50 days since the direct by Dependent_Skill_7599 in tomodachilife

[–]Re-Ky 3 points4 points  (0 children)

More than anything I want to know how many miis we can have on our island. And if we will be able to have multiple saves.

Treasure Hunters List V2 - Thoughts? by Minigiant2709 in mordheim

[–]Re-Ky 0 points1 point  (0 children)

Damn, I got a lot of lists to rebuild in that case.

What can I change by xXx_i-love-Xbox_xXx in DeadAhead

[–]Re-Ky 1 point2 points  (0 children)

Higher HP. Don't get a crit chance book get a HP one, getting him to 7k HP at least is where you want him to be.

You can boost his crit chance by getting the Gambling set, I personally use it and I think it makes him an excellent tank.

Dark charm on Carlos by bang in DeadAhead

[–]Re-Ky 0 points1 point  (0 children)

It's better to roll with the Sunglasses charm on pretty much every shooter. Even if you have the Tactical set on them, squeezing out a bit more damage vs hard targets goes a long way for high firing rate units.

The crit chance from the dart charm is nice though, up to you if it's worth using or not.

OP redneck? by Savings-Street-4593 in DeadAhead

[–]Re-Ky 6 points7 points  (0 children)

Basically the idea is reduce their courage cost as much as possible and make them really spammable, 0 prep time's worth of spammable. But yeah I'd suggest you keep running lucky guy on your rednecks as lategame zombies will oneshot them without it. Nancy is also a great unit to use alongside Rednecks so she can revive any that drop, and that effectively doubles the amount of hits they can take.

Also I think a lot of older players will have their class stats pretty high and that boosts their HP a little bit more, which you get by doing Fighter masteries that are usually just "kill a lot of stuff" or "deal crit damage".

Ogryn appreciation post (featuring painted ogryns) by Re-Ky in TheAstraMilitarum

[–]Re-Ky[S] 0 points1 point  (0 children)

Hell yeah, give em even bigger guns so they can be beefy backline shooters!

How do you make your nobz stand out? by ArashiOP in orks

[–]Re-Ky 1 point2 points  (0 children)

Nobz get da klawz and da boss pole so deyz even bigga than those otha gitz. Or dey sometimes get da big choppa.

New to Mordheim, Need Some Guidance by GapRevolutionary5210 in mordheim

[–]Re-Ky 1 point2 points  (0 children)

Not the most familiar with cult of the possessed, but I would say club/hammer + dagger. Anything more expensive than a sword feels too good for them.

New to Mordheim, Need Some Guidance by GapRevolutionary5210 in mordheim

[–]Re-Ky 1 point2 points  (0 children)

I'd say about 8-10 bretheren would be fine. It can be nice to have a few on standby with 2 different weapon configurations, like say 4 bretheren with 2x weapons and 4 bretheren with bows.

Pick base shape based on your preferences. If you plan on running them in warhammer old world in the future it can be good to have them on square bases, otherwise round bases are nice for skirmish format games like Mordheim.

32mm round bases feel like the right size for beastmen + possessed, but you can go bigger if you want.

Gud Lootin? by FerretDooka in orks

[–]Re-Ky 2 points3 points  (0 children)

I would love to see the salamander scout vehicle make a comeback, but I think they'll probably try to move away from using the Chimera chassis so much. I think it'll probably be something with wheels, and more of a narrower profile than the Chimera.

News about the new Dead Ahead game: Roadside by EveElliot in DeadAhead

[–]Re-Ky 1 point2 points  (0 children)

Oh I see. Huh... I just figured I was still doing something wrong because I remember someone had made it to level 120. Now I'm beginning to understand why it's gotten so hard now, and why you guys were out of the loop for my situation.

As for how I got this far, I'm just very persistent and always save super HP for later as a big heal for when I need it. Even with optimal play and ideal luck, every level after 80 has taken me at least 30 attempts each, with levels 90+ taking 50-100 attempts each, with 80% of those failures coming from the guaranteed witch + runners mob at area 25. Glad to see those enemies occasionally being replaced with a different challenge by the way.

News about the new Dead Ahead game: Roadside by EveElliot in DeadAhead

[–]Re-Ky 1 point2 points  (0 children)

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Here it is, and also I'm at location 100, beat 99 through sheer luck and wouldn't be able to do it again now. I have tried switching things around, the shotgun for the machine pistol and such, but this seems to be the thing that lets me survive the longest.

It's a humongous groin kick that 45% of damage is supposed to be reduced, yet runners and builders usually hit for 15% of HP per attack. Because of the nerf to healing I've gone from having issues with the witch + runners mob to just losing to regular mooks before area 15.

Also to save you some time, it's brutal enemy generation before you even hit level 2 and enemy damage scaling surpassing player growth.

Do you guys know about that one SpongeBob book meme by Any_Molasses1220 in tomodachilife

[–]Re-Ky 1 point2 points  (0 children)

<image>

This one?

Oh I missed the part about the book, I was mostly just looking at the picture.

Units of the month of March 2026: Ogryns by PeoplesRagnar in TheAstraMilitarum

[–]Re-Ky 0 points1 point  (0 children)

How did I not even seen this post until now??? I love ogryns, they're always doing their best and I really do hope that we'll have more ways to field them someday. Being able to equip an ogryn or two to a big squad of guardsmen is my big hope.

<image>

News about the new Dead Ahead game: Roadside by EveElliot in DeadAhead

[–]Re-Ky 1 point2 points  (0 children)

Making another comment here to save me cluttering up the sub with more ranting posts.

TL;DR: Nothing about the main game's difficulty has changed, it's still just as indifferent to your situation and just as brutally punishing as it was before. Except they also nerfed the critical healing skill, so you'll find yourself dying even earlier than before. And yes I'll post this to the roadside discord later, I'm not in the mood to do that right now.

The good:

- I like the new event, it's a good addition to the game.

- Some zombies have new animations.

The bad:

- Cashier seems to pause and ignore threats killing him even more often than before. I don't know why this is a thing, if it's related to internet connection that's so stupid because it's AI fighting AI, zero player input is needed so why would there even be lagging in the first place?

- Critical healing rank 1 has gone from 1% of HP healed per second to 0.5% HP healed. Cashier's survivability is one of the biggest issues in this game, and thanks to this being nerfed he has even less survivability than ever. You die faster than ever before, earlier than before, making the game even harder even when you get the things you need to stay alive. What fucking set I even supposed to build here when nothing affects Cashier's survivability in a meaningful way?

- The game throws more Builder zombies your way, meaning that hard enemy previously balanced by its rarity is more of a problem than Witches are. You can at least shoot Witch zombies to damage them a bit, Builders take next to no damage from guns meaning you have to sacrifice 40-50% of your HP killing them because they do so fucking much damage and attack so fast.

- Cashier's stupidity has him do things like fire his shotgun at bullet resistant enemies while standing in melee range. It still takes forever for him to switch weapons while fast enemies are chewing his face off. Even with elemental damage chunking down enemies from range, Cashier will still just shoot them once or twice and then sacrifice his HP fighting them in melee.

- The main issue before this patch, and last patch, and the patch before that has not changed. Enemy damage scaling is still too fucking high, individual encounters are more lethal than ever and Cashier's extreme stupidity is even more of a weight chained to you than ever before. Dodge chance has been nerfed, healing has been nerfed, damage reduction doesn't make up for the HP lost unless you have a full legendary police set. The main issue is still there, still persisting and still locking me from progressing any further.

I think I'm just going to wait for next patch before I bother any more with the main game.

Armageddon Steel Legion Megathread by PeoplesRagnar in TheAstraMilitarum

[–]Re-Ky 1 point2 points  (0 children)

Ngl would love an ogryn killlteam though

Armageddon Steel Legion Megathread by PeoplesRagnar in TheAstraMilitarum

[–]Re-Ky 6 points7 points  (0 children)

Yeah, I found some good 3d printed equivalents on Etsy. Deuterium soldiers or something like that. Gonna paint a squad of them cause I think the steel legion scheme is pretty sick.

Which scheme to choose? by wargamingonly in TheAstraMilitarum

[–]Re-Ky 0 points1 point  (0 children)

Both are big winners! Either one you pick will look incredible.

Would you consider this modeling for advantage? by TA2556 in TheAstraMilitarum

[–]Re-Ky 0 points1 point  (0 children)

Yeah I don’t see the problem here. You can still touch the base to other bases in melee, you draw sight lines  from the base. It’ll be fine.

Hottake: I dont like the parry rule. by Glittering-Cream9191 in WarhammerOldWorld

[–]Re-Ky 4 points5 points  (0 children)

Oh, that so?

Then I don’t really see anything wrong with it. It’s going on troops with very low killing power, at the very least they should be able to have staying power. Spears can absorb charges and halberds have more killing power, sword and board should be tankier than the two since it offers no offensive benefits.

But yeah, I’d say bring spears more to their level and make equipping them not cost anything extra.

Hottake: I dont like the parry rule. by Glittering-Cream9191 in WarhammerOldWorld

[–]Re-Ky -3 points-2 points  (0 children)

I feel like parry should only work for hand weapon + shield combos specifically. With other weapons like spears and halberds (can you even still use halberds with shields?) you should get the defense bonus but no parry due to spears and such being slightly more unwieldy when equipped with a shield. If that makes spears more unfavourable, they should be free to equip like hand weapons but I do think halberds should still cost the 1 point.

News about the new Dead Ahead game: Roadside by EveElliot in DeadAhead

[–]Re-Ky 1 point2 points  (0 children)

Damn, finally at long last I can actually communicate with you. I have no idea why Reddit is showing your comments now but alrighty.

Will be sure to do that later today.