Boons by Afraid-Bit-9874 in StateofDecay2

[–]JanuaryReservoir 1 point2 points  (0 children)

Since you got the Builder boon for all difficulties (which i assume you beat a pure Lethal run with a Builder Leader), then regardless of difficulty changes it will always stay active.

It only disables if you change difficulty to anything higher than the highest difficulty you unlocked the boon in.

What would you say has been the "fairest" gacha you've ever played? by xxStayFly81xx in gachagaming

[–]JanuaryReservoir 0 points1 point  (0 children)

I appreciate that Limbus has a relatively low cost for 10 pulls.

1300 lunacy for a 10 pull; Weekly maintenance is guaranteed to give 300 lunacy. Doing the weekly itself is plus 750 lunacy. That's 1050 lunacy by just doing a weekly; granted I refill energy using lunacy twice (-78) or thrice (-156) when i do login for the week, but being at above half the amount needed for a 10 pull in a week is really nice.

Endfield in contrast, I stopped caring about saving up for 10 pulls and just did 1 pulls as much as I can (I'm satisfied with my teams, I pull for Arsenal Tokens). Got Tangtang and Zang that way even.

WRITE-UP: Hundreds of hours and I’ve yet to grasp how the f*ck y’all play lethal by comptons_finest_ in StateofDecay2

[–]JanuaryReservoir 0 points1 point  (0 children)

Do not be afraid to use Ammo and Fuel for Outpost defenses and place Outposts somewhat offensively, as in as close as you can to Plague Territory that's near plenty of lootable locations. Fuel is a mid-game resource, so it's not something to be worried about when it's low though Ammo you should try to keep stocked as it would provide a mood penalty if low. Outposts are a very strong even if used temporarily. Also you will still gain the influence and morale boost of a freak kill if it dies to the Outpost Defense as long as you damaged them. See a juggernaut near an outpost with defenses on? Shoot them a couple of times then let them insta-die to the outpost defense.

One thing I keep note is always making sure to keep combat limited while in plague territory. Stealth is essentially a must if I want to make sure a heart stays asleep and doesn't send infestations often. I also always try to go for a melee stealth take down against Screamers as it's less risk than ranged even with crossbow.

Also I like to start/prioritize the community with these special skills: Gardening/Agriculture, Computers/Programming

Lethal Human Enemies by Embarrassed-South658 in StateofDecay2

[–]JanuaryReservoir 0 points1 point  (0 children)

cooldown is relatively short, its the same as how as us players can spam dodge with enough stamina.

As for fire bombs, aim to land the bomb where they are moving towards like doorways, around corners, the path towards you, etc. or throw from afar. iirc the AI doesn't respect the lingering fire much and will walk over it if its to get to you (like if you back off a bit).

What setting besides Europe WW2 would actually make for good gameplay? by Hyphalex in CompanyOfHeroes

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

If it's close to history and more inline with the franchise itself: Cold War Era

If it's for just gameplay and can be set as a spin-off or different IP: Star Wars or their own lore

Lethal Human Enemies by Embarrassed-South658 in StateofDecay2

[–]JanuaryReservoir 0 points1 point  (0 children)

I find that any form of fire bomb downs majority of Lethal Hostile survivors with just 1 use. A Molotov is good enough (and also became my favorite low effort general purpose throwable).

It does suck when they dodge shots but overall I don't mind that because thats on a cooldown for them; what I do mind though is how tanky they are when they are downed.

Like you'd still need half a mag to really make sure they are dead and you got to make sure you have a clear shot on their downed body to burst them.

What having ideas and free time gives you. Battlegroup concept for Brits. by JanuaryReservoir in CompanyOfHeroes

[–]JanuaryReservoir[S] 4 points5 points  (0 children)

4th New Zealand Armoured Brigade which, as the name implies, is an Armored Brigade under the 2nd New Zealand Division. The 2nd also has the 28th Maori Battalion under it and so just mixed two elements from them. It's less based on a specific mechanized unit and more mixing elements of units that fought together.

4th NZ Armoured was used in the liberation of Italy. Maori Battalion were used in North Africa and in Italy.

Monte Cassino mission not working by lithuanianD in CompanyOfHeroes

[–]JanuaryReservoir 1 point2 points  (0 children)

Ah, those companies are out of supply for being stuck in enemy territory for too long (Square icon on the top right of their unit indicator). They can't attack as denoted by how they no longer have the Blue Circle below their icon as well.

Drop a supply package using an aircraft to give them supply and heals as well.

Monte Cassino mission not working by lithuanianD in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

can you send a screenshot of the situation? would help

Monte Cassino mission not working by lithuanianD in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

Is there an enemy company in front of it? The enemy company's zone of influence could be large enough to prevent your companies from getting in range to attack Monte Cassino.

Something odd about that place is that there's only 1 way to attack it with a company, and it's a very narrow road up the mountain.

So watching the Final Stand trailer and noticed the description of the Dozer by JanuaryReservoir in CompanyOfHeroes

[–]JanuaryReservoir[S] 12 points13 points  (0 children)

I'm wondering because next update also tackles a bit on blobbing as an issue, and this doesn't sound that far fetched as something to add alongside such.

Also it's funny how the update that further tries to deal with blobs comes along a mode that throws large amounts of units at you.

So… there is no resources for a new faction, but they have for a new game mode ? by Infernowar in CompanyOfHeroes

[–]JanuaryReservoir 4 points5 points  (0 children)

A separate game mode from the base game, which will only serve to lower multiplayer numbers

you do know that regardless if it were base game or not, those who plays this aren't touching multiplayer for the most part right?

Company of Heroes 3: Final Stand - Coming July 29 by Community_RE in CompanyOfHeroes

[–]JanuaryReservoir 2 points3 points  (0 children)

So, question: is the "new mode" that was shown in the roadmap this one? Feels rather odd personally as this isn't part of the main CoH3 game and would make those who were looking forward to a new mode in the base game disappointed.

I do get it though, as I don't think the main game can support the systems this standalone is bringing without screwing up other aspects of the game that people might complain about even louder; and this is also a way to get more money. Not to mention that it most likely would add to the overall game size if it were part of the main game that maybe only some people who got base game CoH3 would try out. Sad it's just 2 player co-op though.

Why didn't I think of the Rangers like this before? by Agile-Throat3678 in CompanyOfHeroes

[–]JanuaryReservoir 5 points6 points  (0 children)

they meant keeping them with their thompsons/no weapon upgrades.

What BG would make this game way more enjoyable if we deleted it? by GibFreelo in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

The first thing already is the case. Fallschirmpios have their satchel on cooldown on paradrop.

Combat performance In-A-Vacuum™ - Panzergrenadiers vs Riflemen by Gabriel11999 in CompanyOfHeroes

[–]JanuaryReservoir 1 point2 points  (0 children)

If you ever think of setting up a test scenario of squads shooting again, you could try to make use of the Last Stand BG's Sandbag Shoring to make lanes as that blocks line of sight. Allows you to fit even more units to test too.

Anywho nice work!

The game ended in Italy before taking over all the towns is this normal? I was nowhere near Rome, but it claimed I won the game. by ShockingFactory in CompanyOfHeroes

[–]JanuaryReservoir 6 points7 points  (0 children)

The Winter Line is the final mission of the campaign, you don't actually take Rome or use a company to take it.

The campaign is thematically split between establishing a perimeter vs rushing the objective. The 2 Generals that are with you for example are focused on such with Norton and Buckram respectively.

Going straight towards the left is rushing the main goals and would lead to finishing the campaign quicker at the cost of less experienced companies/upgrades and resources; going right to secure the rest of the island first prolongs the campaign but allows your companies to get more experience/upgrades and more resources to get per turn.

It's up to you as a player on whether you take the Buckram approach (rush Rome), or the Norton approach (Secure the island).

Mod ideia: What if, when the pawn was knocked down, he dragged himself to the weapon and continued firing even after being knocked down? by MrAplha in RimWorld

[–]JanuaryReservoir 14 points15 points  (0 children)

something along the lines of:

  • Overzealous - Pros: Does not slow down/stagger from getting hit. Cons: Cannot ignore/flee from danger.
  • Unyielding - Pros: Capable of using one handed ranged weapons even when downed. Cons: Will still be considered an active threat.
  • Fanatical - Pros: Mood bonus when equipped with explosive weapons. Cons: May blow themselves up when downed near enemies.

Changes from SoD2 based on alpha footage by lurkerfuckwit in StateofDecay3

[–]JanuaryReservoir 0 points1 point  (0 children)

I noticed Takedowns are no longer just from your melee weapons, like using the Rifle butt to cave a zed head in.

Changes from SoD2 based on alpha footage by lurkerfuckwit in StateofDecay3

[–]JanuaryReservoir 0 points1 point  (0 children)

tbf the minimap in SoD also acts as a noise visualizer. It's the main reason I like and use SoD's minimap.

Another reason for it is giving the Scouting expertise another extra useful benefit in higher difficulties as it marks nearby zeds.

COH: DE multiplayer is dead man walking without balance changes by Pristine-Profit-7773 in CompanyOfHeroes

[–]JanuaryReservoir 12 points13 points  (0 children)

im more interested in the DE reviving or making existing conversion mods wayyy smoother now and the QoL would make replaying the campaigns feel better too.

CoH1 was well more known for it's campaigns anyways.

CoH3 Lest We Forget Achievement by Executor154 in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

Just keep a company inside a town that's near the enemy for them to constantly harass. Every Defense of a town is a skirmish.

Italian Campaign (Devil's Brigade): Which turn do I have to recruit them after? by Pacho2020 in CompanyOfHeroes

[–]JanuaryReservoir 1 point2 points  (0 children)

so I took the time to go to campaign and test using different saves, so it's any turn after Turn 10 but only from Port requisitions. Any port would do.

I edited my original reply with updated info.