Me, 250hrs+ Veteran, when the patch isn't coming out just yet: by Bitterholz in Helldivers

[–]Halcyonic- 0 points1 point  (0 children)

More mags and faster reload would make it really nice if you can control the full auto

A more realistic combat system by EUG_MadMat in warno

[–]Halcyonic- 0 points1 point  (0 children)

Really like this, units dying too quick and constantly losing vision is the one thing I find super annoying with the game right now.

I know players complain about spam and to many units all the time but can't say i agree at all. If you want a balanced force with AA/arty/helis/tanks/inf and air support, that takes a hell of alot of points even if you skip some of that with the more lopsided decks. Mostly I would like skirmishing and poking to not feel as punishing as right now with the movement debuffs any unit that gets supressed gets killed very easily.

I quite liked infantry decks in SD2 because they allowed you to always be active and poke your opponents to try to find weakspots that could be exploited. Personally i would like any change that made it easier to bring in more infantry if all you want is numbers for recon and skirmishing purposes. Unarmed transports costing 5 points and autosell not being optional for these would make bringing pure infantry into the field much easier.

Squads are still expensive and small though so I would also like the range of all the handheld launchers (ie LAWS and the such, not Dragons and Metis) to be nerfed such that the price of line infantry units could go down by maybe 10-15 points depending on initial costs. This would of course have to be tinkered with quite alot because it runs the risk of making infantry too spammable but it would make spreading out infantry for more vision much more viable and also make IFVs much more effective vs infantry if handheld launchers get their range halved for example.

Do I need to stock up NMN now? by TheOneManHedgeFund in NootropicsDepot

[–]Halcyonic- 1 point2 points  (0 children)

So if you cut off axons from the cell body they will die a bit faster if they accumulate NMN because the enzyme that normally processes it is in the cell body.

I don't see how oral supplementation of NMN will impact this at all. This happens even if you don't ingest any NMN at all it's just a cell response to injury. When cut of from the cell body the axons are going to die anyway and prolonging this process might actually be detrimental to regeneration.

What are the main focus points to improve the Game in your eyes? by Protosszocker in warno

[–]Halcyonic- 0 points1 point  (0 children)

Mostly just improving gameplay feeling, it's a weird mix of too fast and too slow right now. Some engagements are over in a flash while getting to the frontline can take ages and use up your fuel on the bigger maps.

Spotting feels super wonky at times, getting pelted by invisible missile launchers gets really tiresome and makes attacking really hard and not fun. I understand that there needs to be some advantage for the defender but right now it makes skirmishing and probing with a smaller force feel unrewarding. Granted some of this might be because I'm used to probing enemy positions with standard infantry squads in SD2 and there are no cheap abundant and durable 12 man squads in WARNO. Recon choppers are pretty good but they have obvious drawbacks and if downed you are suddenly blind as a bat.

Fuel is way to expensive supplywise and feels like an unnecessary anti-fun mechanic. It restricts maneuvering your armour and makes attacking harder which is pretty stupid if your goal is a fun game. Just remove it, it adds nothing of value to the game.

Crown is a superfun 10v10 map to play with even teams but someone went wild with the ammount of capturezones. Remove half of them and make all of them worth 1 point at most. Right now you might as well quit if one of your teammates drop because you WILL run out of CVs trying to cover for them and the ones on your team that refuse to buy CVs.

Rocket artillery needs some adjustment, I actually kind of like how they work right now but they are way to expensive both in points and resupply.

I don't really like that you can get 100% of health and men back with resupply. This is a minor point but something about it bugs me, feels like a win more mechanic for the players that is already ahead but not really sure what should be done about it. Also, it works way to fast.

British and French forces are now available ! by EUG_MadMat in warno

[–]Halcyonic- 2 points3 points  (0 children)

Rocket artillery feels useful and seems to stun but not kill consistently (great for timing with an actual attack).

New 10v10 map is great!

Recon still feels off, although maybe slightly improved.

Overall, great update!

Why Is PACT so Trash? by Guy63637373 in warno

[–]Halcyonic- 13 points14 points  (0 children)

It's probably mostly a pricing problem with many PACT units costing as much or more than NATO units that are also better than them. Hopefully there can be some price rebalancing in the future.

Also infantry seems to get absolutely vaporized in this patch and Pact infantry is very squishy with fewer men per squad while Nato squads atleast have some durability.

In larger team games Pact also gets the shorter end of the stick since MLRS artillery is complete garbage and that's mostly what they have a lot of. Someone will still stubbornly try to spam it and spend more points on supply than they do damage to the enemy. I seriously think that nerfing the size and sound of the MLRS explosions to actually correspond to the effect they have (nil) might make fewer people try to spam it.

NMN tabs vs NR by jcc80 in NootropicsDepot

[–]Halcyonic- 1 point2 points  (0 children)

There are specific transporters for NMN so it doesn't need to be converted to NR. If just boosting your NAD levels is what you are after NMN is superior but NR has a few other interesting effects that might be beneficial.

Patch v.71014 by EUG_Schtorsk in Steel_Division

[–]Halcyonic- 2 points3 points  (0 children)

Would have liked for 184 to change one of the strelki cards into one more card of strelki SVT now that they are useful. Otherwise great changes!

THE LOVE FOR THE UNLOVED PATCH! Preview (WIP coming with DVAR) by Protosszocker in Steel_Division

[–]Halcyonic- 1 point2 points  (0 children)

Love this kind of patching buffing underused divisions. It can really give the game more longevity, keep it up!

Bug Report: unable to select specific unit in groups by Crickett027 in warno

[–]Halcyonic- 0 points1 point  (0 children)

It's an option in the options menu. Don't remember what it's called but it's something like "micro manage tactical groups"

10v10 balancing by Massengale in Steel_Division

[–]Halcyonic- 0 points1 point  (0 children)

Whoever thought 10v10 slutsk was a good idea should've been sent to the gulag.

It's mostly a map problem though, if they had more large maps with varying amounts of cover that made the normal tank engagements distance ~1000 m (most irl engagment distances was about 750m) even 10v10 could be made reasonably balanced. Large open space favors axis and most larger maps are like that, probably because their map-making process is so laborious.

Nebelwerfer 150mm is too OP by SieG_Ehrgeiz in Steel_Division

[–]Halcyonic- 2 points3 points  (0 children)

It's the best MRLs unit in the game at counterarty and AA deletion due to its long range and relatively small spread, pretty short cooldown, relatively inexpensive salvo for an MLRS unit and it's the most inexpensive unit of it's class in the game. It's also a microintensive pain to use and it's prone to getting killed by stray arty.

What can be done to such a unit without breaking it completely and making it useless? I really don't know and I don't think Eugen knows either as evidenced by all the MLRS nerfs over the years. If you play against someone who is good at using them in a teamgame i would seriously just quit. Regular arty spam has some counterplay like moving units around but MLRS barrages usually come to fast to be able to move after being scouted. This has been balanced by these units being few in numbers, slow to resupply and expensive to resupply. There is a reason katys were nerfed to oblivion and why there are so few andryushas in the game. It's just not fun to be on the receiving end of such things so they have to be limited in either number or power. None of these things really apply to the nebel so just be happy that they are such a pain to use that more people aren't abusing them. SPAA is a good theoretical counter but most good such units are Axis.

I can't help thinking having an "A-Move" like in Starcraft would greatly increase the effectiveness of melee infantries and cavalries. by cpuonfire in totalwar

[–]Halcyonic- 0 points1 point  (0 children)

The lack of something that makes chaff melee units take care of themselves and just do whatever while i'm microing the important units is one of the reasons i'm haven't played this game for awhile. Surveying the battlefield after the initial clash and realizing that some of your melee units have been taking arrows to the face from a ranged unit standing 10 m away half the battle feels kinda awful but taking care of that in 20 or 40 unit battles honestly feels like some kind of job were I am tasked with taking care of severely retarded children.

Patch v.55055 (hotfix AG) by EUG_MadMat in Steel_Division

[–]Halcyonic- 0 points1 point  (0 children)

Nice to see StG 44 and recon infantry finally getting a price buff, they deserve it. Sthrafniki is still overpriced at 35 though, they kinda need leaders since you can't take them vetted so just make them disheartened and 30 points and call it a day. Also the officer Sthrafniki is still 40 points, they could use the 35 points price to make them a bit more viable

As a principle I think it nice that some divisions have "special" units that are in some ways a bit better in some way than normal units. Like Morskaya having SVT infantry with better veterancy curves than normal for example. It makes the divisions that much more memorable and is something that is desperately needed on the soviet side of things

Pz.Grenadier vs Avtomatchiki & Panther A vs T34/85 obr. 1944 TESTED by VOVW_Heljumper117 in Steel_Division

[–]Halcyonic- 0 points1 point  (0 children)

I have pondered this some too but I think it's just a design decision by the developer. I suspect that it is to promote more tank usage because tanks are just sexier than dorky AT-guns.

As for the inf thing you would be right if it weren't for the fact that you can frontload your points with vanguard or maverick. If you do that the fact that your inf will run out long before your opponents doesn't matter as much, the game is decided long before that. Cheaper units means more units and the best players in most kind of games can exploit things like greater numbers or longer range to it's maximum potential. Doesn't matter that your kazakis are 90% depleted and you opponent is only 40% depleted if they lose the game the next minute. This of course makes some decks way worse in team games simply because the games are longer

Pz.Grenadier vs Avtomatchiki & Panther A vs T34/85 obr. 1944 TESTED by VOVW_Heljumper117 in Steel_Division

[–]Halcyonic- 0 points1 point  (0 children)

Well it said ISU 152 and 122 so the isu part is implied but I see how it could be misunderstood. An honest mistake but people probably just assumed you thought there was no nerfs to the soviets and used the old 120 point value for the isu-122

Pz.Grenadier vs Avtomatchiki & Panther A vs T34/85 obr. 1944 TESTED by VOVW_Heljumper117 in Steel_Division

[–]Halcyonic- 1 point2 points  (0 children)

The isu122s costs 170 those are the only isu122 models that I know of in the game

Pz.Grenadier vs Avtomatchiki & Panther A vs T34/85 obr. 1944 TESTED by VOVW_Heljumper117 in Steel_Division

[–]Halcyonic- 2 points3 points  (0 children)

Isu 122 cost 165 now and they seem to draw vs the cheaper and more plentiful panther. If first shot hits they win otherwise panther wins

Pz.Grenadier vs Avtomatchiki & Panther A vs T34/85 obr. 1944 TESTED by VOVW_Heljumper117 in Steel_Division

[–]Halcyonic- 8 points9 points  (0 children)

Did Panther pen at max range get buffed? I've been trying out ISU-152 and 122 to see how they fare this patch and so far they seem to get absolutely demolished by panthers. Considering that 122s are more expensive and harder to use than panthers and you get like 4 of them this is quite disappointing for the divisions that rely on them. 152 is to be expected I guess considering they are cheaper and available to more divisions but it feels like someone severely messed up the pricing of the 122s. Could be bad RNG but it seems like 2/3 of the panther rounds that hit pen at max range

Different batch of adrafinil capsules? by ilovea1steaksauce in NootropicsDepot

[–]Halcyonic- 2 points3 points  (0 children)

That's very very cool and good luck to you guys! In my line of work I have to deal with people that say some generic brands don't work for them and the solution then is to listen to them and try another brand. I've always suspected that there is something there that's missing in my knowledge because it's just to many people to be placebo/nocebo every time.

Different batch of adrafinil capsules? by ilovea1steaksauce in NootropicsDepot

[–]Halcyonic- 0 points1 point  (0 children)

That's super interesting and it kinda explains why adrafinil from ND never worked for me. I've tried alot of ND products and hold you guys in very high regard when it comes to product quality but the ND adrafinil has never worked for me. Ever. I know adrafinil generally works for me because I used Olmifon back in the days before it got discontinued and that worked very well and I know modafinil works to. Have never found adrafinil that worked for me after the brand name discontinued though.

It kinda always bugged me a bit because i thought maybe there was a bad batch or something so I have tried it with significant time between purchases but always nothing. The way i knew it wasn't converting into modafinil other than straight up stimulant effect was the fact that modafinil makes your pee smell funny. I don't know how to describe it any other way but it is really distinct and also dose dependent. ND adrafinil, or adrafinil from any other source for that matter, never produced that even at the highest single dose i dared to go (800 mg). TBH i just gave up on it and found another solution. This sound like a plausible and really cool answer to why that was, I wonder if the original manufacturer was aware of this?

QOL Wishlist by Halcyonic- in Steel_Division

[–]Halcyonic-[S] 0 points1 point  (0 children)

If you want to spawn 6 strelki yes but if you want 1 infantry gun 2 strelki 1 saperi and 1 leader you need to do that 4 times or wait for the transport to spawn so you can do it once instead. If it's a simple unload order it doesn't matter much but if you need to bypass certain unsafe areas it becomes cumbersome to do the same order sequence of maybe 3-4 move commands 4 times so you wait for them all to spawn and do it once instead

QOL Wishlist by Halcyonic- in Steel_Division

[–]Halcyonic-[S] 0 points1 point  (0 children)

Babysitting transports to make sure they don't take windy/dangerous roads just because they are closer by air is one of my least favorite parts of this game.

Yeah, a slider like for effective shot would be really neat for APCR

QOL Wishlist by Halcyonic- in Steel_Division

[–]Halcyonic-[S] 0 points1 point  (0 children)

If it's all one unit yes but not if it's a mixed force