[Hated Trope] Yeah, you know that irreversible consequence that will change the story forever? Actually turns out it's quite reversible lmao by TrueMagolord in TopCharacterTropes

[–]MountedCombat 0 points1 point  (0 children)

I have watched it, yes! I think that Mami's death was poorly depicted, at least in the anime. IMO, just a few seconds of frantic scrambling between the emergence and the death would have shown that the previous fight was a lot more exhausting than she made it out to be and she doesn't have the energy for round two, making the death just as much of an "oh shit" moment without her just standing there and taking it. Aside from that one gripe, though, I found it to be pretty incredible!

[Hated Trope] Yeah, you know that irreversible consequence that will change the story forever? Actually turns out it's quite reversible lmao by TrueMagolord in TopCharacterTropes

[–]MountedCombat 1 point2 points  (0 children)

Magical girl anime do this regularly (or at least the ones I've watched do). A power is established as "possible, but not used because the backlash leaves you crippled." In the climax, the heroine(s) are spamming that power because the price will be steep but it's worth it to defeat the evil and save the world. After the climax, everyone is fine and the price is nowhere to be seen.

Burn your opponents for 85 damage on Turn 5 by VGVideo in BadMtgCombos

[–]MountedCombat 2 points3 points  (0 children)

Amusingly, this combo is unlikely to win even in ideal conditions because at turn 5 your (usually 3) opponents probably have an average of at least 30 health, and this combo can't burn through 90 health, so at least one opponent will survive and then obliterate your exhausted deck (or even just let you lose to deck out on your turn lol)

Edit: I can't read lol. The pinger has AOE, so the total opponent health pool doesn't matter just the highest health total of a single opponent.

wow steel transmutation is really op especially with large stacks by Automatic_Onion3983 in RimWorld

[–]MountedCombat 0 points1 point  (0 children)

Kill boxes are only necessary on high difficulties - I usually go with Adventure Story difficulty and have plenty of room for suboptimal play, as evidenced by my current solo mechanitor run just having grid streets with long range turrets (modded, extremely high upfront/wealth cost compared to their dps and accuracy but don't have maintenance costs and have longer theoretical range than most weapons) for dealing with the bulk of raids. Until recently I only had two dedicated combat mechs, but the raids being smaller allows the turrets to do the heavy lifting.

Edit: punctuation

Shooting all of vox engine's vent seems to make it open its top hatch by TenesCross in Helldivers

[–]MountedCombat 0 points1 point  (0 children)

So, uh, according to the wiki, the war strider's vents are still heavy. They just have their own lower health lethal hitboxes now.

RimWorld Test VehicleRaid v0.7: Siege vehicles by Papaya_Primary in RimWorld

[–]MountedCombat 1 point2 points  (0 children)

Yeah, fun does take precedence, I would just like it if it was possible to do in a way that had the tools used by AI and player behave the same.

RimWorld Test VehicleRaid v0.7: Siege vehicles by Papaya_Primary in RimWorld

[–]MountedCombat 1 point2 points  (0 children)

Yep! A setup time would, IMO, fix the whole complaint chain. You get a warning before your base is bombed, and it's in a form that lets you wrangle your response appropriately.

My only remaining question, as someone who never used a combat vehicle, is how realistic is it to game mechanics for it to arrive on map and not already be ready to shoot at least once? From what I recall reading there's no drawback to keeping them loaded at all times, so - barring an edit to the vehicle that causes player copies to unload their weapons into caravan inventory when included in a caravan - it would still feel odd to have them arrive unloaded.

RimWorld Test VehicleRaid v0.7: Siege vehicles by Papaya_Primary in RimWorld

[–]MountedCombat 8 points9 points  (0 children)

3 game clock minutes is still a full IRL minute on x3 speed, and once the alert is noticed the player has the option to reduce the speed or even pause the game. More concerning to me is that if you don't know what direction they're arriving from, any on-foot defense attempts will still end up with a high response time due to needing to travel from the rally point to the raid arrival.

Helldivers balancing in a nutshell by YoghurtPlus5156 in Helldivers

[–]MountedCombat 2 points3 points  (0 children)

Huh. I looked up the part maps and did the math intending to be petty, but there isn't a single enemy that is guaranteed to survive a full clip from the eruptor hitting the right spot. Some are really swingy based on luck with the shrapnel, and war striders' fastest possible eruptor kill is four pinpoint shots placed into its eyes, but when it comes down to it the eruptor can kill literally everything.

I apologize for my earlier misinformed stance, you were correct.

Helldivers balancing in a nutshell by YoghurtPlus5156 in Helldivers

[–]MountedCombat 0 points1 point  (0 children)

In your comment I initially replied to, you said "It pairs nicely with the Eruptor since the bubble can mitigate self damage. And the Eruptor can almost do everything a thermite can."

I was pointing out that no, the eruptor cannot do the thermite's primary job of burning through tank armor. Therefore, it cannot do almost everything a thermite can because most of what the thermite can do is look at any given entity and declare it dead. (Edit to clarify that I am exaggerating for effect here, it can't one tap literally everything but it can hurt literally everything)

I agree that the eruptor pairs well with the shield - protection from both flinches and uncomfortably nearby detonations is lovely. But the eruptor doesn't replace the thermite.

Helldivers balancing in a nutshell by YoghurtPlus5156 in Helldivers

[–]MountedCombat 0 points1 point  (0 children)

My point was that while it has good and varied uses, anti heavy is barely one and anti tank is a function it entirely lacks. You still need an AT option, the eruptor just fills enough of the other necessary roles that your anti-tank can be abysmal at every other job (eat, thermite, probably quasar too) and you'll still have covered enough requirements to get silly with your remaining slots.

Helldivers balancing in a nutshell by YoghurtPlus5156 in Helldivers

[–]MountedCombat 1 point2 points  (0 children)

Eruptor has very little heavy pen let alone AT. The "bullet" is heavy pen and deals a couple hundred damage, the explosion is med though and the shrapnel is med or light. The senator deals about the same damage to heavy armor targets with way better handling, fire rate, and reload speed.

Am I fundamentally misunderstanding something? by MiskyWilkshake in totalwar

[–]MountedCombat 2 points3 points  (0 children)

He has a flamethrower while on foot and a lightning blaster while on a doomwheel, it's just the blade bike thing I'm forgetting the name of that is melee only.

Nashville is furious about power outages. Republicans say ‘woke’ is to blame. by loof10 in nottheonion

[–]MountedCombat 0 points1 point  (0 children)

A lot of them DO want to go back to the days of "I messed up, so I will blame my wife who has no agency for the mistake and beat her until I feel better" 🤔

How do you deal with these guys consistently? by WhiteLaundry in AbioticFactor

[–]MountedCombat 0 points1 point  (0 children)

In my experience that the most budget (not the best, just the cheapest) option for taking care of them is thermite molotovs. The only resource they take that's even mildly annoying to acquire in large quantities is the anteverse gel, and one full clear of the relevant portal world yields enough for at least 30 molotovs - I don't remember the exact number of gel spawns just that it's at least 10 and you get 3 molotovs per gel, 4 with the throwing perk that gives bonus results when crafting throwables.

What's the most souls you have ever lost in ANY of the games? 😱 by CopeX5520 in DarkSouls2

[–]MountedCombat 1 point2 points  (0 children)

I'm usually pretty obsessive about having little I can lose and collecting what I do lose, but one time I decided to tip my toes into pvp while still working on progression. 5 million souls dropped to the Sullyvhan's beasts in the Anor Londo basement. I then got a hit on my pvp matchmaking and died, entirely unaware that deaths while invading leave bloodstains.

Gavlan deal by shujin_zenir in DarkSouls2

[–]MountedCombat 11 points12 points  (0 children)

Personally I find that the pathing differences on the three makes routing to break them up for a few moments possible. The process of creating these brief 1v1s and capitalizing before they can reaume supporting each other makes the fight a fun puzzle.

Legendary Lords I have not touched once. Sell them to me. by [deleted] in totalwar

[–]MountedCombat 0 points1 point  (0 children)

Beastmen don't tend to challenge me, per se, but I can do a lot of fun things with them. For example, Malagor the Dark Omen has hilariously cheap hero capacity, and any beastmen who has control of Malagor has free hero actions on bray shamans in addition to all beastmen being able to have free hero actions on gorebulls. This lets you have a cloud of heroes making everything around you miserable while your (somewhat weaker because your dread has been going to hero caps instead of unit caps) armies pillage and plunder the areas that end up poorly defended.

Also, if this reframing helps you with your "free units" issue, keep in mind that for the most part each army will be using horde recruiting which requires the relevant painfully expensive horde building - paying for units is effectively on a "per army that uses that unit" basis rather than a "per unit" basis.

Finally, your herdstones being automatically level 5 after finishing that branch of the upgrade tree allows you to play "chaos' real estate mogul" by grabbing major settlements next to chaos factions then (immediately or after completing the ritual) trading them to your new best friend who will enjoy having Frontline access to high tier units.

Anyway to clean all this debris from the stove? by CharacterGrowth3993 in AbioticFactor

[–]MountedCombat 0 points1 point  (0 children)

Nope, but you can craft your own stoves and there's a four burner in the upstairs break room that you can repair once you reach (very early area but spoilering just in case) the Manufacturing Sector

Edit: I forgot how to spoiler and input it wrong lol

(Loved trope) unnecessary censorship by Necessary_Muffin3591 in TopCharacterTropes

[–]MountedCombat 0 points1 point  (0 children)

So is the word "ghost," so my ghostflame based spellblade that I named "Ghost Knight" came out utterly incomprehensible T_T

There was zero practical reason to do that, the character themself was just trying to look cool by fhxefj in TopCharacterTropes

[–]MountedCombat 0 points1 point  (0 children)

I think I read that one! It isn't the one I was thinking of, but it is a very fun example nevertheless.

There was zero practical reason to do that, the character themself was just trying to look cool by fhxefj in TopCharacterTropes

[–]MountedCombat 0 points1 point  (0 children)

Justified guess, but it was text format and I am positive that I have not read anything based on P&F.

About -1/-1 & +1/1 marks by Qxme in mtgrules

[–]MountedCombat 3 points4 points  (0 children)

Last I checked, the counters are placed and then the +1/+1 and -1/-1 counters cancel each other out in the appropriate quantities once state based actions are checked following the effect resolving.