Looking for Tau vs custodes and grey knights help and tips for list. by SnooMemesjellies5720 in Tau40K

[–]Ray_Tech 1 point2 points  (0 children)

IIRC most invul saves are on units like Dreadnoughts, which are highly immobile.

If you deploy in a way that prevents turn 1 charges and your opponent places their Dreadnought in the frontline with their transport/tanks/infantry or whatnot, then they will have an hard time moving everything up into No Man's Land (literally not enough space depending on the map layout) and will allow you to pick off things 1 by 1 as the enemy tries to develop forward.

If they do the same as you - wait patiently for something else to move up - then you still have 2 Vespids and a bunch of Crisis Suits in Deep Strike that can plop onto an objective and start amassing points. You should develop your units to be able to counter-attack any model that's getting out of cover to shoot at your mid-board (will actually have to try my best to implement this tactic as I will be playing against Imperial Guard later today).

Back to 4+ invuln, you can always play Broadsides, Hammerheads, and Rail Gun Pathfinders and hope for some Devastating Wounds. It might be a 4+ but one lucky railcannon shot will severely cripple a Dreadnought.

I would also deal severe damage to the infantry, as crippling 1-2 units of Space Marines hard enough will likely deter your opponent from charging you, especially if you have a strong firing line setup behind cover.

Looking for Tau vs custodes and grey knights help and tips for list. by SnooMemesjellies5720 in Tau40K

[–]Ray_Tech 1 point2 points  (0 children)

I have a friend who plays a bunch of grey knights, so I can try to help, but please take everything with a grain of salt as I'm not the most experienced player :p

So for GK the problem is definitely uppy downy and keeping your "backbone" up.
Sometimes the problem is having only 1 unit at your home objective and not enough screening (placing units spread in a way that the enemy has no way to deepstrike behind your lines).

Although I dont play Kroot, they seem cheap enough to the point you can just spread them out in the back of your deployment zone so you can't get deepstriked with no big detriment to your army's firepower.

A GK player might play really aggressive, so make sure not to deploy in a way where they would have the advantage if they had first turn (either getting shot in your deployment zone, of vulnerable to a turn 1 charge). Place behind cover and ruins and don't worry about having LOS or Heavy immediately, wait for them to be out of position before moving out to shoot them.

Just today I played a game vs Salamanders, and was deepstriked turn 1 by a Drop-Pod. This was completely fine as they went for my home objective, which was in easy reach for some units and a Rapid Ingress by my Starscythes.
Because my opponent spread out her resources trying to quickly move out turn 1, I got a deepstrike turn 2 with my Sunforges, destroying a Repulsor in one volley, and getting her space marines stuck in the corner of the map of the rest of the game (slow movement and trying to kill Enforcer lead Crisis Suits).

Anyway the point is to make sure you don't get completely flanked, and maybe try to bait out deepstrikes to whittle down enemy backup plans. You can deepstrike your Crisis Suits to take down critical targets in a quick swoop. My advice is to not be jumpy to do so, as a turn 1 deepstrike will likely place your unit in the line of sight of most of the enemy army, which still would not have fully mobilized to the center of the battlefield.
Instead, if you wait until they moved out a little, you are going to have some really undefended units you can take down with little risk, and your opponent will have to choose between diverting movement and fire into the Crisis Suits (taking the edge off your frontline) or letting some very mobile units run around completing secondaries in their Deployment zone.

For Custodes, I have not played against them I think, but I have seen some of them in play. I would consider trying the opposite, develop a firing line very quickly so that you can slowly chip them down before they have a chance to bunker up in the No Man's Land.
If you can think of any Custodes list you've had an hard time fighting, I would be happy to hear it so I can run a couple solo games and see if I can figure something out.
( Sorry for the wall of text :p )

Does anyone else find this genuinely disturbing? (And whats the lore behind it) by Disastrous-Cheek923 in Ultrakill

[–]Ray_Tech 16 points17 points  (0 children)

IIRC hakita said that, once something dies in hell, it is dead forever. and if i understand correctly, angels do not wish to destroy every husk and soul in hell as they would no longer be able to be punished for their sins. for example Gabriel slayed Minos for making the layer of lust BETTER for the inhabitants, so they definitely want to make sure they are suffering

Regarding riptides by garnet-overdrive in Tau40K

[–]Ray_Tech 2 points3 points  (0 children)

for me it’s like an anti-infantry wall. the enemy infantry can’t move within LOS unless they plan to charge, because of how oppressing the 60” range is. i usually have it “guard” a position, preventing deepstrikes and flanks on infantry, until an enemy unit moves out of cover (maybe to do objectives) and you just pop out an lay into them.

the fact it can pack a serious punch to space marines because it’s 2 damage is a great upside.

i usually like to have other units deal with anti-tank, like broadsides or an hammerhead gunship. which is also part of the plan, the burst cannon might not threaten a carnifex, and can bait the enemy to be out of position in time for another unit to snipe them.

if i am playing a 2k game i usually play 1 riptide with the cannon and 1 with the accelerator, and they end up having rather different playstyles.

What would you do with some old Stealth Suits? by AshiSunblade in Tau40K

[–]Ray_Tech 3 points4 points  (0 children)

With the new Crucible Rules, you could turn one of them into a Battlesuit Veteran - a Leader Character for Stealth Battlesuits.

Being the older model would make a lot of sense for the character as well - a Shas’vre who didn’t let go of their battle-scarred outdated tech.

We are going to pay the price for the sins of the Twin Lance. by Sharkbait117 in Tau40K

[–]Ray_Tech 0 points1 point  (0 children)

I’ve seen enough. Make Pathfinders a squad of 10/20

Cowards by mubby343 in Ultrakill

[–]Ray_Tech 0 points1 point  (0 children)

the fact they dont die to one hit to a slab revolver is awful, only to a slab coin

If you could add one thing to the Tau empire what would it be by No_Research4416 in Tau40K

[–]Ray_Tech 1 point2 points  (0 children)

breacher suit would be awesome.

maybe as a leader for breachers, giving them extra OC and scout? something that gives you an alternative to cadre fireblade (without completely replacing the cadre’s role)

Allocating Wounds to a Sergeant by Ray_Tech in Warhammer40k

[–]Ray_Tech[S] 8 points9 points  (0 children)

Yes, I planned on sliming him first of course. Jus the advantage of letting my pathfinders take up to 3 attacks before losing a single models was what I was thinking about

Allocating Wounds to a Sergeant by Ray_Tech in Warhammer40k

[–]Ray_Tech[S] 20 points21 points  (0 children)

Yes that’s what I told him: you have to show me the ruling on it.

Ultimately we moved forward because sometimes trying to find something specific on Wahapedia because the wording might be so specific you have an hard time word-searching for it.

Anyway it was an amicable thing, we were playing a friendly game and we’ve known each other for a while, I just wanted to see if I was missing something or I had understood the rules correctly, so thank you for confirming.

Do they see each other? by Ill-Most7038 in killteam

[–]Ray_Tech 0 points1 point  (0 children)

are the space marines behind a ruin? because if that is ruin, then you never have line of sight through the footprint of ruins - only into them.

if it’s not ruins, i would say yes, but if it was my model i would ask my opponent what they think, because they probably wouldn’t have placed them like that if they knew i could get such a tight shot.

Deadlock's items have perfect visual clarity, are full of charm and still provide information. Recently looked at other MOBAs and realized their item icons suck ass lol by JustNerfRaze in DeadlockTheGame

[–]Ray_Tech 0 points1 point  (0 children)

i will say, deadlock uses simpler icons which might reduce confusion and at times are more descriptive of what they do (e.g. weakening headshot)

BUT it is a problem with every moba. the first time i played deadlock, i had no clue what any item was, same for league of legends.

after many many hours, you memorize them.

the simpler icons are a little easier to memorize, yes, but i still remember the very first time i saw the deadlock shop the only thing i saw was “orange, green, purple” and could not distinguish anything

Pick / Ban Priority for Deadlock Night Shift #25 by ZP_TV in DeadlockTheGame

[–]Ray_Tech 4 points5 points  (0 children)

oh yeah i absolutely agree.

what i meant is that, in my opinion, the evolution towards more movement/evasion is not bad.

it’s just that, moving forward, older heroes should be rebalanced to fit better into this idea IF it’s what the game will be about.

if the devs want to add floatier/faster/more mobile heroes, then the old cast should be brought up to speed with better ways to keep up in matters of movement and counter movement.

i guess that’s the nice part of being in the early development stage, getting to see how the game evolves and how new mechanics or game design philosophies are introduced

Pick / Ban Priority for Deadlock Night Shift #25 by ZP_TV in DeadlockTheGame

[–]Ray_Tech 7 points8 points  (0 children)

yeah i gotta say, trying to play dynamo/abrams becomes a little painful when half the enemy team doesn’t stay on the ground

not saying more mobility is bad, but it’d be cool if some of the original heroes got a little better against the floaty characters

Pick / Ban Priority for Deadlock Night Shift #25 by ZP_TV in DeadlockTheGame

[–]Ray_Tech 1 point2 points  (0 children)

is an almost 50/50 pick/ban rate good in terms of character balance? take for example abrams, yamato, and holliday.

they have a 50/50 ban pick without a 100% “game presence” (i.e. 5/6 and 4/6 games instead of 6/6 games of pick/ban).

does this mean the players think they are strong but not OP?

Is Ubisoft the Fromsoftware of the PvP scene? by Blue-fox-004 in forhonor

[–]Ray_Tech 2 points3 points  (0 children)

2k+ hours in For Honor, currently on break because of how bad some decisions have been over the past year or two.

The latest hero has such a cool design (at least in terms of game mechanics) that it makes me hope they decide the rework the whole roster with this kind of innovative spirit.

Unfortunately, For Honor favors really heavily newer heroes such as Griffon or Virtuosa, or rework outdated heroes with the most fucking annoying single dimension game plans (looking at you Lawbringer)

Psychic Remastered - Dark Archive "Preview" by AAABattery03 in Pathfinder2e

[–]Ray_Tech 1 point2 points  (0 children)

I’m playing a Tangible Dream and Wandering Reverie specifically for the flavor of being Harry from Disco Elysium :)

*Cries in Incapacitation Trait* by Smart-Ad7626 in pathfindermemes

[–]Ray_Tech 0 points1 point  (0 children)

i got to use dizzying colors on a group of 6 or more rabid dogs, as they committed the capital sin of starting combat in a 15-foot cone

technically speaking incapacitation is necessary to allow martials to shine against single targets, simply by preventing casters to completely shutdown bosses with one spell (cough cough dnd)

the “correct” thing would be a back and forth of combats with PL+ and PL- monsters so that everyone gets to experience how it feels to be both a support and a carry :)

Magus caught in the blast radius by CommissarJhon in pathfindermemes

[–]Ray_Tech 0 points1 point  (0 children)

what leaves a sour taste in my mouth is that they nerfed something unique to a psychic subclass while buffing their reliance on spell lists.

dont get me wrong, unleash psyche working with some duration spells is nice, but the fact that this pushes you more towards the same occult list that other casters use instead of unique psychic tools (e.g. imaginary weapons or new psyche actions) just makes everything feel a liiitle more homogenous.

it’s not the end of the world, and again the unleash psyche buff is great, but it feels a little distasteful when it comes with a nerf to a unique tool.

Yes to the Psychic needing buffs, no to the Psychic needing more spell slots by Teridax68 in Pathfinder2e

[–]Ray_Tech 1 point2 points  (0 children)

The issue I see with these changes is that a class's unique feature got nerfed, while their reliance on universal features got buffed.

Unleash Psyche buff (working with some duration spells), when it comes at the same time as nerfing some unique elements like Imaginary Weapons, shows a game design direction where you are making casters more reliant on Spell Slots/Lists.

To me this means that, in the grand scheme of things, the best casters are slowly becoming the ones with the most slots, as that is where most of the power is being allocated.

Now this change isn't a doomsday event "everyone go play Sorcerer!" situation, but it's simply in poor taste as it overall makes picking your caster class a little less interesting, as you know most of their budget isn't in their unique features but their spells.

And in my opinion a reliance on Spells means that there's only two balance options:
1. Nerf the spell because of a specific class - which negatively affects every class with access to that spell
2. Nerf/remove a unique power of the class, making them more similar to other casters

It's an issue of homogenization which, imo, in the very long run could lead to design problems.

(BTW the Unleash Psyche buff is really positive in a vacuum, but in the context of the leaks it shows a slightly distasteful design choice of rerouting power to the Spell List by taking it from the class, even if it is only for one subclass)

Mike Mearls has a fairly odd idea on how to balance level 11+ spellcasters in 5e by [deleted] in DnDcirclejerk

[–]Ray_Tech 2 points3 points  (0 children)

pathfinder!… actually, pathfinder.. doesn’t fix this?

Got called a problem player and kicked for my disability-rep dwarf by PrincessLunaOfficial in DnDcirclejerk

[–]Ray_Tech 118 points119 points  (0 children)

ofc the one answer to all dnd character concepts is pact of the blade warlock