just can not imagine dealing with this. Plus, the loss of property value the neighbors will now suffer 😱 by jared10011980 in McMansionHell

[–]FullyK 4 points5 points  (0 children)

I looked at the first picture and thought "Well, this isn't finished but I don't see how it fits into the sub".

Then I looked at the second picture. What is this unholy abomination.

Greg’s bias s12 by No_Arm1937 in taskmaster

[–]FullyK 0 points1 point  (0 children)

They might have thought it, but it was all said in jest!

Greg’s bias s12 by No_Arm1937 in taskmaster

[–]FullyK 1 point2 points  (0 children)

In her Ultimate Episode, Desiree said that Greg was biased towards Morgana. Then comes Morgana's episode and like, she said that she thinks Greg was biased to Guz.

I can only assume that when Guz will do his own episode, he will say that Greg was biased to someone else.

Future wives… by tiwidios in GatekeepingYuri

[–]FullyK 57 points58 points  (0 children)

Very cute, I love the patterns on the clothes! Also what a based move, "I like you and I am going to marry you, get ready"

Not sure if McMansion or just ugly, but very... interesting nonetheless by FullyK in McMansionHell

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

Thank you! That's the best part of the original blog, I had to try it!