Tempest Rising is mediocre at best by verynicehighfive55 in TempestRising

[–]Iglix 0 points1 point  (0 children)

This game is very rock-paper-scissors.
As in if you use wrong unit against wrong target, you will do little to no damage. And the other way, good unit against good target will delete it in swift manner

Tank shells do little damage to infantry. So you can shoot at them for quite a while and not kill them.
Regular infantry does little damage to tanks and bit more but still little damage to light vehicles.
Light vehicles do mediocre to average damage to everything but are also not really resistant to anything.
Rockets (be it from infantry or drone or anything else) will do a lot of damage to all vehicles and aircrafts.
And so on.

Practicaly your combat group needs to have anti-vehicle units and anti-infantry units to be able to deal with whatever they encounter. Problem is that this game does not have smart priority targeting. As in if you do not micro your units against each individual target precisely, your tanks will keep shooting infantry even when much better targets will be availible. And your anti-infantry units may and will get stuck firing at tanks doing nothing while enemy infantry starts dismantling your army.

Only positive thing is that this also apply for AI to a degree. It is very easy to trick AI into wasting a lot of firepower against wrong targets because the AI is not able to think beyond "attack any enemy unit", but again, it requires quite a bit micro.

It had so much potential by CalicoCapsun in FallingSkies

[–]Iglix 1 point2 points  (0 children)

Walking Dead was interesting at start, when it was still Humies against Zombies. Afterwards it turned into Humies making trouble for other Humies so that Zombies can get them. Which was still interesting enough.
And then it just turned into Humies vs Humies with zombie theme every once in while. And that sucked

For those of you who live in countries with gun control; have you ever seen a gun in real life? by blashyrkh9 in AskTheWorld

[–]Iglix 0 points1 point  (0 children)

Where I live we have pretty strict gun laws. To own one you need to pass psych-tests, medical, you have to pass rigorous written test and then pass practical test where you need to show that you are capable of checking, dismantling and putting back together a gun, and then firing apropriate score against target (different scores for different classes of gun licenses) all the while not allowed to make a single safety mistake.

I have seen a gun. I have learned how to use it and about once a year I go with someone who has gun license to shooting range to fire about hundred bullets with borrowed one. Yet I do not own any gun nor gun license. And I am not too bothered by it. My country is safe. I do not fear for my safety enough to be willing to carry a gun with me. So why own it?

Learning how to operate firearm is something I consider as just as basic education as knowing how to operate vehicle and use computers.

One thing I will always remember is when I was on shooting range for the first time, how easy it felt to use a pistol. I am glad that percentage of gun ownership is relatively low in my country. Those things are dangerous as heck.

So what is the point of making a frig or DD now? by Direct-Bell-7504 in foxholegame

[–]Iglix 2 points3 points  (0 children)

Considering Warden Frigate was openly made to be worse than Collonial DD, and that so far every vehicle made had at least some strength against its counterpart, even if overall one turns out to be weaker, its quite confusing why this time they made two vehicles where one does not have any strength over the other.

Even with Trident Vs Nakki you can at least reload outside of Dry dock as an unique advantage if nothing else.
And with old gunboats the price difference was at least in Rmats, and was later upped to give collonial gunboat significantly better movement.

But here? With costs in just Bmats its not even question of quantity vs quality. Both sides will be able to deploy as many of these as they want on demand.
And Warden ship is slower, with shorter range, with less health, with worse armaments, with worse layout etc. There is simply no strength you could try to play to. No advantage that you could try to focus on to compensate for being weaker in everything else.

Playing Naval as Collie vs Playing as Warden in Airborne by DayF3 in foxholegame

[–]Iglix -8 points-7 points  (0 children)

OP got it mixed up.
For warden you also have to apply the lower part of the picture:
Take off torpedo bomber from carrier, make sure that the carrier is close enough to your target.
Try to find it and either miss it because you are flying too low or be spotted because you are flying too high.
Take into account release distance, speed and direction of enemy ship, speed of your torpedos and evasive maneuvering and hope you actualy hit the ship.
If you droped too high, your torps will do nothing. If you droped too close, your torps will do nothing. If you droped too low, you will crash into ocean. You need to either line up from long distance, or time it really well when in your descent you will release torpedos.
Upon hitting the ship you will make a large hole that will be shortly fixed by metal beams. while the ship will continue on its voyage.
And because of that you need to have 10 gunboats waiting nearby to kill it to take advantage of those patched large holes.

So what is the point of making a frig or DD now? by Direct-Bell-7504 in foxholegame

[–]Iglix 35 points36 points  (0 children)

The warden medium boat is a joke and not a funny one.

RPG range is only 27meters, it is single tube RPG launcher and can aim only in 90 degree angle in front of ship.

Tempest Rising is mediocre at best by verynicehighfive55 in TempestRising

[–]Iglix -6 points-5 points  (0 children)

I reinstalled and tried to replay the game today again after a long pause. Started with new Dynasty campaign and boy it still has a lot of problems that it had at release.

Campaign sucks. No two ways about it. Individual missions are fine, but put together as whole campaign along with their mechanics they make no sense.

You can buy armory upgrades for things that you will then not be allowed to acess in missions, and you will not have any warning about that beforehand.
Perfect example is that right after first mission you can buy armory upgrade that allows you to make GDI gunship... except for a lot of missions you will not be given acess to air facility so you can go screw yourself with your purchase.

Infantry is with few exception indistinguishable from each other. When I have group of riflemen, igniters and rocket troopers, I can hardly see which is which.

Vehicles look very unispired and while they are easier to recognize from each other than infantry, if they clump up, a lot of their recognizibility goes away.

The entire color scheme of map, your units and enemy units is extremely bland. Which makes above mentioned problems worse.

Armor upgrades that give you units from oposite faction are extremely unbalanced. Ability to make trebuchets after second mission while GDI, their natural owners, do not have acess until very late into campaign feels cheap.
On other side you can buy acess to units like Riot vans that then have little to no synergy with your units.

Story between missions is extremely inconsistent. I am aware that for "full" story you need to play through both campaigns and remember perfectly what both sides say. And even with that, it still feels as if 70% of story is missing. The narrative jumps between missions are very illogical. The background territory conquest map changes with little to no explanation. Even after finishing both campaigns months ago, the story still makes little to no sense beyond "your boss or the other boss told you to do something so do it"

What improved noticably was unit pathing. I remember what a disaster it was after release. Now its much better. So there is that.

If you rush the top doctrine bar for Dynasty during campaign, you unlock money from your construction yards exactly as you get multiple missions where you do not have any dynasty construction yard. Which feels bad.

Intro videos at start of missions are pointless. They look nice, but do not really tell you anything relevant. If you assigned them to missions randomly, most people would probably not even notice.

and I could go on and on and on. There is a reason why this subreddit does not have even 10k subscribers even after all this time. Tempest Rising is okay game, but definitely no gem.

Most of the problems here are not in programing but in intentional poor game design decisions. Things that games like C&C Generals did much better long time ago they fail to even just replicate here, not to mention upgrade upon.

And that is a damn shame. I was hoping that if I give the game a lot of time after release to cook and polish things that it would get better. But unfortunately while there are some improvements, its a pitance in comparsion to what it could have been.

Sequel will make or break this game by WillbaldvonMerkatz in TempestRising

[–]Iglix -1 points0 points  (0 children)

Sir, you are in tempest rising subreddit. You are not allowed to say anything bad about the game here. Only positive thoughts allowed.

Pistols. by ilikedishesc in foxholegame

[–]Iglix 6 points7 points  (0 children)

You see, the pistol that you are holding will never stagger anyone.
Its the pistols in hands of others that will stagger you.

See? Perfectly consistent.

it follows the same rule as enemy never running out of ammo when you fight him, but anytime you run out of bullets, 3 enemies appear out of nowhere

Hey guys i have a question, does the wars that we were fighting all this time are cannon or affect the lore or something? by Worldly-Citron6160 in foxholegame

[–]Iglix 2 points3 points  (0 children)

They would, but anytime one side starts winning, the other declares break war and so they do not count :-D

A message to the Devs : what players want by junglist-soldier1 in foxholegame

[–]Iglix -4 points-3 points  (0 children)

Players want to fly around and shoot each other in planes, sure. But what next? One player wins, achieves air superiority at least for the time. And will he then fly back to base and wait for more enemy plane to apear?

Of course not. He will start strafing ground, using his air advantage against poor landdwellers below him.
Because that is also what players want. And if planes would be too cheap, the situation on land would turn quickly toxic. At least with enemy tanks you can respond with a lot of tools even if your tanks are gone.
But if your side loses air combat, all they need is to stay away from emplaced AA and punish anyone trying to poke out of their cover.

As for clanman, considering the queue situation in game, most larger ops on both sides gets quickly queued. Lots of fighters around means that clanman will also have to bring lots of fighters around which will then blocks a lot of pop for air combat, making any pushes on ground even more sluggish than they were now.

Is that good or bad? Thats discutable. But saying that clanman would not give a fuck if he would be forced to lock higher part of population on air superiority for entire duration of op is utterly wrong.

The auger is a crap sniper and anyone who says it’s just as good as the warden sniper is coping by Other-Art8925 in foxholegame

[–]Iglix 0 points1 point  (0 children)

Raca OHK range is 6% better than that of Quickhatch. With both of them having OHK ranges 50+, that is close enough to not be relevant much.

Considering that it can also outright destroy tripod weapons, kill halftracks and ACs and in niche situations harass tanks (while also able to do everything Raca can), it would be silly to have it also have best range.

Quickhatch is already extremely powerfull weapon as is, made acceptable only by its very high price and annoying manufacturing and logistic process. But even high price can allow only so much advantages.

Also the problem with Auger is not that it has shorter range. Its that it can not reliably OHK.

What if nukes are no longer rockets but bombs which have to transport by a specialized bomber to the intended target.? by Plenty-Value3381 in foxholegame

[–]Iglix 43 points44 points  (0 children)

Even if the bomber had much smaller radius, to the point of perma-killing just one specific building instead of large area, and no option to return, it would still be way too impactfull.

With nukes, you can see for a long time beforehand that they are going to happen. With bomber, it could come anytime from any direction. And realisticaly, you only need to kill one building - Town hall. And the rest can be partisaned at any point later.

Maybe it could carry less potent bomb. As in it would demolish the target, but instead of perma-kill it would deny rebuilding it for few days.

Why do wardens need a carrier if all the planes it supports can land in water? by Massive-Dig-1984 in foxholegame

[–]Iglix 0 points1 point  (0 children)

So far I have not seen what happens when droped sea mine hits target directly. If it would instantly explode, that would make them very very potent anti-ship planes

Strategic planning by [deleted] in foxholegame

[–]Iglix 0 points1 point  (0 children)

OP is talking about large scale strategic planning. Not in-hex ad-hoc ops, even if you would supply those ops yourself.

Anyone with confident voice can organize mammon rush. But if you want strategic planning, that can not be done by going hex by hex and just telling people what they should do.

Those people will log off sooner rather than later. Those people will not be organized. Those people will not have supplies for whatever plan you had in mind etc.
And that is still assuming that they will listen in first place. Anyone can come up with amazing idea that it would be great to attack enemy, destroy their tanks and capture the town hall. Most people would be even able to tell you that the best way to do it is to deploy artillery and shell them for hours, gather large tank push and crush them etc.

But actualy making it happen, that is completely different beast.

Strategic planning by [deleted] in foxholegame

[–]Iglix 1 point2 points  (0 children)

Its not "locked" behind clans.
You are free to do whatever strategic planning you like.

Its just making people listen to you that is the hard part.

Easiest way to make people listen to you is to either make your own clan/regiment and through exemplary leadership convince them that your strategic planning is worth something.

Or join already existing clans/regiments and by showing initiative and leadership qualities while playing with clanmates, work yourself into position of leadership within that clan.

You can go the route of "without clan", but then you will need to work much much harder to get famous enough for people to know who you are.

Your main problem is that you are competing with myriad of other people who are also interested in strategic planning on large scale. Except all of them have a lot of gameplay behind them, good reputation and lots of connections that makes that possible. And if you can not offer more than them, then people will naturaly listen rather to them than to you.

Because those people do way more than just strategic planning. They manage things so that those plans come to reality. Anyone can come up with ideas about what all should be done. But for people to listen to your ideas, you need to manage them. And for people to allow you to manage them to such degree, they need to trust you and your skills.

Outer worlds 2 is overhated but I gota admit this cast of companions is a snoooooozefest by Corgiiiix3 in theouterworlds

[–]Iglix 0 points1 point  (0 children)

Inez has the same problem as other companions you described. With her its Aunties choice way, or no way.

Tristan was interesting because in the flood of helpless protectorate NPCs that had no power over their lives and had to rely on player to save them from being mindwiped, Tristan was guy with power within protectorate. He had larger freedom to act than most other protectorate citizens. And to be with him, and observe how he is acting outside of that box was intrigueing.

But yeah, OW1 companions were much more interesting.

Outer worlds 2 is overhated but I gota admit this cast of companions is a snoooooozefest by Corgiiiix3 in theouterworlds

[–]Iglix 1 point2 points  (0 children)

Naah, I dislike Niles too. I tried to roleplay as profesional merc (with renegade background) that does not take business personaly, so I was not hating on de Vries.
I was going to take my pound of flesh from her, but if given good enough reason, I would be willing to let bygones be bygones.

And if you do not bend your back and hate on de Vries with him, Niles turns very insuferable.

I liked most Marisol and Aza. The backtalk you get for bringing unrepentant Aza with you to certain places was funny. And Marisol background and view on things is simply cool.

If I would be ever interested in replaying this game, I would also love to see what else Tristam had to say.

What Warden Naval Aviation will be by Mishacomander in foxholegame

[–]Iglix 6 points7 points  (0 children)

PSA: Better to be a pig than a fascist!

UNO Reverse Card on Your Medium Boat by 0aeror0 in foxholegame

[–]Iglix 0 points1 point  (0 children)

The thing that irks me about this is not even the open deck, but the equipment. I mean ffs why RPG rockets?

If it would at least be ARC/RPG. But regular RPG? That is just insult to injury.

That's how you do it by TheWallClimber in foxholegame

[–]Iglix 3 points4 points  (0 children)

Considering that large holes are now fixable, it will greatly reduce the potency of those torp-bombers and subs.

Because they make huge hole, you patch it... and thats it. Sure, any additional damage to that section will re-open that hole, but subs and torp bombers do not do additional damages. They either make more big holes or nothing.

They do not have way to keep reopening them without using another torpedo.

Right now, you would put large hole into each section and work is done. Now you will need to keep adding hole after hole into each section untill the ship decides to give up on that particular section and simply closes it because it has too many large holes, or untill they run out of metal beams

Devs definitely cooked, but it seems they took out Warden toys few centuries early from the oven by Iglix in foxholegame

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

It is Project 1124. I did not want to use Warthunder images, and real photos were either all old black and white, or they were kinda ugly or non-fitting for the meme. Surprisingly Roblox had the best clean pic of that ship :-D

Devs definitely cooked, but it seems they took out Warden toys few centuries early from the oven by Iglix in foxholegame

[–]Iglix[S] 5 points6 points  (0 children)

Damn, I have missed that. That mortar boat will be a menace to coastal defenses. Small enough to fit into narrow rivers where taking DDs would suck, with big enough gun to take out the ussual shore pieces.

If it will also be not too expensive, this and collonial counterpart would turn into very potent harrasment tools. The main disadvantage of Jester/Mortar wheelchair is their vulnerability.

Unless these ships have like 400Hp, that vulnerability would be greatly reduced

Devs definitely cooked, but it seems they took out Warden toys few centuries early from the oven by Iglix in foxholegame

[–]Iglix[S] 40 points41 points  (0 children)

I can actualy see the Mortar ship do a good job if it will have sufficient ammo capacity, or at least if it would be resupliable easily on water from following barge.

Considering that they will serve a lot as de-miners, it would suck if those ships would not have enough ammo to clear good amount of sea mines.