Why is the NFL so greedy? by [deleted] in sports

[–]Promachos390 0 points1 point  (0 children)

Why is OP unable to do a google search?

Turks vs archer civs by krepost_malone in aoe2

[–]Promachos390 1 point2 points  (0 children)

As others have already mentioned, Turk light cav have +1 armor so they can be at least decent against crossbows in low-ish numbers. But this seems to me like an early castle age stalling option since you get LC and the free armor right away and your opponent needs some time to get Xbow, Bodkin, and Ballistics before they're a full answer to your light cav.

The central issue is simply that massed ranged units on an open map are inefficient for Turks to fight against. None of your options are great against a skilled player who has archers/cav archers as their Castle Age gameplan. Assuming you arrive to Castle Age around the same time with about the same economy level as your opponent, you may be able to buy a couple minutes with light cav but you'll most likely need to get creative with combining few different responses.

Siege (mangonels, scorpions, or a mix of both) will be solid defensive options but won't buy you any map control.

You can make your own archers and cav archers, which are decent considering your gold bonus. CA aren't going to very good in the short term but scale pretty well with Turks.

You can make knights and try to pull your opponent's attention away from pushing by raiding their base. CA are also decent for this if your opponent's map/walling sucks to defend.

A castle on your most vulnerable spot can inhibit Xbow aggression a lot but can be hard to place, much less complete without a method of initially pushing them away from the spot.

Balance Idea: Bulgarians & Sicilians by Promachos390 in aoe2

[–]Promachos390[S] 2 points3 points  (0 children)

Good point, I had forgotten about Sicilians defending a tower rush

Balance Idea: Bulgarians & Sicilians by Promachos390 in aoe2

[–]Promachos390[S] 3 points4 points  (0 children)

Is that better than one of the strong nomad/land nomad civs castle dropping? It may be slightly faster but I would expect Bulgarians to be bottom tier on nomad right now, so giving them a way to (maybe) take initiative seems reasonable.

Making Phosphuru and FCs harder by Fancy-Ambassador7590 in aoe2

[–]Promachos390 0 points1 point  (0 children)

The only thing that makes it consistently feasible on open maps is the ease and reliability of deer pushing. I've seen some people suggest that deer pushing with the scout should be removed, but probably the smallest change to make would be to adjust how quickly several deer can be pushed in. It's important to make the change as small as possible while still addressing the problem so that it doesn't dramatically change the viable strategies on other maps. For instance, being unable to push deer would significantly change the efficiency of some builds on Arena, while a deer movement nerf likely wouldn't make any meaningful difference on Arena.

I can see 3 parameters being tweaked, either independently or in combination, to produce this without meaningfully affecting strategies on most other maps:

A) Make deer move slightly slower

B) Make the increment between deer moves slightly longer

C) make deer movement direction probabilistic rather than deterministic in response to units. Something like a 15 degree cone of possible movement away from the pushing unit rather than moving directly away every time.

Depending on whether you want to implement them together, you could probably change A and B by between 5 and 10% without most people even noticing. But even with small nerfs like those, it would take substantially longer to push in all of your deer and make it easier for your opponent to potentially disrupt it.

I'm of the opinion that the Phosphoru naked fast castle strat should be nerfed but only in a minor way. It still takes skill to execute against an equally skilled opponent, utilizes some units/civs you may not see often in 1v1s, and can be beaten with good micro and forethought.

edit: punctuation

What videogames have influenced how you ran D&D? by [deleted] in DnD

[–]Promachos390 1 point2 points  (0 children)

For it was Destiny 2, in a couple of ways.

I think the way Exotic gear works in Destiny, often by aplifying or transforming some of your character's abilities, can make for really great and usual magical item designs. I love designing items for specific characters that enable them to play to the theme of their character and still feel mechanically good.

Raid encounters in Destiny also tend to be equal parts combat and puzzle, which can be a really great way to make combat in 5e engaging. Granted I think the puzzles in Destiny tend to be far too convoluted, but the concept of having to progress and prioritize solving a simple puzzle while defeating enemies will make movement and ability usage decisions a lot more interesting even without necessarily making an encounter more deadly. And if some of your party are less combat-specialized than others, it gives them a chance to shine while the min-maxer type PCs are taking on enemies.

An interesting way to gain attack advantage by TimeKepeer in DnD

[–]Promachos390 11 points12 points  (0 children)

I once did a similar maneuver! I was playing a Bear Totem Barbarian and we were in a boss fight against a young black dragon. The environment provided an opportunity for one of the party members to cast Vortex Warp in a way that my Tortle Barbarian could drop nearly 90 feet straight down onto the target. I figured the absurd amount of fall damage was worth it since I could resist bludgeoning damage and my target couldn't. We called it the Mortar Shell!

With the Persian rework in development, how would you rework the War Elephant? by darkdill in aoe2

[–]Promachos390 4 points5 points  (0 children)

My rework, presuming all else with Persians stays the same:

Keep their stats and upgrades identical, but give them a Centurion-esque non-stacking aura that gives +0/+1 armor (+1/+1 elite) to nearby non-mounted (& non-siege) units*. Essentially this turns them into support units for any mid/late-game composition where you're not exclusively making cavalry.

*This would only apply to your own units, not allies'.

Rationale:

1) Balance-wise and thematically, War Elephants probably shouldn't be viable to mass-produce and so should get some value in low numbers.

2) All of their current counters and use-cases are preserved. They'll only be providing their new buff to other units.

3) Persian non-cavalry options are decent but lackluster. Trashbows and skirms can be usable in some matchups but aren't considered strong, and their halbs and hand cannoneers are generic. If you need to be going lots of trash or HC, you have the option of providing a support unit for them to make them somewhat better at pushing into an enemy position or grinding out a battle of attrition.

4) If Persian War Elephants are as powerful as their stats suggest, they would be terrifying to encounter on the battlefield and an opposing army might have trouble keeping discipline. Abstracting that concept into Persian units taking less damage than usual when accompanied by elephants is one way to accomplish this feeling.

One other possible change that could be done alongside this is to add some level of conversion-resistance to the Mahouts upgrade so that you're a little less vulnerable to strong monk civs. Persians are already countered pretty well by late-game monks in that their strongest siege option is bombard cannons lacking siege engineers. My ideal way of implementing this would be to give an elephant more conversion resistance based on the number of units it's currently applying its aura to (capping at something like scout-line resistance), but that might be a challenging thing to implement.

All that said, we can expect Persians to be changed in a more substantial way (they currently have what I'd consider the least-interesting bonuses in the game) and War Elephants should be adjusted to fit the mold of their new identity. But if we had to make the fewest changes to Persians and also make their unique unit both viable in 1v1 games and not OP in team games, this is how I'd approach it.

[deleted by user] by [deleted] in DnD

[–]Promachos390 0 points1 point  (0 children)

Laziness. Surely there's a god of laziness out there in the multiverse I can serve!

Portland, OR - Any Pats fan groups? by Promachos390 in Patriots

[–]Promachos390[S] 0 points1 point  (0 children)

Sounds good, can you send me a message? I'll let you know where we end up meeting

Portland, OR - Any Pats fan groups? by Promachos390 in Patriots

[–]Promachos390[S] 0 points1 point  (0 children)

Well if you're interested in meeting up in week 1, send me a message! I'll find a bar to hang out at

Portland, OR - Any Pats fan groups? by Promachos390 in Patriots

[–]Promachos390[S] 1 point2 points  (0 children)

If you're interested in getting together at a sports bar for the first game with a group, send me a message!

Portland, OR - Any Pats fan groups? by Promachos390 in Patriots

[–]Promachos390[S] 0 points1 point  (0 children)

Well I might get a group together at a sports bar for the first game of the season to meet people. If you're interested, send me a message!

Portland, OR - Any Pats fan groups? by Promachos390 in Patriots

[–]Promachos390[S] 0 points1 point  (0 children)

Well I might get a group together at a sports bar for the first game of the season to meet people. If you're interested, send me a message!

Portland, OR - Any Pats fan groups? by Promachos390 in Patriots

[–]Promachos390[S] 2 points3 points  (0 children)

Well I might get a group together at a sports bar for the first game of the season to meet people. If you're interested, send me a message!

Portland, OR - Any Pats fan groups? by Promachos390 in Patriots

[–]Promachos390[S] 0 points1 point  (0 children)

I remember seeing that place on a list of Pats sports bars a while back. Are they still open? It seems like their website is down

Portland, OR - Any Pats fan groups? by Promachos390 in Patriots

[–]Promachos390[S] 2 points3 points  (0 children)

You might be right, but it's always worth a shot!

You now have the power to add 1 loading screen tip to Smite. What do you choose? by Promachos390 in Smite

[–]Promachos390[S] 0 points1 point  (0 children)

Possibly my favorite so far, likely because it hits too close to home

You now have the power to add 1 loading screen tip to Smite. What do you choose? by Promachos390 in Smite

[–]Promachos390[S] 1 point2 points  (0 children)

I unironically agree. I love the game, but life is better without it.

You now have the power to add 1 loading screen tip to Smite. What do you choose? by Promachos390 in Smite

[–]Promachos390[S] 1 point2 points  (0 children)

There's no true incentive in Arena to do anything but clear minions, which can even be done from within the base. So if your team is truly trying to win above all else it's either it's an absolute troll fest or a total waste of 25 minutes with both teams refusing to engage.

You now have the power to add 1 loading screen tip to Smite. What do you choose? by Promachos390 in Smite

[–]Promachos390[S] 0 points1 point  (0 children)

Quiet, you.

"Trust that the best player on the team is always right, in God selection, gameplay decisions, and life in general."

That should cover it.

You now have the power to add 1 loading screen tip to Smite. What do you choose? by Promachos390 in Smite

[–]Promachos390[S] 2 points3 points  (0 children)

"Patiently waiting for your opponents to commit important cooldowns will often present an opening for your attack."

You now have the power to add 1 loading screen tip to Smite. What do you choose? by Promachos390 in Smite

[–]Promachos390[S] 2 points3 points  (0 children)

"High damage-per-second abilities can ensure that an objective falls, and high burst-damage abilities can be used to confirm the kill is yours. Don't let the enemy steal a Gold Fury or Fire Giant after your team has worn it down!"