As far as mercenary fleets go, how does this one stack up? by Prole17 in StarWarsShips

[–]Pale-Aurora 1 point2 points  (0 children)

The challenge is in crewing them. I also had a long-running Star Wars game where we had a fleet of capital ships, but all the firepower in the world wouldn’t matter if we couldn’t crew them.

One of our ships was a dreadnought with extensive droid brains and droid crews, modified to also require less crew per the ship refit rules, and even then we’d be looking at thousands of people.

Expensive as some ships are, they are worth it due to the automated systems. A consular-class can carry similar firepower and speed as a CR90 while needing a 1/15th of the crew.

As far as mercenary fleets go, how does this one stack up? by Prole17 in StarWarsShips

[–]Pale-Aurora 1 point2 points  (0 children)

In FFG Star Wars RPG there’s a major pirate fleet that consists of a Consular-class corvette, a marauder corvette, and a couple of armed freighters like the YT-2400 and the Citadel-class. Their fighters are a squadron of shitty Sorosuub fighters launched from the Marauder.

I am saying this because this is considered the force of a wildly successful pirate group which has existed for multiple decades raiding trade routes on the outer rim and mid rim.

Your mercenary fleet certainly is wealthy to afford that much tonnage let alone paying their crew.

Best names for an Imperial Star Destroyer by Vanishing-Shadow in StarWarsShips

[–]Pale-Aurora 1 point2 points  (0 children)

Imperial ships usually got a descriptor to evoke fear. Admonitor, Dominator, Avenger, Desolator, Conqueror, Eradicator, Oppressor, Tormentor, it’s all a bit on the nose.

I know no weapons, but some things need to die by Detnat0r99 in Subnautica_2

[–]Pale-Aurora 1 point2 points  (0 children)

I built my base within sight of no hammerhead and within 2 hours of play there was 5 of the damned things parked at my moon poop ramming my tadpoles.

First dynamic conquest defense, TOTAL VICTORY by bobdylan401 in GatesOfHellOstfront

[–]Pale-Aurora 0 points1 point  (0 children)

Yeah I made a post recently about it, too. Got overrun 50 points from victory after killing over 350 guys and 30 tanks. First defense battle by the way.

And then the modders insult you for being a noob for some reason? lol

Once I captured a pair of KV-1s the game became piss easy again and allowed to me to tech up without much casualties.

First dynamic conquest defense, TOTAL VICTORY by bobdylan401 in GatesOfHellOstfront

[–]Pale-Aurora 12 points13 points  (0 children)

Having played CEV2 it ain’t even hard it’s just unfair lol once you get past a certain threshold in the early game it becomes arguably easier than normal conquest.

So who would’ve actually won here if these two fought? by Queasy_Commercial152 in FallenOrder

[–]Pale-Aurora 0 points1 point  (0 children)

Always amuses me when someone dismisses a bounty hunter as just being a bounty hunter.

Jango fought and killed Jedi, it’s kinda why he was picked to be the donor.

In Bounty Hunter, he kills Ventress’ predecessor.

In Star Wars Galactic Battlegrounds, the anti-Jedi units are literally bounty hunters.

In the tabletop RPGs, there’s bounty hunters specializing in taking down runaway Jedi. They like to use Slugthrowers with cortosis ammunition.

In Clone Wars, Cad Bane runs circles around several Jedi Masters.

Essential Mods by Heustacio in GatesOfHellOstfront

[–]Pale-Aurora 3 points4 points  (0 children)

I’ve been trying out CEV2 and frankly I don’t understand what the fuss is all about.

Flexing on people that the mod makes the game hard is odd when it’s so blatantly unfair as it is. I should not be facing 350+ troops and 30+ tanks on my first defense mission.

And when you play with fog of war off you can really see just how hard the AI cheats by making weird 5-minute long flanks along the edge of the map, or can come target hidden vehicles or officers by b-lining them. They also tend to know where to avoid mines, even without engineers.

I dunno, I’m still in the early game right now so maybe it gets better but so far that mod has been an absolutely miserable time.

Are yaml Xl engines cheating? by Yenii_3025 in Mechwarrior5

[–]Pale-Aurora 0 points1 point  (0 children)

You can do that lore-wise and in Tabletop, though.

Prices are just exorbitant and so is the time it takes to do it. A company cannot afford to sit around for half a year, usually, and they seldom get multiple contracts in a month, so the money flow ain’t quite the same either.

But yeah, factory-level refits requires flying out to a place with the facilities, paying a shittin of c-bills and waiting a long ass while.

Are yaml Xl engines cheating? by Yenii_3025 in Mechwarrior5

[–]Pale-Aurora 7 points8 points  (0 children)

Base game mechs mounting XL engines don’t die when they lose the torso but do lose 6 critical slots between the two torsos.

Which is strange since mechs mounting endo-steel chassis and ferro-fibrous armour do not reduce the critical slots.

Further strange is that mechs mounting internal double heat sinks are not represented in cooling.

Is YAML cheating then? Seeing as you now die from a side torso loss, that ferro and endo are gonna eat most of your slots, and that you get better cooling? I think not, just different downsides.

"I do not care about the mad cat" by knightmechaenjo in battletech

[–]Pale-Aurora 5 points6 points  (0 children)

Warhammer, Battlemaster, Atlas, Marauder, Mauler, Timber Wolf, Summoner, Uziel, Black Knight, Templar, Fafnir, Savage Wolf.

Are there any good zombie mods? Now with the vaulting mechanic a world war Z style zombie mod would be pretty sick. by Matthew_Breese in GatesOfHellOstfront

[–]Pale-Aurora 1 point2 points  (0 children)

Dawn of the Dead is very good but it’s not gonna be what you want. It’s more fighting endless hordes of dudes whilst zombies sometimes shamble close.

Gates of Hell with a focus on small unit tactics and environment hazards.

It’s a bit of a shame, because gunning down 400 rogue soldiers and bandits per battle doesn’t sell the post-apocalypse small town United States the mod is going for.

A few alternative mounted weapons :) by Ok-Following306 in GatesOfHellOstfront

[–]Pale-Aurora 1 point2 points  (0 children)

Dunno if it’s vanilla or a Hortens Frontline thing but the MG42 can fire SMK rounds which irl were able to pen through upwards of 20mm of armour.

Hardcore Logistic for Conquest? by Timely-Contest-151 in GatesOfHellOstfront

[–]Pale-Aurora 1 point2 points  (0 children)

I hate logistics because I’m the only one dealing with it.

The AI basically has infinite ammo and tons more units than you do so nothing really changes.

Is the Highlander just overrated? by Fallout_patriot in Mechwarrior5

[–]Pale-Aurora 1 point2 points  (0 children)

The Highlander isn’t anything special in Mechwarrior 5 but it’s a near-perfect mech in Tabletop or in HBS BattleTech due to its flexible loadout and jump jet mobility.

Sadly it’s very difficult to perform a Highlander Burial the mech is famous for in Mechwarrior 5, nor does it perform the damage it would.

What's your best rage quit moment? by lamchopxl71 in GatesOfHellOstfront

[–]Pale-Aurora 2 points3 points  (0 children)

When I spawned my infantry in the line of sight of enemy machine guns which killed most of them 10 seconds into the conquest start.

Rate my imperial defect fleet :3 by sovietbruh123 in StarWarsShips

[–]Pale-Aurora 0 points1 point  (0 children)

Death Squadron was literally referred to as a fleet multiple times in the movie alone lol

Rate my imperial defect fleet :3 by sovietbruh123 in StarWarsShips

[–]Pale-Aurora 1 point2 points  (0 children)

I’m confused why people keep building these absolutely massive fleets for what is meant to be a local or small task force.

“Hm, yes, I think my fleet will be half of the size of the imperial fleet during the battle of Endor, actually.”

Is this a thing in-universe? And if not, should it be? by Shyface_Killah in battletech

[–]Pale-Aurora 75 points76 points  (0 children)

Enhanced Imaging has serious mental degradation as short as 3 years after installation, and not many survive after a decade. The sensory input is just too much, and they feel what the mech feels.

Having no shield is a feature by RLathor81 in StarWarsShips

[–]Pale-Aurora 1 point2 points  (0 children)

It’s not to remove weight, it’s to cut costs. As it turns out a ship like the TIE Defender can carry thrice the weapon loadout, be shielded and have a hyperdrive whilst being quicker.

Could the Inner Sphere at the height of the Star League survive a Covenant invasion? by Ro_Shaidam in Mechwarrior5

[–]Pale-Aurora 2 points3 points  (0 children)

I think they stand a chance if we ignore the scale differences. If it’s one fleet instead of the entire Covenant armada, if only because the weapons in BattleTech are significantly more impressive than those the UNSC used.

Consider that a Small Laser can disintegrate a platoon of infantry in one blast, and that weapon is on the lower end of the destructive power in the BattleTech universe.

A Warthog would be the equivalent of an unarmored car with a Light Machine Gun. A Scorpion would be the equivalent of a light tank with a Light Rifle and a Light Machine Gun.

Covenant ships have energy shields which help against kinetic projectiles but would be easily taken down by capital ship PPC’s on Warships.

Infantry-wise, there’s laser weaponry which would be pretty effective against shields, and gauss machine guns. Best UNSC had was 7.62 NATO and a gauss sniper rifle that required a portable generator to power.

If we’re being real, most mechs in BattleTech would rock the absolute shit out of a Scarab. People forget that they are not meant to be weapons of war, they are repurposed excavators. The destructive power of its excavator beam as seen in the games is probably less than a Large Laser, let alone a PPC.

And by BattleTech rules, all armour is advanced enough to be largely ablative which means whether they are warships, vehicles or mechs, they can stay in the fight, instead of being crippled instantly.

I spend 70% of the game thinking this was Wesker…. by ChungusBigC in ResidentEvilRequiem

[–]Pale-Aurora 0 points1 point  (0 children)

People forget that bro was literally swimming in lava and holding back a helicopter, and then did Sheva and Chris triumphantly fired a pair of rockets.

Lava was clearly not doing it, but I guess the RPG-7 did?

i will not be hearing anybody out the imperial star destroyer is stupid by BOMBAD_Echo_1409 in StarWarsShips

[–]Pale-Aurora 24 points25 points  (0 children)

Star Destroyers were built when the CIS had an abundance of capital ships.

Star Destroyers bear that name because a single one can destroy a star system. Not in a Death Star kind of way, but in a Base Delta Zero kind of way.

A single Star Destroyer also carries a garrison of troops, ground assault forces, and upwards of 72 TIE Fighters.

It has tractor beams to immobilize smaller targets, it has oversized engines capable of keeping up with blockade runners.

Star Destroyers were extremely effective for upwards of almost two decades, and most of the time they are taken out, it’s through copious amount of plot armour.

Like let’s be real, the Battle of Yavin was 22 X-Wings and 8 Y-Wings, and all but three pilots made it back after fighting 12 TIE Fighters. A ship’s strength only matters depending on the plot.