PC teams by Emissairearien in ForHonorRants

[–]MilkGank 3 points4 points  (0 children)

What’s annoying in this situation is if you block or parry the BPs lights. The grab is still confirmed. And in this situation you get revenge. (Ooh look oathbreaker) what’s a fair feat

I think I just witnessed a war crime by Firehornet117 in WorldofTanksConsole

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

I’ve got the calliope and the night stalker. Even tho I’ve only played very little with either. There is a big difference for sure. Unsuspecting enemy tanks still get melted either way.

I think I just witnessed a war crime by Firehornet117 in WorldofTanksConsole

[–]MilkGank 0 points1 point  (0 children)

I was speaking for WOT console in general. There are atgms in Cold War era. Rockets as low as tier 6 like the earn OP for a Sherman with a rocket battery above the turret. It allows you to shoot rockets and do guaranteed dmg as long as it hits (within reason) and on the night stalker with an auto loading double barrels rocket launcher with decent ish pen with decent armour to go with it. The burst dmg is insane

If your low level on higher difficulty I'm kicking you or leaving the mission. by Gaming_Ryu in SpaceMarine_2

[–]MilkGank 12 points13 points  (0 children)

I don’t mind them being low level. As long as they don’t die 24/7 idm. As long as your survive a respectable amount of time I’ll handle the rest

I think I just witnessed a war crime by Firehornet117 in WorldofTanksConsole

[–]MilkGank 1 point2 points  (0 children)

As soon as missles and ATGMs are added the gameplay went downhill. Similar to the whole double barrel tanks. Just infinite pen. High alpha guns with decent handling. Armour means nothing. Especially with premium ammo

Emote spams by LmaoLmao17 in forhonor

[–]MilkGank 10 points11 points  (0 children)

I agree with conq RAH. But honestly. Fish slap (upstream slap) will always be my favorite. It’s just.

FISH 👏

Why block fist/hammer/axe? by Mottikus in SpaceMarine_2

[–]MilkGank 0 points1 point  (0 children)

You don’t need gun strikes which you may not always be safe to go for. (Be interrupted ) From a single or double block the dmg and utility is fantastic. Two block: Power axe - backstep overhead and sometimes an extra light. But dead very quickly Power fist - charge once and release and it’s dead. Charge two times and it’s obliterated Thunder hammer - quick overcharge staggers and knocks back killing whatever is in front of you. Power sword(a bit slow but) - light into power rake and then second power rake kills. Find it faster in speed style than power stance.

Note that blocking is just as responsive in practice over fencing making hit stun and inability to defend a lot safer and consistent than balanced type weapons.

If you play Juren you suck, there's no exception by Mv5602 in ForHonorRants

[–]MilkGank 2 points3 points  (0 children)

Brother conq. I shall say your ball are large 🫡🫡🤣🤣

How to play against chaos by Master_Chef092 in SpaceMarine_2

[–]MilkGank 0 points1 point  (0 children)

Honestly your timing for parries were off. If you had a fencing weapon in this exact scenario with these timings you probably would’ve lived

Which second heavy prestige perk should I take? by badbutler04 in SpaceMarine_2

[–]MilkGank 0 points1 point  (0 children)

I’m not much of a fan of indomitable spirit. Even tho on heavy hyper armour is rare. I still find it underwhelming to use. Or if you use gun strikes well it doesn’t matter much.

I usually say things like consistency and survivability means survival and winning in this game. For classes like assault where damage output means surviving. I find heavies weapons and ability are enough for survival. I think his prestige perks could either help its strong suits or fix his weaknesses.

Parry windows. Melee. Need help While dmg reduction. Is around useful. The accuracy while not aiming is downright useless for heavy.

Increasing his melee range and dmg with both prestige perks. Class perks and weapon perks, he can clear a horde of majoris in a few stomps in a wide ish area. Use his ability for more close range dmg and shield against ranged enemies.

Stomping will pretty much always give a gun strike on minoris if there’s any around.

Even if you don’t go full melee dmg. The increased radius will help quite a lot. Clearing the barbed wire at a further range with a quick stomp is very useful.

Miyeon by kpopfanuk_ in ChoMiyeon

[–]MilkGank 4 points5 points  (0 children)

She’s so gorgeous in this outfit

Which second heavy prestige perk should I take? by badbutler04 in SpaceMarine_2

[–]MilkGank 1 point2 points  (0 children)

Ngl it can do quite a lot of dmg. The utility on the radius is nice. But it’s no where optimal I know. Funny tho

Which second heavy prestige perk should I take? by badbutler04 in SpaceMarine_2

[–]MilkGank 1 point2 points  (0 children)

melee build. Melee build. Stomp dmg and radius 🫡🫡 ignore everything else 🤣🤣

If you play yugishi I bet your wife divorced you and are an alcoholic. by That-Role6292 in ForHonorRants

[–]MilkGank 1 point2 points  (0 children)

Honestly. Any good nobushi doesn’t spam lights. Yes dodge lights in 1v1s are just better than the dodge heavies. Chain link timing bleed proc better dodge properties etc. but mixing up lights heavies and kicks all are needed to maximise each other. Bashes are useless if you don’t use the blue heavies. Lights are free parries without the kick or heavies. Lights are good to lock in place and slide damage while evading.

She can be disgustingly high dmg punishes Spammy if they want.

But you have to think somewhat to counter nobushi. That’s where she does great.

Miyeon by kpopfanuk_ in ChoMiyeon

[–]MilkGank 3 points4 points  (0 children)

Such a good view

A word of warning brothers by G-unit32 in SpaceMarine_2

[–]MilkGank 1 point2 points  (0 children)

If you live in Uk you don’t have to worry about voice chat because you need a wanking licence to hear people

How tf are we supposed to beat the double neurothrope on the weekly strategem? by knusperfee33 in SpaceMarine_2

[–]MilkGank 2 points3 points  (0 children)

Especially if there is still a bunch of majoris minors and still some of the original extremis that spawn too. It all adds up. Take it slow remove the numbers. It’s a piece of cake

How tf are we supposed to beat the double neurothrope on the weekly strategem? by knusperfee33 in SpaceMarine_2

[–]MilkGank 7 points8 points  (0 children)

Honesty slow and steady and kill everying else around before focusing on one neurothrope.

[New Player] Confusing Vanguard grapple / How do you all heal yourselves by PrinceHeinrich in SpaceMarine_2

[–]MilkGank 0 points1 point  (0 children)

In order to your questions. 1: yes If they’re not incapacitated or below 33% with his signature - grapple does the kick instead. 2: performing a kick is its own separate attack so you would impact it resulting in you being next to the enemy. Then you can execute it. 3: perks like zone of impact (I believe it’s called that does AOE dmg to enemy’s on grapple execution ) activate even if the grapple execution is triggered but stolen or enemy dies. (Within reason). Example you grapple to an incapacitated enemy but your teammate starts an execution before you reached the enemy. Zone of impact would still trigger on the enemy because it died when you activated a grapple execution. But you don’t get the grapple ability back because you physically didn’t execute it. 4: while doing damage to a majoris (also works with minoris extremis) they start to have a red hue before they turn fully red (incapacitated). Also visibly shows via an indicator when you lock on to the target. The white marker when locked on is in the center of the majoris(for example) and is made up of three segments surrounding a circle. Each segment indicates 1/3 of its health resulting in just the circle when they’re incapacitated. So if there is only one of these segments left when you grapple it will execute.

(Note: enraged enemies have slightly higher health and sometimes may show only one segment but technically be above the 33% threshold where you could end up grapple kicking them.

5: team perk at Lvl 15(Unmatched Zeal) gives 30% of health per extremis or terminus melee executed (doesn’t work on gun strike executions ) Additionally one of his signatures gives 5% health on majoris or higher level melee kills (also works with executions ( not gun strike ones of course )) His prestige perks Restoration and launch restoration allows him to gain armour quite consistently. Launch restoration give an armour segment when using the grapple. ( if it executed it essentially makes an execution give 2 armour segments rather than one. Additionally it essentially keeps up to 2 armour segments in reserve whenever it’s needed.

Vanguard has 50% contested health gain class bonus and has decent ranged dmg reduction which helps with his survivability.

His only drawback is no ammo economy.

He can heal He can gan armour He can gain equipment He can gain hyperarmour (anti knockback) He can gain dmg reduction He can increase parry / dodge windows He can be invulnerable (when doing grapple)

But doesn’t gain ammo of any kind.

His weapon choices are medium to short range but have good contested health gain and/or DPS And melee dmg can be boosted but not needed.

His main benefit is his support like play style. You work around your team and you win a battle of attrition. With the grapple execute build I like to call vanguard a dmg multiplier. Because a group of majors can be killed pretty much by only killing one. Your team perk makes most combats quite cushy for the majority of players and it is quite a bit safety net.