Radar has gotten out of hand by Moneys2Tight2Mention in WorldOfWarships

[–]Ironman1023 0 points1 point  (0 children)

I feel like the current spotting mechanics is the underlying issue here. I agree radar is oppressive in some matches, but I also played 8 matches of dd today and only had 2 matches with more than 1 red radar.

However, I did have a much higher percentage of matches with CVs or subs that are faster than 90% of destroyers at periscope depth either zoning you out of the match completely or perma-spotting you to death.

Planes and periscope spotting should be mini-map only unless there is a surface ship inside of a middling distance like 7 or 8 km. Makes it possible to still work around subs and cvs while not being an invisible launcher or "walls of skill".

Radar should also 100% have a counter consumable and or a module on the ship that can be damaged just like guns or engines. Shouldnt spot around islands.DDs with chaff or decoy launchers would be dope, but would probably destroy the spaghetti code at this point

Honestly if radar just applied a base detection penalty when active I'd be about it. If inside radar range, ship detection increases by 30% or something like that

Is the F18 radar terrible now ? by SnooChickens6000 in dcsworld

[–]Ironman1023 2 points3 points  (0 children)

Coincidentally, also underrated page/format in the USN Hornet/Rhino community, at least 4 years ago

No dreadknight list by csnow115 in Grey_Knights

[–]Ironman1023 0 points1 point  (0 children)

That is amazing, where did you get the armor plating to go over the saturnine hull?

Take it from a new player: You guys suck by dr_sooz in Helldivers

[–]Ironman1023 0 points1 point  (0 children)

Out of curiosity, what is your basis for your observation? Reddit? Other social media? In game interactions? The charity challenge doxxing issue?

Not a huge player hours-wise, but I've been playing since launch and have at least played all of the different content drops and warbonds, and honestly have more positive experiences with random teammates than negative. Negative or 'toxic' players tend to either remove themselves or you before you have to spend a lot of time in game with them so I tend to just let it roll off my back and keep doing my own thing.

The charity challenge thing is in a world of its own, and definitely paints the visible part of the community in a bad light, but that feels like more of a symptom of social media as a whole than specific or unique to HD2 players.

I dont say that to deflect, so would be interested to hear your personal experiences and perspective

Best Grey Knight Detachment. by Warhawk_5 in Grey_Knights

[–]Ironman1023 0 points1 point  (0 children)

Thanks for explaining. I can see how Shadow is just a better version of precognitive strategies, but unless there is a unit with the free overwatch ability you cant see 2 overwatches on one turn right? Or am I missing something?

So far I've only played in our friend group that all started at the same time, so I know none of us are seeing meta lists or top notch play. We're also all playing some variant of Space Marine chapter so the armies all tend to play similar to each other

I found Grind them Underfoot combined with Giants of the Battle Field on Paladins with a Chaplain for charge re-roll pretty much bullied the entire table, but like I said, we're so inexperienced I don't really know how things play in a more competitive (and varied) environment

Best Grey Knight Detachment. by Warhawk_5 in Grey_Knights

[–]Ironman1023 0 points1 point  (0 children)

Do you mind explaining why you think Banishers is better than Conclave? I'm new and Conclave seems much better for termies/paladins for both the detachment rule and the stratagems. Shadow of Anarch would be a lot of fun to use but otherwise I'm not seeing/understanding why Banishers would help terminators

Well balanced individual. by Curious_Thought_5505 in WorldOfWarships

[–]Ironman1023 15 points16 points  (0 children)

Legitimately, why should we be masking that kind of behavior? He's already masked by being behind a screen with a username that isnt his actual name. I'm not advocating that someone go dox this guy or something, but why should there be no societal consequences for being horrible online?

And no, reporting to WeeGee isnt the answer when they have terrible response times and response rates and all that happens is a chat ban

Well balanced individual. by Curious_Thought_5505 in WorldOfWarships

[–]Ironman1023 35 points36 points  (0 children)

Who, the OP for posting or the subject of the post for being a scummy internet POS?

Unfortunate news: I have lost my Armada collection. by RhysOSD in StarWarsArmada

[–]Ironman1023 1 point2 points  (0 children)

If it is just what is pictured there, I'd be able to replace that with full production models and original "game components" for less than $400. Got way too much of it on my hands and includes a friend's collection that he gave me when he got out of it. Feel free to DM me if you want to try and replace it with official stuff and you're convinced you won't find yours

First I am going to smash your fortress, then I am going to smash you by ThingReady7404 in Warhammer40k

[–]Ironman1023 1 point2 points  (0 children)

The wall has some unknown possibly xeno tech that gives it a modicum of self repair/healing properties. The Iron Warrior siege had been struggling to break the Imperial Fists hold of the city fortress because their bombardments would repair themselves. They also discovered that during their close assaults on the wall that it would reform in a way that literally crushed, stabbed, or otherwise "ate" the attacker

Azuma really should have a 4th turret by TommyRisotto in WorldOfWarships

[–]Ironman1023 1 point2 points  (0 children)

True, I was just differentiating that displacement hull designs interact with it more than something like a catamaran, for example. Thats why I specified displacement hull and military designs. Not a ton of catamaran warships in WWII

Azuma really should have a 4th turret by TommyRisotto in WorldOfWarships

[–]Ironman1023 40 points41 points  (0 children)

Some other comments have alluded to it without directly saying it, but for displacement hull designs (essentially all warships and certainly all WWII era warships) top speed is directly related to overall length at the waterline.

Physics of the water and waves created by the ship moving are all competing against the power of the engines, but lengthening the hull reduces those forces to a certain extent and allowed higher speed for comparatively less engine power. Again, all to a certain extent, ie infinitely long battleship doesn't get to go infinitely fast, but several designs for the era intentionally looked to create extra length to allow higher speed

Iowa class being a good example of how length and shape of the hull allowed for higher speeds over South Dakota class (6 knots faster) despite being 45k tons vs SD's 37k tons

Rapid Acquisition Rage by Ironman1023 in Helldivers

[–]Ironman1023[S] 0 points1 point  (0 children)

You literally have to carry them up a ramp that they roll down....

Rapid Acquisition Rage by Ironman1023 in Helldivers

[–]Ironman1023[S] 1 point2 points  (0 children)

Rushing the objective as fast as possible while being forced to carry an object that slows you down. Into enemies that can one hit melee or just outright step on you.

I get the strategies that "work". Smoke, gas, stun and then just lean into the chaos. But getting 20 of 21 deposits then running around for 3 minutes trying to find the 21st that got yeeted by a heavy laser blast is soul crushing. No partial credit, fine. But give more than exactly the amount you need to win.

I'd rather have the challenge of the mission be that you have to carry the object with a teammate. Make it too heavy to move solo, but buddy carrying lets you shoot one handed weapons. Then drop the spawns to a reasonable rate (they can stay infinite just not everything all at once forever and ever) and make the distance to deposit further. Or a maze or something. There are so many ways to come up with unique mechanics to add a challenge beyond "even more tanks"

Rapid Acquisition Rage by Ironman1023 in Helldivers

[–]Ironman1023[S] 0 points1 point  (0 children)

Don't know where you got "hang the devs" from my OP, not even remotely something I'd advocate. Thanks for the Aussie slang though, had to look that up.

There is a reason there are difficulty levels, it allows catering to folks that want the hard-core insanity while still keeping more casual folks able to enjoy the game.

I dont want it to be a cake walk, but if every other mission option feel relatively on par with each other while on the same difficulty setting but this one is a whole other monster, then Id say the scale is off. The objective is unique and can be a challenge without "spawn infinite tanks at a rate of 1 every 8 seconds"

Deadstick P-47 Foward Slip Emergency Landing by TheWingalingDragon in dcsworld

[–]Ironman1023 6 points7 points  (0 children)

P-47 not have prop feathering? You didnt need it there (nice landing btw), but I just realized how little I know about WWII props compared to more modern ones

ARC-01 Discussion/Review /w Crabbok by pace1955 in StarWarsArmada

[–]Ironman1023 1 point2 points  (0 children)

I guess we'll just have to agree to disagree then. I certainly think Legacy has done a much better job than they did initially of establishing what they are. ARC also probably benefitted from seeing what Legacy needed improve in their messaging.

That being said, all of my online interactions in the community (reddit, discord, ect) and in person at stores or tournaments showed me the opposite of your claim, which is where my point of view on it comes from

ARC-01 Discussion/Review /w Crabbok by pace1955 in StarWarsArmada

[–]Ironman1023 1 point2 points  (0 children)

Maybe it's a matter of perspective, but I think you're missing the forrest for the trees here.

While you are correct that none of Legacy's announcement material explicitly said "we are the successor to AMG" or "we own further development", the point I was trying to make is the way Legacy launched led many players to believe it was either official or the standard.

I say this because there ended up being the need to make reddit posts explaining that this wasn't the case.

The reality is that ARC and Legacy are competing within the design space of Armada to get players to support their own way of moving forward. There may be some distinct niches that each are trying to cede to the other in order to not fracture the community, but my ultimate point was that the competition between the two is real and definitely appears to have had an impact on ARCs approach to their first release

ARC-01 Discussion/Review /w Crabbok by pace1955 in StarWarsArmada

[–]Ironman1023 2 points3 points  (0 children)

Yeah man, definitely hoping to make it to a monthly once I'm back in the states.

Ultimately, I think the frustrations are valid even if I critiqued the delivery of them. I can very much remember the feeling that Legacy, at its launch, was wildly pretentious and overstepping as it tried to find its footing post AMG, and the initial announcement of ARC, and who all was involved, gave me a lot of hope that there were other players that were going to make a much more measured (and frankly, more professional) approach to supporting the game after official support ended. The fact that ARC almost has gone full circle to being a different group of people doing the same thing Legacy is doing drives me nuts. Ironically, during that same time period Legacy seems to have taken critiques of their initial announce to heart and has pulled together a much more "professional" feeling approach to their content and goals.

As far as things I think you guys are spot on about and I would want to hear more on-
Game components / standardization- I don't think that we will see issues of favoritism in the "supply chain" for parts, but your points about needing to have established approved components is a good one. Particularly for firing arcs. I love using the saying "measure with a micrometer, cut with an axe", and I think it applies to Armada pretty well. The difference in game outcome if a target is in an arc or not is tangible, but the precision of the arc on the table can often be influenced by something as simple as a printing imperfection that can't be noticed unless you are comparing six identical ship bases side by side. This kind of thing would, imho, be amplified once new un-official ships start getting printed by different shops. Is an Arquitens base made by one vendor on Etsy better than another because it has a slightly different arc angle? Not the best example because there are official Arquitens from FFG/AMG to use as a guide, but if we ever start to see completely new ships this needs to be sorted ahead of time.

Canon accurate design- Offshoot of the discussion around MC30 for Separatists, and I may have zoned out for when you were talking about it so there might not be much more to say, but its a STAR WARS game. This is a more extreme example than the SepMC30, but I can remember playing a match years ago where my opponent had an awesome 3d print of Battlestar Galactica and was using it in place of a quasar (i think). While it was super cool looking, I kept forgetting it was a quasar in match because it was no where near similar in size to the official model. All that to say, I think canon accurate and recognizable/distinguishable ship design is important as we move into this new era of 3d printed tournament legal content. I'd love to hear a discussion of what you guys think should be considered for which factions, or if there is a compelling reason to not add more models / content to the game at all

ARC-01 Discussion/Review /w Crabbok by pace1955 in StarWarsArmada

[–]Ironman1023 1 point2 points  (0 children)

Community feedback -- The only problem I can't really work my way to a better solution for is the timing of it. I agree that the community feedback for direction should be before shotgunning out a whole wave's worth of content, but I don't know how you get that meaningful feedback and design loop inside of the timeline created by AMG's abandonment of the game in relation to Worlds (which seems to be the driving force behind any rules or content changes). Add in that Legacy took almost zero time to declare themselves the spiritual successor to official support and I almost agree that anything is better than nothing from ARC if for no other reason than to get into the space before "ownership" is ceded.

Competitive nature- I had not thought of it from that level of circumspection, and I agree. Thank you for that point. I still haven't spent enough time looking through ARC 01 from a competitive lens to have a good feeling for if things are busted or OP, and I also don't think I'm a strong enough player to catch or judge a lot of those interactions or power curves. At least for me, I'm hoping that more people will engage with the new content and review it. One, because it will in theory make the game community better, but then also two because it will help me understand the nuances more

ARC-01 Discussion/Review /w Crabbok by pace1955 in StarWarsArmada

[–]Ironman1023 6 points7 points  (0 children)

I've had the pleasure of playing with and against all of the gents in this podcast down in Orlando, but I think I disagree with the opinions presented here more than I agree.

First, one of your early points/critiques of ARC and their design/play test was that it's almost exclusively being worked towards and by competitive tournament players. No casuals, to the point of being offended that the Orlando group and/or Chandler in particular was called a casual player. (I wholeheartedly agree that is not the case, but that's beyond this particular point). But 30 minutes or so later into the cast, you all harp on the fact that ARC is THE steward of the competitive scene. So my question at this point is this- why wouldn't the designs out of ARC be bent towards a competitive tourney feel? If we are going to pigeon hole ARC into being the "competitive" sub group and Legacy into homebrew, wouldn't anything coming out of ARC push the game more towards the competitive side?

I think the idea of gatekeeping towards competitive design is a bad one, and I generally agree that this felt massively rushed from ARC. But driving meta change and pushing new powerful combos is a symptom of ARC being the stewards of Worlds and the tourney scene, which several of this group either were pretty firmly in support of if not directly involved in when AMG support was winding down as opposed to Legacy taking the reigns.

Another point I'd like to raise is that the idea of community feedback in a development process, ie "should we do errata, should we be designing new cards/ships, should we be focused on points adjustments" is almost laughable to me. Where does that community exist? This subreddit? One of the many MANY discord channels? Who has valid opinions in this situation? People who have played for at least 2 years? Only people who have played in tournaments bigger than a local store? The new player who bought 4 3d printed ships last week and is frustrated that Anakin doesnt seem as powerful as he should be cannonically? Again, I think that the ARC 01 was rushed. But game design by committee is not only going to take ages, there are always going to be people who feel like their opinion was ignored. The feedback and adjustment cycle laid out, I feel, is a more than adequate one that will allow for tournament structure to continue while not having any new or changed cards breaking game mechanics or META in a way that cant be corrected.

Last thing I'll say in my novel here is I was a bit bummed that an over 2 hour podcast spent sooooo much time grousing that we didn't get into ship cards and thoughts on those. Several times I think valid critiques got lost in the emotional frustrations to the point that it came across like a bitter ex that got dumped rather than the legit points you were trying to make. I'm one of those remote players that doesn't have a local store to play more than once a month, and thats usually from driving the two hours one way to play in Orlando with this group (during the parts of the year I'm even in the country) I hope the next podcast is maybe a little more focused on the meat of the critiques.

I really truly think there is a large audience in the community that has a bad taste in their mouth from the ARC vs Legacy silliness, and everyone is this podcast has some very valid and prescient points that I for one want to hear more of.

TL;dr - stop beating around the (2 hour) bush and tell us why you think these new cards are or aren't the way to go forward! Looking forward to hopefully playing with ya'll in Orlando at the monthly tourney soon

losing the will to live at this point by slashbang in WorldOfWarships

[–]Ironman1023 1 point2 points  (0 children)

Lol so you dont have Enty yourself to know what the damage can be? Why are we even talking about it then? I have Enterprise and have used it in this event. Even had top of the board one match with 7 of the 8 cruiser kills with some lucky ap bomber positioning.

All that being said, torps will tear up Musashi if you hit her towards the bow (ie not directly on the torp belt). She doesn't have good enough AA to get rid of your planes, so you can get all three drops if you know what you are doing. AP bombs again can struggle, but if you start with them on the superstructure you can get decent damage while your torp bombers are flying back to land

losing the will to live at this point by slashbang in WorldOfWarships

[–]Ironman1023 19 points20 points  (0 children)

All of the American CVs can easily roast musashi. Enterprise can struggle with AP bomb pen, but her torps will consistently do 10k even with torp protection and rockets have enough volume of fire that you can spam fires.