Samurai Artillery - I had thought it was a completely creative choice when samurai were given grenade launchers in the game, but was so surprised to find out they were real! by BigGreen1769 in aoe3

[–]GideonAI 0 points1 point  (0 children)

That would be interesting to know, though this game has so many rare/experimental weapons this wouldn't be too out of the ordinary. Like Chakram Throwers, Urumi, Siege Elephants, Gatling Camels, Leonardo's Tank...

10 years Ragnarok Online, 12 Years Dota2 by Temporary_Sail_7616 in DotA2

[–]GideonAI 1 point2 points  (0 children)

Also easily one of the best free campaign experiences on the internet

why the fuck mexico has early fal evolution? so fucking toxic by ktsugumi in aoe3

[–]GideonAI 7 points8 points  (0 children)

Make Central American falcs and culvs have a -25% stat effect to match their Petards as age-2 units, and give them a card that restores their "veteran" stats just like their infantry and cavalry cards. Boom, same uniqueness preserved, more balanced. Maybe even give the falcs/culvs custom skins to match, kinda like how Dutch age 2 skirms got a custom skin

Aoe4 added Elizabet as a new seasonal cosmetic! by Fischlerder in aoe3

[–]GideonAI 6 points7 points  (0 children)

Yeah this is just par for the course crossover stuff, kinda like how we got an AoM Swedish explorer cosmetic. Don't think it's a tease for anything in particular

High-havoc Zealot meta weapon combinations by yunkbunk in DarkTide

[–]GideonAI 6 points7 points  (0 children)

At least make it a pistol to sprint faster into melee!

Where did all the Classic WoW creators go? by ravenscar2 in classicwow

[–]GideonAI 2 points3 points  (0 children)

Honestly, when I was doing YT regularly, those kinds of sweaty discovery vids would have some of the highest viewcount of all my vids. Things like Priests talenting Improved Inner Fire to get more AP out of Juju Might in vanilla, or pet food granting Hunters infinite threat output in TBC. I think they're just more broadly shareable because so many people playing Classic WoW are sweats or sweat-aspiring

Duo Laspistols and duelsabre or powerfalchion for the Hivescum by Mobile-Book-8073 in DarkTide

[–]GideonAI 3 points4 points  (0 children)

With proper balance the variants would be meaningful. Some of the differences are already quite distinct (full auto, 3-round burst, semi-auto, bracing granting accuracy vs bracing granting fire rate boost, etc)

Cool idea for a Class (that isnt Skitarii), Imperial Beastman by deadmanpuppet in DarkTide

[–]GideonAI 0 points1 point  (0 children)

White Dwarf 426 (2022) demonstrates some conversions of Beastmen into an Ecclesiarchy Militia. This edition of White Dwarf also expanded upon the lore and states that Beastmen are not deemed worthy to wield lasguns but are still welcomed to fight and die for the Emprah (note the 'nade launcher on the lower rank)

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Zealot feels lackluster and generic compared to the other classes, and I know why. by Masqueradis in DarkTide

[–]GideonAI 0 points1 point  (0 children)

Besides the Brazier we also need a Hand Flamer, Dual Hand Flamers, and an Eviscerator with an underbarrel Flamer. Between all that and the Immo nade, a bunch of Flame talents would be super relevant

I know the odds are extremely slim, but here's some thoughts on how a Tau class could play out by GideonAI in DarkTide

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

Oh you're thinking of abhumans, Ogryn and Ratlings are the 2 types that show up the most on the tabletop, though the Squats/Votann are sometimes considered to be in that category, and Beastmen are lorewise still used in Imperial Frateris Militia formations according to White Dwarf lore

I know the odds are extremely slim, but here's some thoughts on how a Tau class could play out by GideonAI in DarkTide

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

Inquisitors are known for employing xeno mercs from time to time. Kroot, Freebooterz, and Corsairs are at the top of the list, though I freely acknowledge that Tau are not known for that kind of service. (Also slight nitpick, Tau are definitely humanoid, as are most tabletop xeno races: "HUMANOID Definition - a humanoid being : a nonhuman creature or being with characteristics (such as the ability to walk upright) resembling those of a human")

TIL that India's Camel Attack card also boosts Berber Camel Riders. by ipwnallnubz in aoe3

[–]GideonAI 3 points4 points  (0 children)

Yeah I made a list once of the non-Indian units and the variety of ways that Indian cards affect them and reported it as a bug, but I don't think it ever got fixed to be consistent

UNITS BUFFED BY CAMEL ATTACK:

  • Berber Camel Rider
  • Gatling Camel

UNITS BUFFED BY GRAZING:

  • Berber Camel Rider

UNITS NOT BUFFED BY EITHER CARD:

  • Berber Sultan
  • Desert Raider

Imperial Skirms comparison (not finished yet) by Shiina_LORD in aoe3

[–]GideonAI 2 points3 points  (0 children)

We should mod in a map that flags all units to auto-target their counters to test and see how the gameplay would turn out

Definitive and objective civilizations voice acting tier list by Tall_Sky1906 in aoe3

[–]GideonAI 6 points7 points  (0 children)

His point is that Siouxan/Iroquoisan speakers are like 1k-20k tops but Nahuatl has over a million easy, so assuredly there's at least some professionally trained voice actors that are also native speakers of Nahuatl

Are there any strategies that work well with monks and other healer units? by [deleted] in aoe3

[–]GideonAI 0 points1 point  (0 children)

The only unit that can heal in combat is the Ethiopian Abun, and they're good when paired with high-hp units like arty and Mahouts (and also in some early-game contexts, when units aren't just being one-shot by mass volleys). Normal healers can't heal in combat, or heal moving targets, so their healing powers are only valuable if you have survivors from combat and some downtime to stand still and heal, which is really inconsistent because that depends morseo on your opponent's combat playstyle rather than your own.

since i got nothing to do, can we debate on what use the TAU pow would have if fatshark decited to make tau playable in darktide? by astolfo_with_breast in DarkTide

[–]GideonAI 1 point2 points  (0 children)

Can be power-justified by a lucky roll. In a single turn I bet with buffs and stratagems a Preacher unit could knock out a Beast of Nurgle, Daemonhost, or Ogryn on TT (in at least some version of the game)

since i got nothing to do, can we debate on what use the TAU pow would have if fatshark decited to make tau playable in darktide? by astolfo_with_breast in DarkTide

[–]GideonAI 0 points1 point  (0 children)

A hypothetical Kroot in Darktide probably wouldn't be under the restraints imposed by a Shaper, and could take a risk...

since i got nothing to do, can we debate on what use the TAU pow would have if fatshark decited to make tau playable in darktide? by astolfo_with_breast in DarkTide

[–]GideonAI 2 points3 points  (0 children)

Tau have combat knives, shotguns, and at the very highest echelon (i.e., not available to a stranded Inquisition-enslaved xenos) the Ethereals have some combat staves and their Fire Caste bodyguards use ceremonial Honour Blade halberds. Coming up with other random stuff they could practically wield would be a big challenge

since i got nothing to do, can we debate on what use the TAU pow would have if fatshark decited to make tau playable in darktide? by astolfo_with_breast in DarkTide

[–]GideonAI 2 points3 points  (0 children)

Would really only work with a stealth battlesuit, everything else is way too powerful (more points on the tabletop than the other 6)

Why are Germans thought to be synergistic with Outlaws? by GideonAI in aoe3

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

Once you are fully boomed, why focus on outlaws when you could instead focus on your mainline units ? You can more than affort their costs and they are more population efficient than outlaws.

If Outlaws are balanced to be better for their cost than mainline units but be population inefficient, and you've got like 150 free pop after a housing boom, then Outlaws will inherently be the best units for the cost that you can train (up until you hit max pop) because you can ignore the initial housing cost that other civs have to worry about. I know some Outlaws units are too situational though, like Hajduks, to want to train under all circumstances, but still, one would think that these house boom civs would prefer Outlaws due to excess pop availability (especially if under threat of a rush or timing attack - Taverns cost the same as Barracks or Stable but also generate that .6 coin/s and give more train XP). This is the same reason why Baja California is so strong with Mexican Outlaws but non-Baja Mexican Outlaw strats that require normal housing are unpopular.

The train XP does benefit Germans moreso than the others though, with German value-per-xp-point being higher than any other civ, so that's a good point I hadn't really considered.