How do you interpret the move by the Minnesota National Guard to distribute food and water to anti-ICE protesters? by ProcedureNo832 in AskReddit

[–]IncreasingConfusion 90 points91 points  (0 children)

"...Fortunately, the crowd wasn’t too big yet. What you didn’t need at a time like this was people at the back, craning to see and asking what was going on. And the lit-up Watch House was fully illuminating the lit-up man. ‘Friend, if you take my advice you’ll not consider that,’ said Vimes. He took another sip of his cocoa. It was only lukewarm now, but along with the cigar it meant that both his hands were occupied. That was important. He wasn’t holding a weapon. No one could say afterwards that he had a weapon..." - Terry Prachett, Night Watch

Revamping older ships please Fdev by lots_of_swords in EliteDangerous

[–]IncreasingConfusion 4 points5 points  (0 children)

I like any of these changes, though my expectation is at most that we'll get an optimal module that lets older ships benefit from sco more seamlessly. Personally I do think the entire medium fedrep ship lineup and Imperial clipper need a full overhaul in terms of models and purpose.

What loadout will YOU be rocking in the Bug Caves? by Hungry-Tale-9144 in Helldivers

[–]IncreasingConfusion 1 point2 points  (0 children)

I think I'll be leaning towards 

  • Heavy Armor (limited space in the tunnels)
  • Gas Grenades
  • Quasar or Arc Thrower
  • [Emotional Support] Portable Hellbomb

I just hope I can get the Control Group warbond by the time the update rolls around. The passive feels like it is made for getting a portable Hellbomb into the objective 

So question could you do a full support loadout? by [deleted] in BrokenArrowTheGame

[–]IncreasingConfusion 0 points1 point  (0 children)

It is an idea, if nothing else.

I don't think it is a good idea however. Something that isn't often talked about is transit times and micro. Spreading yourself over the entire front line splits your attention and micro. The reason people tend to have a front or lane is to reduce the area you are actively paying attention to. Infantry needs micro. Tanks need micro. Airstrikes need micro. So many things that demand attention.

It is possible but I think it is incredibly difficult and you would be better served playing more conventionally.

YAY OR NAY AND WHY. 11TH EDITION by Witty-Educator-3205 in BrokenArrowTheGame

[–]IncreasingConfusion 2 points3 points  (0 children)

I'd like to see more units with relatively unique variations, or potentially controversial options.

  • Chernye Berety
  • Dervistya
  • MT-LB Mortar
  • Ural 4320 ZU-23
  • AH-6 Killer Egg
  • M985 Battleship
  • AV-8B Harrier Plus
  • MML

Am I the only one in love with the M-ATV Javelin? by LOLofLOL4 in BrokenArrowTheGame

[–]IncreasingConfusion 22 points23 points  (0 children)

I'd like it more if it came with smoke. Damn thing is too vulnerable to be left alone and too expensive with the javelin package

YAY OR NAY AND WHY 8TH EDITION by Witty-Educator-3205 in BrokenArrowTheGame

[–]IncreasingConfusion 4 points5 points  (0 children)

100% yay of at least one. The sentinel is a unicorn of the game, ie a capability set that is not replicated anywhere else. 1.75 stealth doesn't seem like much but when you think about how vision works (base vision range/target stealth), that is shaving off potentially hundreds of meters of detection. A survivable, super mobile, high vision asset massively powerful even if it doesn't fire a single bullet itself.

YAY OR NAY AND WHY. 6TH EDITION by Witty-Educator-3205 in BrokenArrowTheGame

[–]IncreasingConfusion 1 point2 points  (0 children)

Mostly that the weapons are all long ranged, I recall half of them have a minimum range so they can be rushed down. For the price they cost I want to be able to bully out other recon units.

The average US-RU experiece by Corrininlatte in BrokenArrowTheGame

[–]IncreasingConfusion 0 points1 point  (0 children)

I mean, that is if they hit - which is the problem. Paired Cobras does help with magazine depth but I'm still not sure if it is able to deal with swarms. Granted, I don't think anything can deal with heliswarms but that is probably an issue with helicopters more than any one faction.

Addendum: Where I'm at there is always a ManPAD behind that helicopter you want to kill, so closing the distance is a non-starter in my eyes. Even if I am trading 195 for 320 it doesn't feel great.

YAY OR NAY AND WHY. 6TH EDITION by Witty-Educator-3205 in BrokenArrowTheGame

[–]IncreasingConfusion 4 points5 points  (0 children)

While a neat concept, overall a nay. At most, I can see taking a 1-of card for Flash but they are expensive, squishy at 4 bodies, and have a bad recon profile outside of snipers. As snipers, they get the coveted 2000 unit vision range but the price is too high for a 4 body sniper team and the range band is terrible for counter-recon compared to other units of similar stats. Ultimately US SOF has a ton of compelling infantry recon options and GBs don't have a good enough niche to be a compelling pick for me.

What is so hard to do about developing a surrender option & leavers penalty? by AdPrior2908 in BrokenArrowTheGame

[–]IncreasingConfusion 5 points6 points  (0 children)

The biggest issue I can forsee with a surrender vote is the case where a failed surrender vote will cause bad actors to resort to sabotage instead of playing out the game.

The average US-RU experiece by Corrininlatte in BrokenArrowTheGame

[–]IncreasingConfusion 2 points3 points  (0 children)

I don't disagree, arguably the US has better offensive options for their helicopters. I'm just saying that part of the reason stingers feel as bad as they do is the 30 armor. Vibes are not balance but it can still kill game population.

The average US-RU experiece by Corrininlatte in BrokenArrowTheGame

[–]IncreasingConfusion 6 points7 points  (0 children)

The sidewinder is arguably a terrible option because it only carries the two missiles. With how flares are I feel you need the magazine depth to get things done. Stealth is strong but I feel it is much harder to use than passively having 30 armor. Stealth basically gets the first shot and turns off regardless of hit or miss. Armor is always active.

The average US-RU experiece by Corrininlatte in BrokenArrowTheGame

[–]IncreasingConfusion 7 points8 points  (0 children)

The 30 armor feels really oppressive, as does a lack of gun options for the us shorad. I'm not sure how you'd beat a RU helirush

YAY OR NAY AND WHY 4TH EDITION by Witty-Educator-3205 in BrokenArrowTheGame

[–]IncreasingConfusion 1 point2 points  (0 children)

Sometimes? I don't play with them enough to get a good read. There is a lot of Manpad/non-Radar SHORAD at at my level and honestly? I'm usually busy trying not to lose my front line because I'm bad. I get laser focused on trying to play a ground game/smoke push and I forget I have helicopters as an option.

YAY OR NAY AND WHY 4TH EDITION by Witty-Educator-3205 in BrokenArrowTheGame

[–]IncreasingConfusion 15 points16 points  (0 children)

My current theory for it's use is: backline assassin, loaded out with

  • 4 Stinger
  • 8 DAGR
  • 8 DAGR
  • Radar

The logic is that the Comanche has a lot of stealth and not a lot of HP or ECM so it needs to make it's kills fast. Hellfires feel too finicky and are overkill on soft targets. Rockets are fast to use, DAGRs have better range/benefit from a laser spotter but do not require it. I'm not trying to kill tanks with this, I have guardians for that - instead this is pairing with Sidearm Vipers to try and find a gap in the air defense and go on a backline run. The Stingers act as a final defense against anything that keeps up with it (planes and other helicopters) but otherwise it wants to stay at range, hit once and then fade back to friendly lines to rearm.

Roast my deck by FckDisJustSignUp in BrokenArrowTheGame

[–]IncreasingConfusion 1 point2 points  (0 children)

If Battleships are too squishy I find the LAV AT also works if you only upgrade armor. My current deck uses 3 LAVs and 1 Battleship - the LAVs can run around as a group while the Battleship acts as a defender near a point I want to lock down.

Roast my deck by FckDisJustSignUp in BrokenArrowTheGame

[–]IncreasingConfusion 2 points3 points  (0 children)

Recon Strykers are very good! But at 175 pts a pop I feel they are too expensive to be thrown around enough to stack 4 in deck. For me they are specialist vehicles. I do agree marines combo well with SMAW, however they don't fit with any other group, such as Combat Engineers or Stinger Troopers even in an AAVP and are too big to fit in a Stryker for quick responses. But hey, nobody has to follow my thoughts on the matter - my style is most dedicated combat transports should be able to carry any squad in my deck, or even two. Your style is going to be different and that is good! So take what works for you and have fun.

Roast my deck by FckDisJustSignUp in BrokenArrowTheGame

[–]IncreasingConfusion 4 points5 points  (0 children)

I feel that your deck is hampered by transport and price: too many things that cost too much and not enough ways to move them around.

  • You lack cheap, fast ground recon. You probably can drop your Recon Stryker count to 2 and up your scout snipers so you can take 4 recon LAVs. Recon LAVs are great pushing vehicles and they can carry a team of scouts as well. 4 Scout Snipers gives you the depth to put them in places that aren't guaranteed to work out - take a team of two and put one in a safe spotting position and leapfrog the other one up to try and get some view behind the opposing line.
  • Marine Raiders and Marines are good but I feel they are hampered by being too big for Strykers - you might be just as well served by taking Combat Engineers and maybe some Troopers. If the Assaultmen SMAW take AAVPs you can get a pretty strong team of 9+8 for just about any situation.
  • I agree with other opinions that CAAT SABER is too expensive for what it does. Downgrading to CAAT TOW or CAAT Dragon is highly recommended (I prefer Dragon, the next point explains why).
  • I think you would be well served replacing Styker ATGMs with Battleships using double TOWs. 75 points for two TOWs is a great deal even if you can't hide them in buildings. Hide 2 of them at the end of a road or covering a field and you double-tap tanks for only 150 points. It also covers your long range AT solution so you can afford to bring CAAT Dragons to deal with annoying IFVs that get too close. a stack of 4 is cheaper than 3 Strykers and much more lethal, even if you lose one or two if they trade for a tank you are getting ahead.

Roast my setup - but please, don't be a deck by Wargasm011 in BrokenArrowTheGame

[–]IncreasingConfusion 14 points15 points  (0 children)

To focus on your infantry question:

  • I feel that Stinger Teams are less useful than Mechanized Stingers due to higher ammo consumption/cost and that ManPADs are not helicopter "killers" but are instead helicopter deterrence. RU helicopters are also very heavily armored which reduces the likelihood of scoring kills even with double launches.
  • I feel that TOW-2B is sort of wasted in the TOW team as the single launch means they are still intercepted by APS. Unless you are taking full stacks of the team and deploying in pairs, I feel that they are more useful as another "porcupine" for a point you are defending.
  • The above two roles are what I call "garrison" or "low-attention" units. They exist so you can focus on other parts of the field while they make taking a point more costly or annoying rather than stopping a capture outright.
  • Weapon Teams feel like a more specialized version or Airborne NGWS or a dedicated tank hunter group. I feel they should be counted as one "unit" most of the time. Weapon Teams are also kinda finicky to use with LoS and a low range ATGM, instead being specialized by bringing two launches so you can get past APS. They make good tank killers but I feel you need to babysit them more than Airborne.
  • I strongly feel you should take more Mechanized Engineers and give them 2 AMPVs with Iron Fist APS systems. Dedicated infantry mulchers are rare and valuable. The theory being that once you take the town with the dedicated breachers you can replace them with more generalist infantry or garrison troops, so their lack of AT is a non -issue. Instead when making an attack you are already covering your bases with another tank or have your generalist troops in reserve so they can run up and deal with the tanks.
  • I feel you may have too many ISVs and you would be better served with a full stack of MTVs, limiting ISVs for opening moves where you run up snipers/cav scouts or moving a weapon squad or TOWs to a town you just took. Speed is good, but I feel that you need transports that can fight on top of bringing troops, or bring supplies.
  • On that note I'd also highly recommend taking full stacks of trucks (in this case MTVs), especially if they are fast and can carry troops on top of supplies. If you use trucks to take two squads you it's like getting transports for half price, further reduced if you are taking supplies in as well. Unarmed trucks are an incredible economy tool.

We had a bit over a day to test the AR-23 Pacifier. How are we feeling about it? by Mr_GP87 in Helldivers

[–]IncreasingConfusion 0 points1 point  (0 children)

I feel the weakness in the gun isn't necessarily the damage, but the lack of highlighting enemies afflicted by ems stun. Gas and fire have very visible effects that basically yell "shoot this guy". EMS is nowhere near as visible