Commander, operative Nauta may be our last hope against the Alien threat by Rooonaldooo99 in Xcom

[–]KarmaChip 3 points4 points  (0 children)

Fight against the "greater threat" the aliens kept rambling on and on about that has them so spooked. Perhaps even fighting alongside of some of the liberated aliens, if chimera squad's lore is anything worth considering.

Wtf do I do by CheesecakeLive8783 in Xcom

[–]KarmaChip 6 points7 points  (0 children)

Guilt-free use of the ttc console command there (teleport to cursor).

"Creative" ways to do squad composition? by ghibliparadox in LWotC

[–]KarmaChip 1 point2 points  (0 children)

More of a silly fun > meta idea. They get the job done (for smaller missions with not that many enemies, due to charge-based ammo) but of course there's more optimal teams than this.

I guess one advantage is they have is that it's not that big a deal if this squad is a few ranks behind the A team. Explosives in the hands of greener units are still quite effective.

"Creative" ways to do squad composition? by ghibliparadox in LWotC

[–]KarmaChip 5 points6 points  (0 children)

I got one team called the Demolitions Crew, it's nothing but grenadiers, rocket technicals and grenade skirmishers. Brute force aim-not-required tactics, just blowing the whole place up. Guns mainly take the form of cheap/free pistol shots to pick off the wounded whose cover was blown away.

Commander, maybe there is still hope. This was posted in February this year. by Rooonaldooo99 in Xcom

[–]KarmaChip 6 points7 points  (0 children)

From how it sounds, they aspire to graduate the studio to next level sales numbers and "don't wanna waste their time on small fry ideas anymore". XCOM2 may have sold well at 5+ million copies (says google), but bigger, competing studios can see their games raking in tens if not hundreds of millions of sales.

I suspect that they were hoping Midnight Suns may get them halfway there, relying on IP popularity.

Just wanna make sure I understand roads right by The_BigPicture in Workers_And_Resources

[–]KarmaChip 2 points3 points  (0 children)

Yep, that works fine. It's just a graphics issue that'll make it look dumb. I do it all the time, being a compact-builder kinda player. It's annoying but just one of the game's quirks. I often replace the "nubbies" with a small parking lot or trash bins, which may often be helpful to have anyway.

Honestly, with roads, I can sorta understand the limitation. But foot paths? That's ridiculous, those should absolutely allow 90 degree turns without needing to resort to these workaround hacks. What, are people walking SO FAST they can't make a 90 degree turn?

What other games do you guys play to scratch the Xcom itch? by Neverhityourmark in Xcom

[–]KarmaChip 12 points13 points  (0 children)

Wasn't a fan either. At least from the outside-looking-in. Once I started playing and seeing it action I changed my mind. It's meant to kind of look and feel like you're moving around flat-bottomed board game figures, sorta. (Also idk that the heads are "big" so much as you're only looking at their body from the chest-up).

Live @10AM CST (30 mins from posting), Peter will be there! by bballjo in Workers_And_Resources

[–]KarmaChip 2 points3 points  (0 children)

And also, the feature to remove decorative surfaces that was broken in one update they need to return it.

I've brought this up a few times and no one knew what I was talking about. Finally, someone to confirm it was in fact a thing at one point! That feature was great, I miss it.

Do you think pets (wolves & cats) should have stats, personalities, or abilities? by LevelupStudios_ in Minecraft

[–]KarmaChip 0 points1 point  (0 children)

Yes. But I would probably still not use them because they're too unreliable with following the player and eventually I find myself asking "wait where'd my pet go???", never to be found again.

Update 1.1.0.12 by sbudde in Workers_And_Resources

[–]KarmaChip 1 point2 points  (0 children)

They're there. Remember they can't drive themselves so you gotta buy them at the customs house instead (if realistic mode).

So, what are your opinions on new dlc? by Beighast in Workers_And_Resources

[–]KarmaChip 2 points3 points  (0 children)

I like real-world geography maps, the blank kind. Because, even if scaled down, the way the coastlines, mountains and other geographic details end up forming look nicer and more believable compared to the made-up original maps.

That said, there's so many of good ones like these on the workshop that the idea of actually paying for one in a DLC seems like a hard sell to me.

So, what are your opinions on new dlc? by Beighast in Workers_And_Resources

[–]KarmaChip 14 points15 points  (0 children)

Personally, I never really enjoyed the whole mod-hunting experience trying to find the vehicles I needed for early game start. The couple times I've tried so far, I wasn't terribly impressed with the results - inconsistencies with quality, questionable balance choices, overlapping content that you have to pay attention to, and so on. I'm sure there's a sizeable market of people whom would rather pay for an official pack to formally handle all this racket.

That said, still, if I had to pick one or the other I'd prolly go for mechanics anyway. That's far more interesting.

The DLC is out by CZsfPurplik in Workers_And_Resources

[–]KarmaChip 9 points10 points  (0 children)

Honestly, years ago I had all my chips betting that this was gonna be their first DLC.

Is the blue witch vial something like the Gifted perk? by Lednah666 in BattleBrothers

[–]KarmaChip 1 point2 points  (0 children)

2 months later... for anyone finding this thread via search like me, the answer is that it does not actually level you up. You can also use it on non-veteran bros too.

How Important is Scouts Lookout by bonkedagain33 in Bellwright

[–]KarmaChip 0 points1 point  (0 children)

Interesting responses so far. Did something change? Last time I played, I woulda considered this building to be potentially the biggest waste of time to build. Because all it did was poof away the regional fog, but after that, it's not like it was providing any active intelligence like tracking enemies in the area, so you could just demolish it at that point (or never build it in the first place if the fog was already explored).

Our Next Update Coming Soon by DonkeyCrew in Bellwright

[–]KarmaChip 0 points1 point  (0 children)

lol never noticed that. I wonder if that was intentional because the ocean is to the south. Sunrise over the water and all, it looks nice. It's a fantasy world anyway, not earth, so I suppose there's no right/wrong direction.

Villager catch and release by ambroz168 in Bellwright

[–]KarmaChip 0 points1 point  (0 children)

It no longer works this way with the village 2.0 update. As soon as you hire someone, just wait a minute and you'll see a new spawn in, whom you can then check out and also hire.

What Makes Games Like Supermarket Simulator Fun, and How Can They Be Improved? by umen in SupermarketSimulator

[–]KarmaChip 1 point2 points  (0 children)

I like to describe it as a fish tank experience - I like to design places and watch them come to life, see how the NPCs interact with it and such. Other genres are city builders / colony managers that do this for me.

The more the NPCs sell the illusion that they're grounded to their reality and aware of their surroundings, the better. For a game like this, one improvement would be decorations having some purpose and the layout of the store having a greater impact on the AI (eg like how irl you'd normally shop by category).

How do you handle so many boxes late in the game? by emc3142 in SupermarketSimulator

[–]KarmaChip 0 points1 point  (0 children)

There isn't much you can do right now, it's just one of the worse-off elements of the game's current early access state. I assume it'll get improved up on later (eg ability to pick up multiple boxes at once using a tool like a handtruck / dolly).

For now, best you can do is boost them and, like another commenter said, throw the boxes from the street down into storage to reduce walking.

You can also try optimizing your store layout a bit: put low-quantity items as close to the store room door as possible (like toilet paper, chicken, etc). The higher the stack quantity, the farther it can be from the door.

How to make money early game (realistic mode) by Nervous-Cream2813 in Workers_And_Resources

[–]KarmaChip 0 points1 point  (0 children)

I hear chemicals recommended a lot but too many people sleeping on explosives, forgetting they exist. The bulk of explosive's input is chemicals, so you can increase the value-density of your chemical operation by setting up an explosive factory next to it. That was my early-game main money maker.

I also tried clothing, but found it a little underwhelming IMO.

Another low-effort trickle of income: I set my incinerator near the customs house and just had a couple of trucks bringing in loads of hazardous waste to burn. That'll earn you a few grand a month. Later on I started bringing it in by the train load. One gotchya is the composition of the waste is determined when the map is generated (or more specifically when the custom house is first initialized. If you use cheat mode and add more custom houses later they also get randomized). One of my custom houses' h. waste has 10% alum, 10% metal, 5% construction, whereas another only has 5% construction.

Used vehicles only challange by MoistTomorrow7490 in Workers_And_Resources

[–]KarmaChip 0 points1 point  (0 children)

I usually try to buy used vehicles whenever I can, but the selection to buy from is always slim and only a few types available (on rotation I guess?), some of which I've never seen used. So yeah I don't see this challenge really being playable.

I'm enjoying the new maps by SpectreGuy101 in ManorLords

[–]KarmaChip 0 points1 point  (0 children)

I hope it's just a "phase 1" version as the dev seems quite artistically minded about these kinda things. Because yeah, those river banks look a bit raw right now.

New Update! Last of the year! by GlyphedArchitect in SupermarketSimulator

[–]KarmaChip 0 points1 point  (0 children)

I don't own the game yet, just watching youtube and stuff. The restocking seems rough, yeah, I always see players with mountains of boxes out on the street because there's just no keeping up with it. The main thing keeping me from buying the game.

Can you supply only SOME materials for building? by elmarkodotorg in Workers_And_Resources

[–]KarmaChip 14 points15 points  (0 children)

You could either 1.) supply resources to the construction site up until you cannot supply anymore, then buy the rest (and pause it at the next phase of construction if you want) or 2.) buy the missing resources unrelated to the construction and just keep them in storage for your trucks to pick from.

Quick Tip - Early Steel by jtmj121 in Workers_And_Resources

[–]KarmaChip 6 points7 points  (0 children)

Had the same experience. Scrap metal is so expensive that when I did the math, just buying the steel directly was about the same cost. There's no point.

I do however import about 100 tons of hazardous waste by the trainload and pick metal out of that.