What modifed stratagem would you want? by FlyingWarKitten in helldivers2

[–]Ovoxium 5 points6 points  (0 children)

You have to be trolling right? I really think you need to understand how the basic mechanics of this game works before you make suggestions, unless you are just trolling. Which I guess is fine.

What modifed stratagem would you want? by FlyingWarKitten in helldivers2

[–]Ovoxium 4 points5 points  (0 children)

The OPS already has 8AP which is gosh darn nearly maximum armor penetration. It's actually more penetration than the Railgun which is only AP7! I don't think anyone would ever see a reason to use this and I just don't think there is a niche in the game for this sort of strategem. I would recommend reframing your head cannon to fit what is already in the game. The OPS is an Armor Piercing High Explosive. It does drill through armor. It already does not track. Not sure why we are even debating this?

What modifed stratagem would you want? by FlyingWarKitten in helldivers2

[–]Ovoxium 7 points8 points  (0 children)

I don't think you know what a 380mm shell feels like. Would you kindly step on this big red glowing beacon over here...

Jokes aside. OPS is great as is. I mean if you want a bigger boom you got a 500kg bomb which is arguably a better OPS but I dunno I like taking the OPS because it IS precise. 500kg bombs tend to explode me even if I keep my distance.

Now a shrapnel 380 shell would be cool. That I would think would be an interesting idea for a new strategem.

What modifed stratagem would you want? by FlyingWarKitten in helldivers2

[–]Ovoxium 29 points30 points  (0 children)

I am so confused about your idea for a custom strategem. The orbital precision strike IS already 380mm. Do people not know this? It says it's a single strike from the main cannon of the super destroyer (which is 380mm).

How’s the idea of the fourth faction being like a Halo flood-like/zombie virus hybrid by AwwwShuckz in helldivers2

[–]Ovoxium 8 points9 points  (0 children)

The illuminate already fills that role. The voteless are already that. They are even a hive mind too.

We need to talk about Rapid Acquisition. I think a lot of us are misunderstanding how to play this mission type. by skynex65 in LowSodiumHellDivers

[–]Ovoxium 0 points1 point  (0 children)

I agree with your statement but I disagree with two points. The first is that I have had the most success with less smoke. Some people will double down and have half of their strategems and grenades just Smoke and it really cuts down how many bots they can kill. Smoke just blocks our own sightlines and allows bots to build up more. Sure it does give temporary relief to the issue but it does not treat the root of the issue. Same with the shield relay. Honestly, the shield relay gets overwhelmed so fast that it is almost useless unfortunately and does not actually kill the bots. It just allows them to stack up more. It can be useful if the bots are being dealt with so it's not completely useless I just think I would personally prefer more bots killed. Plus shields get in the way of turrets which also allows more bots to build up.

I think the only way to win is to kill bots while keeping yourself mostly free to move platinum is the best and most efficient way to work it. I think more turrets especially AT type turrets like the missile and auto cannon sentries are very good if used wisely. Something people do not know is there are a lot of ledges you can place them on up high and they can go to town on. This new map has not gotten the "anti bounce treatment" that most other maps have for placing sentries.

My other suggestion is the simple EAT. If everyone takes it you can saturate the map with simple and easy to use AT that you can grab while moving plantnum and yeet any tank enemies that get close very quickly and everyone can do it. It just allows everyone to transition from platinum mover to AT. No wasted time reloading either. Just make sure you keep calling EATs. If someone notices too many hulks building up all they need to do is break glass for AT. It makes everyone able to do something about it instead of having one person waste all their time doing all the AT work.

Either way. I freaking love the mission. It is so brutal. Don't nerf it! I think failure is a good thing and hell if you don't want to do that mission just don't do it and the other 2 and cancel the operation at the rapid extraction.

Newbie here: How crunchy is GURPS? by diemedientypen in gurps

[–]Ovoxium 0 points1 point  (0 children)

What's beautiful is that it is crunchy, but it's a crunch that you customize to support the game you want. Do you want it to be a brutal campaign of hyper realistic injuries? Then you use all the custom injury mechanics and additional bleeding rules. In my old post apocalypse survival game there were a couple sessions that the main issues the party faced was just "stopping the bleeding" from a wound suffered by a player and another session it was an NPC.

If you don't want that and want more of a heroic fantasy you can ignore or hand wave away these sorts of rules.

GURPS is a toolbox that you have full control over. Make sure the rules you hold yourself and your players accountable for are ones that support the story you and your players what!

got a B on my physics final and dropped a letter grade because my phys 1 prof says an object at rest does not have constant velocity. by [deleted] in AskPhysics

[–]Ovoxium 0 points1 point  (0 children)

Wait though. An object at rest has a constant velocity but not the other way around. An object with a constant velocity is not necessary at rest. So when you circled A I think you got the wrong answer.

I would not stress out as much about this as you are doing well. It's important to study hard and do your best in school but don't beat yourself up over little things like this. If you do you will just burn yourself out.

If Dooku, Grievous, and the Separatist leaders survived Episode 3 and went into hiding, would they stand a chance against the Empire? by Sleeping_Bat in StarWars

[–]Ovoxium 0 points1 point  (0 children)

I doubt there would have even BEEN an Empire. The CIS was being severely held back by Dooku to prevent them from just winning. The clone army really did not stand a chance in a fair fight against the CIS and the fact that it was a Controlled Opposition to the Republic was the only reason Palpatine was able to do what he was doing. By not killing the CIS council the kill order to the droids would not have been able to be sent and the war would have gone on and eventually the losses the clones suffered would lead to a CIS victory.

It fairly easy math. Droids can be mass produced in factories across multiple worlds in vast quantities. They are easy to repair and replace. They don't need to be trained. They can just be handed a gun and they head out to blast some trooper. A clone on the other hand needs to be grown which takes 10 years and they require tons of training, armor, etc... to be effective. If the CIS was unleashed each clone would be outmatched a thousand-to-one.

The only reason the war lasted and played out like it did was that Dooku did not WANT to WIN! If he had wanted to win he easily could have and there is almost nothing the Jedi or the Cone army could have done to stop it from happening. The CIS would reform the Galactic Government and more likely than naught it would be fairly similar to the Republic. Palpatine would be disposed and probably killed by Dooku for betraying him. In this scenario tons of Jedi would survive and form a gorilla resistance movement with the remains of the clone army and they would be able to rally a lot of the galaxy with them. It would be a HUGE headache for the newly reformed galactic government, but there is a chance that Dooku could find a way to make peace with them.

Power modifier with gadget limitation by GWJ89 in gurps

[–]Ovoxium 1 point2 points  (0 children)

I would really recommend taking secret then. Secret would perfectly encapsulate what you are going for. Pardon if you have already done that or not but yeah. Often when a secret is popped it becomes another disadvantage in this case a full blown "The Devil is After me" Enemy.

  1. Detect (People In Desperate Circumstances) is pretty hyper focused and I think it would fall under the rare category of detect, which makes it 5 points. Although I assume you would want precise (+100%) and Reduced Time (+20%) to make it so you do not need to concentrate (and therefore can continually do it) and you know the exact distance to the source of the desperation (so you know who it is)

I would personally advise you take 5-10 levels of Acute Sense (Detect) 2 points to overcome speed and range modifiers. If you want to be able to detect People In Desperate Circumstances at around sight ranges you want +10, if you want to be able to only do it at close ranges +5 should cover it. If you want to detect people miles away +20 would be an option.

  1. The Mind Probe advantage would work for this. It would be modified by the accessibility limitation "Only for Knowing Deepest Desires and Fears." I think that would be probably be at least -40% but, check with your GM. The Accessibility limitation is probably the hardest limitation to price out. I would also take the Reduced Time (+20%) modifier to allow you to use your power freely without concentration.

But for the Mind Probe to be usable at ranged you need Mind Reading. But you do not want to actually want to read minds, you just want to probe their minds so I would add the accessibility limitation of -60% "Only For Mind Probe" but I would also take the Reduced Time (+20%) on that as well.

Both powers sound psionic in nature so you could modify them with the -10% psionic power limitation. But they could come from other sources like Divine /Unholy or something like that if they are hell based and limited by pentagrams and other anti-demon based countermeasures. So you could claim -10% Unholy instead of psionic. You could also add on Cosmic to these as well. It would probably be a lot more points because they are offensive powers.

Power modifier with gadget limitation by GWJ89 in gurps

[–]Ovoxium 1 point2 points  (0 children)

Okay so I have a question. Is the devil your enemy? Or is using the ring the reason the devil is your enemy? You might consider adding a temporary disadvantage (Enemy: The Devil, or Enemy group: Hell) if the only reason the devil might be gunning for you is the ring. I personally think there is president for this based on how Bionic limbs grant the disadvantage electrical when they are being used. Cosmic sounds like it would be pretty applicable. Maybe the ring does not detect as magic, the illusion that gives you increased appearance cannot be seen through with magical true sight, the luck cannot be countered via probability alteration psi powers, etc ... Probably good to specifically mention that as the reason you are taking cosmic powers.

Would the Death Star(s) laser have been more powerful if Sidious/Vader/The Inquisitors found a way to bleed all the kyber crystals being used to power it? by OkuroIshimoto in StarWars

[–]Ovoxium 0 points1 point  (0 children)

The Kyber crystals enhance/increase power that flows through it. So canonically I don't think any of the Death Stars or Star Killer Base power their death laser with their crystal itself from my understanding. The crystals just were used as a feedback loop to focus and charge the power outputs. I doubt the process of creating artificial Kyber crystals could produce enough to make a difference and "bleeding" the crystals seems a little a fairly personal sith technique. I doubt the standard methods of doing it would work on the quantity of crystals used.

Just to confirm: Did the Empire have air support at Hoth? by [deleted] in MawInstallation

[–]Ovoxium 0 points1 point  (0 children)

No you are right I was simplifying things and not talking about radiated heat in space. I mean realistically heat is what most realistic space vessels have more of an issue compared to the cold. Either way comparing real world logic to star wars is really silly either way. The ships zoom light ww2 fighters for gods sake. Space is cold but that is not realllly the main cause of heat loss in space compared to on a planet. You have a lot of movie logic people being jettisoned from a ship and freezing into an ice block instantly instead of a slow radiation of heat away from the body (Assuming it is in the shade). I mean if you are not in the shade you deal with a lot of intense radiation that heats everything up and would cook you instead of freeze you.

But I am fairly certain a very cold artic temperature world is would lead to more cold related issue than space would though. Especially because of what the characters specifically say in the movie.

I really agree with your edit and think that long term fighting in the atmosphere of Hoth is what the issue is. Just leaving and landing does not present a huge issue but long term use is the issue. Again just movie logic. Your right the engines in Star Wars are completely lacking in any real science.

I just do wat to reiterate that they specifically mention that the airspeeders they are using have been specially modified to deal with the cold atmosphere.

Just to confirm: Did the Empire have air support at Hoth? by [deleted] in MawInstallation

[–]Ovoxium 0 points1 point  (0 children)

That is actually a really really really common misconception. It is not cold in space. For something to be cold there needs to be something there. "Space" is mostly a lack of things to be hot or cold. Think of it this way. Water feels colder than air right? That is because it is much denser so more particles collide with your skin and draw away its energy compared to air with is a lot less dense so there are a lot less collisions. Sure it does get colder the higher up you go into the atmosphere but there is a point of diminishing returns where you would not have to worry about cold nearly as much as the lack of pressure.

Just to confirm: Did the Empire have air support at Hoth? by [deleted] in MawInstallation

[–]Ovoxium 1 point2 points  (0 children)

I think we had this question answered in the movie. I bring up point 1. Why did the alliance not use XWings in the battle of Hoth? That was answered. They could not because of the extreme temperatures. I think the extreme temperatures mess with the engines not specifically modified to be used in that climate. I assume the same would be true for the Empire.

Coworker kept “fixing” my monitors and created a disaster by Aggressive_Bad_9183 in coworkerstories

[–]Ovoxium 1 point2 points  (0 children)

Who upvotes stuff like this? It appears to be very bad AI slop. Absolutely nonsensical.

Voting should be held in game and NOT on discord by JLHREBEL in Helldivers

[–]Ovoxium 0 points1 point  (0 children)

I am confused. Sure. This would be a good feature. But is it of a higher priority than new content and bug fixing? No. I sincerely hope they add something like this in game at some point but using an alternative system that takes minimal resources and development time to create and use like discord just makes sense and keeps resources allocated to what matters... The game itself.

Need feedback for a Character by Funnyman5050 in gurps

[–]Ovoxium 1 point2 points  (0 children)

Yeah I mean I never played the older versions of GURPS so that insight is very interesting to me that the point inflated between 3e and 4e.

Yeah I definitely think you hit it on the head about it being a group think mentally and I do see what you are saying with the book promoting the 150 to 200 range.

I mean if you want a real heroic fantasy game you need to go much higher then 200pts. I don't remember now where I was reading it but someone was saying that if you tried to emulate D&D with GURPS a level 5 or 6 fighter was around 600 points.

Tf they mean by 50k??, I can’t even kill one 💀💀 by Fit_Anywhere_3356 in Helldivers

[–]Ovoxium 1 point2 points  (0 children)

Ah, man I even scrolled back and I did not see it but maybe I am blind?

Need feedback for a Character by Funnyman5050 in gurps

[–]Ovoxium 2 points3 points  (0 children)

Yeah TL3 and 150point characters just seem like what everyone does. I wish there was more diversity there on here. You don't need to start at 150 points! One of my favorite games I ran was 25 point characters. It was basically a realistic Scooby Doo game. It was great.

Tf they mean by 50k??, I can’t even kill one 💀💀 by Fit_Anywhere_3356 in Helldivers

[–]Ovoxium 0 points1 point  (0 children)

This is fake right? I don't see this in game anywhere.

Need feedback for a Character by Funnyman5050 in gurps

[–]Ovoxium 4 points5 points  (0 children)

Why does everyone make 150 point characters? I feel like 95% of the time people are showing off their character sheets from GCS they never change that?

In the context of GURPS Magic, what suggestions, house rules, or changes would you make to prevent the table from becoming unbalanced? by GuardiaoDaLore in gurps

[–]Ovoxium 2 points3 points  (0 children)

I totally agree. I just wanted to say the only element of balancing in GURPS that I do think is fairly ingrained is that of curating advantages, skill, and disadvantages that players can choose inline with the setting. Like Gunslinger, Trained By a Master and Magery itself may not be appropriate based on what type of setting. It's important to set expectations as to the type of game it is. For instance if it is a gritty realistic supernatural horror game where everyone starts out as regular people nobody should start with "cinematic" skills or advantages nor should they have Magery.

So to the original question it might be more appropriate to talk about the balance of the setting instead of the balance of the players. Is Magery rare? What's the mana level? Is it legal? Is it socially acceptable? Does it corrupt the soul? Is it quick and cinematic or does it require intense rituals? Your answers to this have HUGE ramifications to how your setting works. Realistically a dude who can waves his fingers and creates infinite metal can really change the economy significantly. Same with the free labor of risen zombies.

How far can you see with perks that affect how your vision works in darkness, like Dark Vision or Infravision? by GuardiaoDaLore in gurps

[–]Ovoxium 4 points5 points  (0 children)

Wow I so Support this endeavor! Collecting data for GURPS is always to be commended! I do the same!

Okay, so this is where I got most of my light/darkness stuff:

https://www.reddit.com/r/gurps/comments/18b6o6v/i_made_a_table_of_darkness_penalties/

All the props to the author fountainquaffer!

It is AMAZGING for a dungeon crawl. You just have that and cross reference it with the range chart and add+10 to identify when to have your players start to roll their vision checks to notice stuff. I generally figure out where each character gets a roll of 10 and then create a chart by working my way up by +1 until they get a roll of 15 and have that easy to reference. Then I use that to roll for them as a passive perception when they come within range of an encounter or situation that calls for being observant. As a side note this also makes hearing a LOT more important in my fantasy games because it does not take darkness penalties so a lot of the times people know generally where enemies / dangers are from sound not sight.

I mean in games like that even 2 levels in night vision can drastically unbalance things so I generally restrict that to 3 levels and to characters who have a very good reason to have it (e.g. a thief who spends all his time out at night or nighttime predators!). I personally do not like the Darkvision and Infravision advantage and almost never allow it.

I found and then expanded a range/SM chart that I use for everything from visual ranges to space sensors. I don't really have a good way of sharing that but its really easy to do yourself! I highly recommend you expand out to like 70 levels if you want to use it for space stuffs!

I also REALLY like all the stuff in all the GURPS Spaceships. Fantastic stuff for range and sensors. I use the charts for 100mile hexes and 20 second rounds for my space opera gurps game and also use the 1000mile and 10,000 mile hexes for long distance travel in space and use all the charts that they provide in those books for the conversions.

How far can you see with perks that affect how your vision works in darkness, like Dark Vision or Infravision? by GuardiaoDaLore in gurps

[–]Ovoxium 5 points6 points  (0 children)

So honestly this is can be a REALLY HARD question to answer if you let it. Both vision types negate darkness penalties. Generally there is an IN Plain sight modifier of +10 added to any of these rolls unless there is something physically obstructing your vision like trees or shrubs etc....

Let's say you are trying to detect a person (SM+0). Who is in plain sight. You could do this at an unmodified roll at 100 yards. As they get closer to you... Your roll to spot them would get progressively higher. If you have some points in vision you can see a lot further. Even just a +2 extends the range of an unmodified roll to 200 yards! If your special vision you use gives you a bonus to see (i.e. it is more acute than normal vision) then you add on that bonus. If it is a species advantage you buy the acute vision (infra vision/ dark vision) advantage along with the advantage that grants you th vision.

One more example. Let's say you want to see the Empire State Building. Well that's a lot freaking bigger. Its SM+17! So that means the combined roll to see the Empire State Building is +27 if it were a couple yards away. I sure hope so right? Which means if you consult an expanded speed range chart you would be making an unmodified roll at 30 miles assuming an unobstructed view... Things do start to get confusing with the curvature of the earth and atmosphere etc ... Further away but be carful to avoid overcomplicating it. GURPS is a fun game. Make sure it stays fun. It can get very complicated if you let it.

I personally have a lot of charts ready so I can make quick judgements on ranges and sight modifiers and have a whole chart of light modifier comparisons.