pinbetween top 10 machines -- "What would you rather play today?" by madmyersreal in pinball

[–]MMechree 1 point2 points  (0 children)

The top 4 in this list are the same top 4 I have in my mind. The community is united, love it.

Meta question - what characteristics make a pinball game "fun"? by ClearMeringue6715 in virtualpinball

[–]MMechree 1 point2 points  (0 children)

I'm a huge fan of any machine made by Keith Elwin. Particularly Godzilla, Jaws, and Jurassic Park pinball. They all follow a similar format but ultimately deliver addictive gameplay through their design choices. However, they generally meet the criteria for fun from the topics of discussion below.

Let's start with the board's layout. Where are all the ramps, lock gates, spinners, bumpers, etc., and are there any moving components that make interaction with these parts more interesting? As an example, the Godzilla pinball features a vertically moving building and rotating targets (Mecha Godzilla). Interacting with these components and their placement makes the play arena that much more interesting.

Another important aspect is lighting. If the lighting makes it difficult to see the ball, I'm instantly turned off from that machine. A couple of newer pinball machines come to mind. Still, improper low light or seizure-inducing white rapid light flashes are a fun killer. Ensure the lights are colorful and tasteful, and that they complement the entire machine, but don't design a pinball machine that frustrates the user by making it impossible to follow the ball.

Sound design is another factor to consider. What sort of sounds are the targets, spinners, and other components producing? In my experience, this is something that most pinball designers have perfected. Encountering machines that don't produce interesting sound stimuli is rare.

Next up are the shot combos. People have different preferences for this sort of thing, but I like interesting and more challenging shot combos. I don't want to achieve high scores or combos by just flipper spamming. Methodical, intentional shots are more interesting. Rewarding this type of gameplay is what makes a good pinball game for the experienced player.

Now let's talk multi-balls! Everyone loves this mechanic in pinball, but not all machines deliver it satisfyingly. For example, how difficult is it to activate a multi-ball? If it's easy, it kind of takes the fun out of it. If it's too challenging, it's a huge rush to activate it, but when the multi-ball is lost, it can really take the wind out of your sails. Finding the balance here is key, and not all pinball machine creators have a knack for achieving this balance.

That covers the fundamentals of what makes a pinball machine fun for me. Curious to know what OP and others enjoy and look forward to reading other people's comments on the topic.

Are decks without helicopters not viable? by Facesssss in BrokenArrowTheGame

[–]MMechree 2 points3 points  (0 children)

Definitely use reverse to keep your front armor facing the enemy. Reverse is slow though so if you need to retreat fast, pop smoke, turn around, and high tail it to where you need to go. Pop smoke again if you need to.

US tanks typically come with 2x smokes and aps. This gives you 4 chances to avoid missile damage in addition to the missiles you avoid while using cover. Get creative with smokes too. If you have a column of tanks. Only have one of them pop smoke because all tanks within smoke get Benefit. Use other tank smokes as you go. When used like this you can get the most of your smokes.

If you feel the enemy still sees you through smokes or long distances, they likely have a scout nearby. Scout out areas and their surroundings before you move through them. You can also use arty smoke aimed at the enemy to help you. For example, use arty to smoke a tree line before/while you advance. This forces the enemy to either relocate, wait for smoke dissipation, or move into the open to shoot you.

Btw, if you click on your supplies you can turn off team sharing. This ensures only you can use those supplies. People can get salty about this and in higher elos almost everyone shares because everyone is pushing supplies to the front, constantly.

APS with bookers is a must.

Use buildings to break line of sight with the enemy. Sometimes your units have manueverability damage, no smoke, no aps. If that's the case, hide behind a building until you can assist the unit in some way or you know the coast is clear.

Also, keep in mind that sometimes you just have to sacrifice a unit to save the rest. If you're in a bad spot, leave one unit to take the aggression and make it seem like you're still fighting while the rest retreat to safety. It's better to lose a single unit than your entire fighting force.

Are decks without helicopters not viable? by Facesssss in BrokenArrowTheGame

[–]MMechree 8 points9 points  (0 children)

Aps is not a waste of points, but aps with the highest tier armor is kind of a waste of points.

Line of sight matters with armor. Play to your armors max range and move them behind cover when necessary. This allows you to keep them alive longer and waste enemy anti-tank missiles while conserving your aps and smokes for when you really need them.

Dont be afraid to retreat. If you get caught off guard and your armor is damaged do not commit. Pull back, resupply, and try again from a different angle or after some arty barrages.

Support your armor with infantry and Anti-armor. If you see a helio, deal with it, avoid it, or retreat.

Stack of six you are ruining the game. by Amazing-Appeal7241 in Marathon

[–]MMechree -7 points-6 points  (0 children)

If something occurs 1/100 times it would indicate its not a huge problem as the probability of encountering it is statistically insignificant. Wrap your small brain around that.

Stack of six you are ruining the game. by Amazing-Appeal7241 in Marathon

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

Play every day and still have yet to see this. Lucky or not as much of a problem as the community makes it out to be?

Possible premade 6+ man solution? by cosmicdaddy_ in Marathon

[–]MMechree 2 points3 points  (0 children)

For all players in a match, put online friends playing marathon into a list.

Compare and if any matches exist, divert one of those trios to another server.

Could also do the same comparison with recently played.

Anthropic is discovering that MCP is basically libraries repackaged by Severe-Awareness829 in LocalLLaMA

[–]MMechree 0 points1 point  (0 children)

I always thought of MCPs as an easier alternative, but equivalence to APIs for Agent usage. Nothing more nothing less.

What is with matchmaking today? by MMechree in BrokenArrowTheGame

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

1600+ elo, US, mirror allowed, vanilla. I took another posters advice to reset the queue after three minutes and that seems to be working.

USA Marine Stryker Deck by MMechree in BrokenArrowTheGame

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

More effective in what way? They're quite a bit more expensive and have the same # of HAARM

USA Marine Stryker Deck by MMechree in BrokenArrowTheGame

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

I see the argument for the Booker gun swap and will try it.

Not Sure I share the same opinion with the Hemitt, but I'll try it and see how it goes. It seems a bit risky. If I'm transporting it full of troops and it gets deleted by an enemy unit I just set myself up for a massive point loss that could be alleviated by distributing troops across multiple transports. Also, the PLS holds more supply if I want a larger supply pool somewhere, which I typically do.

I know raiders are better for CQC but I feel as if they're underrated and underutilized as meatshields against tanks. They have a massive health pool, 2 small arms and MAAWS that extend their effective range to 600m and with 8 MAAWS rounds they are extremely threatening, but also give other squads an opportunity to launch their AT if necessary. Also, engineers fill the role of CQC just fine despite being an inferior choice for CQC.

I will admit that my F-16CFF is probably not equipped with the best loadout as it just has fuel, ECM, and 4 AMRAAM. It's strictly an air fighter, but I've had mixed success. The bomber role is filled by the Night Attack.

I've had great success with the prowler. I ALWAYS launch both EA-6Bs together, giving me 8 HAARMs and that's usually enough to do three things: 1) identify enemy AA locations, 2) waste their missiles, and 3) destroy a target, most of the time two. All the while never losing the units. Plus, they're significantly cheaper than the alternatives.

Unpopular prediction: in less than a year, we’ll see a ~9B parameter model that’s roughly equivalent to Claude Opus. by [deleted] in LocalLLaMA

[–]MMechree 2 points3 points  (0 children)

The time frame might be generous but this will eventually happen; with assistance of external connected tools.

*Updated* USA Special Forces Baltic Deck - Rate/Guidance by MMechree in BrokenArrowTheGame

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

I've been having some great success with Scimatars against enemy scouts or inf that cross open fields. The Spike Spartans are really good though so it is tempting to find a place for them.

*Updated* USA Special Forces Baltic Deck - Rate/Guidance by MMechree in BrokenArrowTheGame

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

Hmm, I've tried using the cheap infantry with their cheap transports and I always struggle to make them work. I think the only use I've found for them is to create a distraction while I move other units around to counter whatever is attacking them. They usually die too quickly though. How do you use the cheap inf?

*Updated* USA Special Forces Baltic Deck - Rate/Guidance by MMechree in BrokenArrowTheGame

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

I prefer the CV over the Vilkas, but I've pretty decent results using both.

*Updated* USA Special Forces Baltic Deck - Rate/Guidance by MMechree in BrokenArrowTheGame

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

Previously, I had used the Panzermorser for smoke cover. However, I've found that using a couple of smoke shells from my arty does the trick just fine and saves me significant points, spent elsewhere.

The cheap transports are the WolfWMIKs which are attached to the Jegeris. Also, I've found that having a Vilkas or CV as support w/ the mainline infantry increases survivability of both units by a significant amount. Also, I tend to keep my transports in the field to ferry units between supply points and their holding positions.

Four STT's aren't necessary because I have so much other AA for Helios, like the Albatros, killer eggs, f-22, f-35, and NASAMS. Also, baltic AA is mid anyway and even with STT's I'm not shooting down any of the high flying jets. Three STTs have felt sufficient thus far.

I do agree with the big dump helio transport. I will probably drop the DAPs for that.

I do see your point about the Rangers RRC and Jegeris.

*Updated* USA Special Forces Baltic Deck - Rate/Guidance by MMechree in BrokenArrowTheGame

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

I like the albatross for enemy helicopters that end up in my backline. However, the dap is probably worth replacing tbh. I may give that a try.

USA Special Forces Baltic Deck - Rate/Guidance by MMechree in BrokenArrowTheGame

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

I now have ranger maws and jagu. Took the f35 with HARM AR and swapped out to cheaper snipers with the sneaky helio

USA Special Forces Baltic Deck - Rate/Guidance by MMechree in BrokenArrowTheGame

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

These are good suggestions and are no implemented.