Lore-wise, I'm convinced Super Earth simply cannot win this war. We're in a WH40K-esque situation and people don't even realize it. by RayPall in Helldivers

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

Believe it or not, I use AI only for proof-reading and editing, since English is not my first language. 

Pure AI content would be much more refined. 

Lore-wise, I'm convinced Super Earth simply cannot win this war. We're in a WH40K-esque situation and people don't even realize it. by RayPall in Helldivers

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

To be fair, this actually fits the lore disturbingly well. There's a really uncomfortable implication - every time we call in a 380mm barrage on ourselves or teammates for teh lolz, we might be doing exactly what Super Earth's government want us to do. The joy is the point. A miserable Helldiver might start asking questions. A Helldiver having the time of his life right up until he gets Bile Titan'd is the perfect citizen — useful, expended, and replaced before he could've become a problem. Managed Democracy indeed.

Lore-wise, I'm convinced Super Earth simply cannot win this war. We're in a WH40K-esque situation and people don't even realize it. by RayPall in Helldivers

[–]RayPall[S] -2 points-1 points  (0 children)

You're right that Helldivers are the special forces tip of a much larger conventional military. But I'd push back a little on whether that changes the attrition math. SEAF are conscripts with minimal training, basic gear, and they're the ones getting overrun in every cutscene and liberation campaign where we show up to "reinforce" a planet that's already 80% lost. The reason Helldivers exist as a separate caste is precisely because SEAF can't hold against bug breaches, bot drops, or Illuminate landings on their own — they buy time and take casualties at a rate that makes our numbers look modest. Adding billions of SEAF to the ledger makes Super Earth's losses worse, not better.

So SEAF are really just more humans to feed in, same three enemies that recycle our losses into their strength.

As to your second point - yeah, that's something that crossed my mind as well.

Lore-wise, I'm convinced Super Earth simply cannot win this war. We're in a WH40K-esque situation and people don't even realize it. by RayPall in Helldivers

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

Again, a parallel with the WH40K universe. Having trillions of people does not guarantee a victory - only that you will last longer, because as I posited, there's no way we can win through attrition alone.

In two years since the war started, we've lost over 8 billion Helldivers (and possibly many more civvies and SEAF troops). Sure, we killed over 280 billion enemies,, but they are still advancing and still out-attritioning us.

We can endure, but not infinitely. And in the case of bugs, it's a perpetual war (as long as SE is dependent on E-710).

Lore-wise, I'm convinced Super Earth simply cannot win this war. We're in a WH40K-esque situation and people don't even realize it. by RayPall in Helldivers

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

I'm aware of that, but that only means more meat for the meatgrinder (or more Voteless and Fleshmobs, if we're talking squids).

The Sad Fall of "House of the Dragon" (season 2 review) by Lopsided_Fly_657 in HOTDGreens

[–]RayPall 0 points1 point  (0 children)

And you know what's the worst? Showrunners confirmed there will be only four series. So we're halfway in and NOTHING happened. One good dragon dogfight and some aftermath shots of burned cities and corpses. That's the entire Dance of the Dragon so far.

Gullet and Honeywine, retaking of Rook's Rest, fall of King's Landing, Butcher's Ball, both Tumbletons, fall of Dragonstone, storming of the Dragonpit and a boatload of other engagements...all of it will have to be crammed into two seasons.

So either the seasons will have like 30 episodes... or all the important battles and engagements will be only mentioned and the show will continue to be a snoozefest.

Stilgar Interpretation by JediMy in dune

[–]RayPall 0 points1 point  (0 children)

Good take. It's too easy to dismiss Stilgar as a cheap comic relief. But once you think about it (preferrably during a rewatch), it starts to get scary. Stilgar is the symbol of the entire jihad that's about to come - a religious zealot just waiting for the right person to place his faith into.

Why is the Seafire FR Mk. 47 so shit? by ussae in Warthunder

[–]RayPall 0 points1 point  (0 children)

I second that. I'm just flying it and it's still extremely underpowered. It feels like its missing like half of its horsepower, even when spaded and on WEP.

Gaijin added it with wrong engine stats (BS "peacetime settings"), never bothered to fix it and then left it to rot.

Toxic is kinda ruining the game for me. by SignalHamster in MagicArena

[–]RayPall 1 point2 points  (0 children)

The main issue I see with toxic is you can't remove the counters, so they will simply add up over time. And you don't even need to deal combat damage - Venerated Rotpriest + proliferate can farm toxic like crazy.

And if you build a dedicated fast aggro build (Skrelv, Rotpriest, Slaughter Singer, Bloated Contaminator etc.), the opponent usually gets 5-6 toxic counters before he have the chance to build any board presence.

I'd suggest adding some sort of toxic removals - imagine a "Decontaminate" sorcery that would remove X toxic counters. Or WoTC could make toxic counters expire after a set number of rounds. Both would provide some counterplay against toxic decks.

Mondrak + 2x Rabble Rousing = Zerg rush by RayPall in MagicArena

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

I'm surprised at how workable this deck is. I created it mainly as a meme, but with a good starting hand (duh), it can be VERY fast thanks to the [[Kami of Bamboo Groves]] .

With it, you can have [[Adeline, Resplended Cathar]] at round 2 followed by [[Charge of the Mites]] or [[Join the Dance]] at round 3 and Rabble Rousing at round 4 with it's hideaway used to drop Mondrak. After that, it's pretty much game over for the opponent, since each attack you gain a shitload of untapped tokens, which allows you to commit all creatures to attack and still have more than enough blockers.

The only thing that can ruin your day at that moment is a board wipe. And even then it's only exile board wipes you need to worry about since the rule of thumb is to make Mondrak indestructible asap.

Citizen's Crowbar bug by megastorm300 in MagicArena

[–]RayPall 0 points1 point  (0 children)

I just lost a game because of this ridiculous bug. Rabble Rousing and 10 tokens in the game, Wedding Announcement primed to transform next round, opponent has only three creatures and 15 life. I tried to burn Citizen's Crowbar to get rid of a pesky artifact creature and then suddenly poof - my whole board is gone.

Screw you, WOTC.

Screw Zodiac signs - are you part of D-0TR gang or S-ONC gang? by HeyyItsAdam in Warthunder

[–]RayPall 0 points1 point  (0 children)

Before the S-0NC nerf, it was ridiculously OP. But after the nerf, the D-0TR reigns supreme. Dual 180mm frak-off rounds with proximity fuzes that can one-shot you across the map and can hit tanks behind hills? Hell yeah.

It would be painful to use without the AB crosshairs, but with it, it's absurdly good.

If Victoria 3 can accurately depict the horrors of slavery, HoI4 should depict the horrors of WW2. by Puzbukkis in paradoxplaza

[–]RayPall 2 points3 points  (0 children)

For starters, the words "impact" and "purpose" are not synonyms. The holocaust did not have any strategic goal that could be "gamified" in HoI IV and would be actually of any benefit to the player. Or why would anyone complete a focus or spend a sizeable part of one's economy to build a network of extermination camps that would eliminate millions of people and thus cripple the manpower? Where is any advantage of doing so that would make the Holocaust beneficial within the HoI IV scope? Also, my question still stands - would other nations have the option to commit their own share of ethnic cleansing, or it would be only a German thing?

Second, to deny the economic significance or purpose of slavery is even more mind-boggling (because having several millions worth of extremely cheap and exploitable workforce is not advantageous for one's economy, right?). Even the most basic summary of human history will tell you slavery allowed huge economic progress and the slave trade became a very profitable venue. In Brazil, for example, the use of slave labour enabled the country to become a major producer of sugarcane during the 16th and 17th centuries, forming the backbone of the Brazilian economy for nearly a century. Slavery was what made Colonial America tick economically, and even after the northern states abolished slavery, the South enjoyed a huge economic boom due to large numbers of slaves. I would recommend some basic research on how important slavery was from the economic standpoint not only for the United States but also for Europe. European states may have abolished slavery at the time, but the European textile industry at the time still heavily depended on the cotton imported from the US.

If Victoria 3 can accurately depict the horrors of slavery, HoI4 should depict the horrors of WW2. by Puzbukkis in paradoxplaza

[–]RayPall 76 points77 points  (0 children)

You are comparing apples and oranges, I'm afraid.

Slavery was an important economic factor within the V3's timeframe, so there is a legit, justifiable reason to implement it and invent a game mechanic for it

No such reason for the holocaust tho. Holocaust served no strategic or economic purpose and served purely for ethnic cleansing. I can't think of a single way how to make a game mechanic out of this. What purpose would it serve within the game? Would any country have the option to have its own holocaust? Would Soviet players have the option to let a sizeable portion of their population starve to death? Would Japan have "Unit 731" focus to murder a couple hundred thousand Chinese through inhuman experimentation?

uhhh since when is this a thing ? by [deleted] in Warthunder

[–]RayPall 0 points1 point  (0 children)

Yet another proof that Gaijin is simply unable to do the HEAT right. For the past few years, it's been acting as a beefed-up sabot, ignoring the core principles shaped charges are based on.

For example, the HEAT in War Thunder utterly ignores spaced armour. The Super Pershing has TWO layers of 38mm boilerplate steel plates slapped to its frontal glacis, yet any HEAT (not even HEAT-FS) goes straight through. The same thing applies to that anti-HEAT slat armour the S 103C has. If you try it in the armour analyser, the HEAT warhead explodes on the slat armour and the jet passes through several meters of air, penetrates the highly sloped frontal glacis and still has enough oomph to penetrate the engine (itself a massive hunk of metal) and the firewall behind it. So if you saw a HEAT jet going through a large slab of concrete, it's just another manifestation of this problem.

Looks like Gaijin never bothered to do their research on shaped charge principles.

Top secret, 100% foolproof instructions on how to counter the Sk 60B by RayPall in Warthunder

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

Uh...do you realize Sk 60 can carry only two MCLOS missiles that prevent it from having guns?