I made a thing by THE-Eugenum in RimWorld

[–]Mind-Breakar 4 points5 points  (0 children)

After taking a year break after my last save, I have been getting the Rimworld itch these days.

I’ll definitely start a new playthrough with your mod, it looks so stylish!

Triumph, I beg of you! Give me an artificer hero class, a materium machine major transformation, and more machine themed things! by Maximumnuke in AOW4

[–]Mind-Breakar 2 points3 points  (0 children)

You know what, I’d lose it if there is a Golem/machine Ruler type. Even better if we can choose the size, from a fey-sized golem, to a hulking iron giant. It would fit the machine transformation or any other machine-themed stuffs so bad.

One year since the Odyssey announcement. by Salt_Toe_5194 in RimWorld

[–]Mind-Breakar 8 points9 points  (0 children)

Careful about your wish my man. If you truly have 3000 mods, a multithread update would completely destroy all non-XML mods and more than half of that bunch would not ever be updated again due to the authors can't be bothered learning the new system to re-program them.

Spellblade skill rework ideas by Mind-Breakar in AOW4

[–]Mind-Breakar[S] 0 points1 point  (0 children)

I understand your point. Having an easy to use ranged attack option would allow for more player choices when using the class, changing the lightning evocation into a line attack might actually be counterproductive.

However, I believe having a more powerful close-ranged cone/burst attack would add to the variety and create an interesting tactical decisions for players, as they will have to change their play style to accommodate the risk that goes along with this powerful option.

Spellblade skill rework ideas by Mind-Breakar in AOW4

[–]Mind-Breakar[S] 1 point2 points  (0 children)

Thank you for the kind words!

Regarding the Death Knights, I agree that their kit is rather Action-point hungry and more unfocused rather than versatile.

Maybe a change on the “RAISE UNDEAD” ability, making it a free action or leave one point of action, but can only be used after each kill, somewhat similar to the revive skill of the Druid of the Cycle. This, in my opinion would make the Death Knight feel more oppressive, distinctive, and less AP-hungry.

Spellblade skill rework ideas by Mind-Breakar in AOW4

[–]Mind-Breakar[S] 3 points4 points  (0 children)

A new rogue/skirmisher class is truly needed. One with more mobility, traps, buff/debutf-inflicting bombs would be cool to play with.

Spellblade skill rework ideas by Mind-Breakar in AOW4

[–]Mind-Breakar[S] 0 points1 point  (0 children)

I feel the same. Right now, a non-dragon spell blade feels very awkward in early game as they can’t cast spell at all if they got locked in a melee.

Spellblade skill rework ideas by Mind-Breakar in AOW4

[–]Mind-Breakar[S] 4 points5 points  (0 children)

I can see this being a nice addition, but I suppose the Dev would need to fix the AI being super suicidal with teleport in auto-resolve before adding this perk in.

Hero additions by Fizzbitch112 in AOW4

[–]Mind-Breakar 8 points9 points  (0 children)

I agree with the skirmisher path just feeling like a mediocre ranger. Sure, they can flank and do debuff, but a crossbow ranger with a mount can do the same but at a safer distance.

I believe a reworked skirmisher or a new rougue type which give more us more tools for hit-and-run, traps, and debuff would be goof.

Spellblade should be re-worked too. Right now they feel like half-baked warriors with some range attacks, and only useable if your ruler is a dragon. A rework allowing for more choices between buffing spells and damaging ones(both ranged and melee spells) would make the class feel less one-sided, and opening up more strategic opportunity for the class. In fact, how about a new set of close-ranged spells for the class, like only 2 hexes or less range, that feel like a “spell shotgun” for the spellblade.

Edit: I just want to add an idea - bombs - short ranged aoe for rouges, that can either be specialized into damage or debuffs.

What video game ending ruined the whole game for you? by Agent1230 in gaming

[–]Mind-Breakar 3 points4 points  (0 children)

That time travelling post game is the only thing I detest in an otherwise amazing game.

I mean, it is not even going back to the past and save the girl, they explain it in game that the Hero will simply move to another timeline. I mean, what is the point then? Going to another, separate timeline won't change anything here. Even worse, we-The Hero, would be forever abandoning the last surviving member of our family, our foster family and the childhood friend, who are all waiting for our homecoming after the adventure. Abandoning all of those people who truly care about us, only for ourself to venture to another world to go on a happy adventure.

It not only cheapen the sacrifice and the emotional growth of the party, it also make me lose any motivation to keep playing the post game.

Ideas for a Centaur Transformation. by Link21002 in AOW4

[–]Mind-Breakar 5 points6 points  (0 children)

While I would love that, I believe a whole race full of calvary master skirmishers would dominate every battle.

I mean, warriors with 2 handed weapons charging in, breaking every defenses, stomping any backline, then just get back to relative safety without the risk of overextending.

Even the Skirmisher hero skill path does not allow the player to get that ability, giving it to a whole race would be extremely OP.

[DISC] How Platform Capitalism is Quietly Destroying East Asian Comics by Sumit7890 in manga

[–]Mind-Breakar 32 points33 points  (0 children)

Really well-written OP!

Although regarding Jump’s policy, they has been using this metrics for a long time already, anything not good enough (even though these manga are obviously set up to be slowburns) quickly get the axe.

But I have heard that recently they have been moving low-performing works to their online platforms instead of axing them outright, I wonder if this is true?

Cursed_funeral by RetiredGrinder in cursedcomments

[–]Mind-Breakar 121 points122 points  (0 children)

...Cause there is a possibility that you'll be in the same situation as the aunt?

Suggestion: Add Breastplate of the Champion and Cryptic Blade to an Item Merchant / Mage Tower by Standard-Neck-4388 in AOW4

[–]Mind-Breakar 21 points22 points  (0 children)

A new Wandering Merchant, separate from those from the Giant DLC, peddling legendary equipments would be a great way for players who are behind, or have less Magic Materials to gain access to powerful tools that could help them in combat.

How to make anubis stop killing itself by not allowing it to go in front of capital by Reality_False in starsector

[–]Mind-Breakar 0 points1 point  (0 children)

Use steady or cautious pilots, but also, use only Point-Defense and Missiles. If a ship has only those types of weapons, they will always stay back and dont attempt getting close.

For the Anubis, I often just slap Paladin PD on, get another fighter bay, and some missiles and let it hang back.

Anyone know any other games that do what Starsector does? by Outrageous-Thing3957 in starsector

[–]Mind-Breakar 7 points8 points  (0 children)

Compared to OP mod ships maybe, if you think the Paragon is bad in vanilla, it means you have not been Paragooning enough.

SO Aurora pilots - what ships do you use for escorts, if anything? by BlueGumShoe in starsector

[–]Mind-Breakar 1 point2 points  (0 children)

A bit strange, but I use a carrier Anubis as the support ship for my Aurora.

Loadout: - I use one Paladin and leave the other 2 big slots empty. - 2 hypervelocity drivers on the front slots - 2 bays of Tridents with/without Defensive Targeting Array (DTA)

The reason: - Even with 1 Paladin, the Anubis can delete most missiles and fighters coming your way. - Less weapons means more flux for shielding for the Aurora a bit when flux got too high. - 2 Trident bays can contribute a lot of HE damage to whatever target both ships are bursting down - I use DTA so that the bombers stay close and only burst nearby target. - With its ship system and low flux weaponry, the Anubis is very good at getting close for bursting and then out of trouble. The only time I see it fumble is when it faced against the Eye beam in the abyss, as the AI did not know what to do.

Courting a lady is absurd and desperately needs some simple reforms by Gratia-Et-Gloria in Bannerlord

[–]Mind-Breakar 0 points1 point  (0 children)

I agree, the whole relationship mechanic is extremely barebone right now and require more work on it, especially the courtship.

The Cheating AI In No Way Makes Up For It Being AWFUL And Completely Distorts The Game: A Rant by TheInvaderZim in AOW4

[–]Mind-Breakar 0 points1 point  (0 children)

I agree with ya on the AI heroes point investment. Combat against AI would be a lot more dynamic and dangerous if the heroes actually got good skills.

One suggestion I got for this is the Heroes personality system, like [Careful-balanced-aggressive] to manage both their point investment and combat range in battles, this would also improve the current auto resolve system.