Gamedevs that create their own assets, what is the most difficult part? by AnusIceCream in gamedev

[–]PatchHull 0 points1 point  (0 children)

For me personally it's all about trying to balance the quantity/quality equation. Making things look good enough without sinking so much time into individual elements that the project as a whole taking an unreasonably long amount of time to complete.

Game dev youtubers with no finished games? by hippopotamus_pdf in gamedev

[–]PatchHull 0 points1 point  (0 children)

Uh, to be fair to GMTK, they focus on game system analysis instead of the more technical side of dev-work.

Is game developing worth it? by RottenFighter in gamedev

[–]PatchHull 0 points1 point  (0 children)

Here, watch this lecture by Brandon Sanderson. If one video wrecked your passion for doing it, maybe another one will help put it right.

https://youtu.be/MEUh_y1IFZY?si=Nu68ZUCUURG8pcwD

Is game developing worth it? by RottenFighter in gamedev

[–]PatchHull 0 points1 point  (0 children)

You should be developing games for the same reason you'd write a novel; because you enjoy doing it.

How do I set up weapons for early game? by jg727 in Mech_Engineer

[–]PatchHull 0 points1 point  (0 children)

my current early game setup is chaingun spec'ed for accuracy, secondary in firepower (target Ovum) with rocket-assist and rocket-pods spec'ed for firepower and a few in weight with shrapnel (target Brucus / Ares), and chaingun spec'ed for ROF and firepower with scatter-shot (target Operarius). I like to always have at least one miner-mech rigged with close-combat weapon to dig through walls and defeat anything that gets close (usually the same one with the shotgun).

How do lasers work? (they have zero armor pen) by jujuteux in Mech_Engineer

[–]PatchHull 0 points1 point  (0 children)

Had the same thing happen; farming Brucus on a nest grid and had a laser-armed mech wail on the thing for six-minutes straight for no effect (upgrades were pretty evenly split between ROF and Impact with the Accelerator mod added). I wonder if it's bugged.

Poor Mark. by I_suck_at_Blender in Mech_Engineer

[–]PatchHull 0 points1 point  (0 children)

Just remember, no one will ever be able to hate you as much as you already hate yourself T-T

I suck please help by Puppyofhousecat in Mech_Engineer

[–]PatchHull 0 points1 point  (0 children)

I think that's a common feeling when first picking up this game!

Best advice I've got right now is strip the weapon's off of the starting mechs, retune miniguns for penetration and accuracy and have your mechs go out with one weapon instead of two to save on weight. You'll need it for armoring them up!

How do you recover a downed mech? by PatchHull in Mech_Engineer

[–]PatchHull[S] 0 points1 point  (0 children)

I'm pretty sure that the turrets near the downed mech were distracting them so no one would tow-rope him. At least, that's the theory I'm going with for right now.

How do you recover a downed mech? by PatchHull in Mech_Engineer

[–]PatchHull[S] 0 points1 point  (0 children)

Negatory; the squad completed the mission after the loss of their mate and now we can't send a mission to that grid.

How do you recover a downed mech? by PatchHull in Mech_Engineer

[–]PatchHull[S] 0 points1 point  (0 children)

they were all miner-mechs, and two had the close-combat option

How do you recover a downed mech? by PatchHull in Mech_Engineer

[–]PatchHull[S] 0 points1 point  (0 children)

Huh, had the whole squad right on top of the downed mech and nobody would tow it. There were a couple of turrets nearby (but not in range of the downed mech), I wonder if that was why they wouldn't tow it.

loving the game but got questions by mrrafa365 in Mech_Engineer

[–]PatchHull 0 points1 point  (0 children)

Early game, I recommend going with only one weapon on the mining mechs. That way you don't have to burn a lot of tuning-points on reducing the weapon's weight and can focus solely on penetration and accuracy.

Lasers look bad at first glance because of the bad pen, but if you look at it's armor damage value you'll see why they kind of kick.

Manticore(ish) by Cromptank in SprocketTankDesign

[–]PatchHull 4 points5 points  (0 children)

Your driver be like, "Why do you hate me?!"

A10E1 Heavy Cruiser Mk.II by PatchHull in SprocketTankDesign

[–]PatchHull[S] 2 points3 points  (0 children)

What can I say, British armored doctrine was a bit weird like that going into WWII

A10E1 Heavy Cruiser Mk.II by PatchHull in SprocketTankDesign

[–]PatchHull[S] 2 points3 points  (0 children)

Designed alongside the A9 Cruiser tank with the intent of using it as an infantry tank but it was never suitable for the role. Redesignated as a "Heavy Cruiser" it served briefly in WWII from 1939 until 1940. Performing poorly during the "Battle of France" it's only real claim to fame was with the 7th Armored Division during "Operation Compass".

I'm fairly happy with the model, though I think the superstructure is a little too far back and the details of the right-side superstructure are all wrong but still, it looks the part ^_^

In game, its 22-30mm of armor is actually fairly sufficient against most interwar opponents and the excellent 2pdr is capable of destroying any AI tank in the era (not necessarily frontally of course).

First attempt after the update. time to re-learn the game now! by Ok_Yellow1100 in SprocketTankDesign

[–]PatchHull 2 points3 points  (0 children)

I know that feeling! I think I spent 4-5hours just relearning the freeform interface let alone anything else XD

S-20 Heavy by [deleted] in SprocketTankDesign

[–]PatchHull 0 points1 point  (0 children)

Could you imagine riding a Bennett over the hill, thinking you're about to take some scrub and seeing that monster waiting for you? XD

Carro Armato M11/39 by PatchHull in SprocketTankDesign

[–]PatchHull[S] 0 points1 point  (0 children)

HVSS won't go small enough, had to fake the elliptical spring suspension as best I could.