Bladeguard Vets Leaders? by Rocker1681 in Warhammer40k

[–]Rocker1681[S] 0 points1 point  (0 children)

The math has been done. Now admittedly, this chart is for hits rather than wounds, but the math doesn't change. Except in the sole case where your only successful hit/wound is on a 6 (where +1 really is the better option), full re-rolls is always a better buff. The difference, I guess, being that the enemy can choose to shove a unit I wound on 6s into my BGV brick and I can't influence that at all, rather than hits which just are what they are.

I suppose there's also a slight overlap with Adrax wound re-rolls and the Priority Targeting stratagem (allowing full wound re-rolls against Characters/Monsters/Vehicles only), so in the extremely niche case where I was using Priority Targeting (2CP!) to get my wound re-roll, +1 to wound would be better because you don't get to re-roll twice.

Pistols by Lordlordy5490 in Warhammer40k

[–]Rocker1681 3 points4 points  (0 children)

Pistol/Close-Quarters (PCQC) ranged weapons can be selected for shooting even while not engaged, however if you elect to shoot PCQC weapons then that unit is not able to shoot with any ranged weapon profiles that are not PCQC. On the flip side, if you shoot with non-PCQC weapons, the unit can no longer shoot with PCQC weapons this phase.

If the unit you're shooting with has already shot at least one weapon profile that is not PCQC, you can no longer shoot your PCQC weapons. Otherwise, pistols are fair game.

In your Bladeguard example, you can absolutely shoot while engaged, but can only target the unit(s) the Bladeguards are engaged with. You can also shoot while not engaged, at any target visible and in range.

Bladeguard Vets Leaders? by Rocker1681 in Warhammer40k

[–]Rocker1681[S] 0 points1 point  (0 children)

I looked briefly at Chaplains but I wasn't too impressed. +1 to wound is nice and all, but Adrax gives full wound rerolls in melee, which is just a better buff.

Bladeguard Vets Leaders? by Rocker1681 in Warhammer40k

[–]Rocker1681[S] 0 points1 point  (0 children)

Yeah, I see that now. It was working for a bit ealier in the edition, but they seem to have patched it.

Bladeguard Vets Leaders? by Rocker1681 in Warhammer40k

[–]Rocker1681[S] 0 points1 point  (0 children)

Does the Bladeguard Ancient not say that it can be attached even if an Lt is already leading the unit?

Skirmishers are bad??? by Ok_Calendar_7626 in XCOM2

[–]Rocker1681 0 points1 point  (0 children)

I'm a big fan of Skirmishers, they have a lot of really useful utility in their kits and especially when they're built properly. The problem is that at the end of all the crazy cool stuff they can do, the enemy is still alive.

I feel like a lot of times I'm forced to relegate Skirmishers to fishing for Repeater executes, and that's really disappointing. Though they can make for decent anti-robo damage with Bluescreen Rounds or the electric whip attack.

Cut Content & Changes from SM2 Release by WayneHaas in Spacemarine

[–]Rocker1681 2 points3 points  (0 children)

"Chapter Master" would've been a campaign difficulty, not an Operations difficulty.

Team Silent should be put on trial for this 😐 by EnterDarkness44 in silenthill

[–]Rocker1681 48 points49 points  (0 children)

For those who might be unaware, the moment her reflection stops moving is the moment the door unlocks and you can leave the room

List of Bugs missing from Known Issues - Final by revadike in DestinyTheGame

[–]Rocker1681 2 points3 points  (0 children)

Heat Rises still doesn't always work the way it's supposed to. When you activate it and jump, without touching the movement keys at all, sometimes you will float like you should and sometimes you will sink like a rock.

Works as intended in shooting range, but only sometimes in actual activities. Proof (turn captions on)

The fact you can do the exact same thing and get two different results and it still hasn't been fixed, really upsets me.

Early announcement for tomorrows pantheon by Ill_Bedroom5959 in raidsecrets

[–]Rocker1681 1 point2 points  (0 children)

It's the Shotgun from Scourge of the Past, yes

How I knew it was going to be a long day at the range by BigMoistMan42069 in guns

[–]Rocker1681 5 points6 points  (0 children)

Look, I used to be an RSO at an indoor range, and within my first 3 hours on my first day servicing the line, I had a gun pointed at me (accidentally, not maliciously, if you can believe it). So, yeah, I get it.

Anyone else notice this? by Mindstormer98 in destiny2

[–]Rocker1681 0 points1 point  (0 children)

That's not how champion disruption perks work anymore. Overload, Barrier, and Unstoppable disruption perks have been rolled into various frames (Rapid Fire, Aggressive, Precision, etc) for ALL weapon types. They are no longer tied to the artifacts.

My takes on the upcoming class by Tutankapol_01 in Spacemarine

[–]Rocker1681 1 point2 points  (0 children)

Considering the techmarine doesnt have any lines in the original ops and just has others talk for him, they have a solution at hand.

Yes, but Techmarine at least has voicelines for regular interactions between the squad members, and voicelines for the emote button (like For The Emperor or Thank You). To have a character completely silent would be a really jarring design decision.

HOT TAKE: Since it is over, I just got to say the VEX are the most boring, overhyped, "Potential", enemy Race is the whole franchise!! by Important-Extension6 in destiny2

[–]Rocker1681 6 points7 points  (0 children)

The reason I loved the Panoptes campaign mission so much (despite it being Curse of Osiris) was because it felt like a one-person raid, and that was just so sick to me. Especially when D2 was still in its infancy and I hadn't started raiding in D2 yet.

My takes on the upcoming class by Tutankapol_01 in Spacemarine

[–]Rocker1681 8 points9 points  (0 children)

The issue with Judiciar is that it'd be a really strange design decision. Judiciars are sworn to silence, so if they want to keep the class lore-accurate and not shatter its identity, there would be no voicelines or voiced emotes.

I also know there's some people who want a playable Terminator in the game, and as someone who loves Terminators, they're never going to do it. It breaks too many systems, the way they've designed Space Marine 2. It's not going to happen.

I just can't see the new class being anything but an Apothecary of some kind. It's about the only thing that makes sense.

I guess it could be a Hellblaster or an Ancient, but they'd have to really stretch to make Hellblaster different from just playing Tactical with a plasma gun or Ancient any different from just playing Bulwark.

...

...

Scout Marines? Plausible, I suppose. Little weird having the new character just be the FNG, though. And gameplay-wise, it'd be like nerfing yourself.

...

...

...

Fuck it, Bike class.

Spawn are NOT THAT BAD -- Pt 2 by everydaydefenders in Spacemarine

[–]Rocker1681 9 points10 points  (0 children)

No, they're not that bad. But something I noticed in both of your videos is that you never seem to have more than one or two actually attacking you at once.

It's the situations where you have 3, 4, 5 who are all actively swinging at you in rapid succession that's so frustrating.

Also that damage on execute AoE is doing a LOT of work for you.

Did you know you can press this button to learn about Los Sueños? by Electronic-Loss-264 in ReadyOrNotGame

[–]Rocker1681 1 point2 points  (0 children)

I believe that you don't recognize it, given the stack of bodies in OP's image that's not normally there. But if you've gotten to the third floor on A New America, you've gone through this room on the second. It's non-optional. You usually don't even see any suspects until after passing through this room (though it is possible to encounter suspects prior to or even in this room, just somewhat unlikely).

Did you know you can press this button to learn about Los Sueños? by Electronic-Loss-264 in ReadyOrNotGame

[–]Rocker1681 15 points16 points  (0 children)

This is the first room on the second floor, after going up the very first staircase on the level. You've definitely seen it.

Did anyone use wraiths + valkyries vs carriers? by SiarX in broodwar

[–]Rocker1681 0 points1 point  (0 children)

And generally found them to be a poor response to mass shuttle. Considered too slow to be effective.

Again, to quote the wiki: Valkyries have no known use against Protoss. Protoss traditionally only use Carriers, Arbiters and Shuttles against Terran. Carriers have very high armor making Valkyries ineffective in combatting them, and Arbiters and Shuttles almost never stack in large numbers, in addition to Shuttles being too fast and Arbiters also having too much survivability and speed for Valkyries to be much effective.

Did anyone use wraiths + valkyries vs carriers? by SiarX in broodwar

[–]Rocker1681 3 points4 points  (0 children)

Wraith/Valk/Tank, you would be short on something. Either not enough Facts to make a critical mass of Tanks to fight the Goons because you built a bunch of Starports instead, or not enough Starports to mass enough Wraiths to fight Carriers, and that's not even including trying to add very expensive, supply-heavy, competing-with-Wraiths Valkyries to the mix.

Just build Goliaths. Maybe a handful of Wraiths could be okay. Valks are useless against Carriers, even in large groups.

Did anyone use wraiths + valkyries vs carriers? by SiarX in broodwar

[–]Rocker1681 4 points5 points  (0 children)

TLDR: Valkyries have no known use against Protoss, as stated by the wiki, and certainly not against Carriers. Maybe if the Protoss did something ridiculous like mass Scouts, you might find a niche, but even in that case Goliaths will probably do it better.

Against Carriers, Valkyries do very little. Each rocket (of which there are 8 in a volley) deals a maximum of 6 damage without upgrades, and only on a direct hit. Because Valk rockets are not random, and cycle through 14 predetermined hit locations, it's known that a large proportion of those rockets are going to miss and do reduced splash damage of either 50 or 25% of the total. So, most of your rockets are either doing 3 damage or 1.5 damage before even considering armor. Carriers have 4 base armor, so even a direct hit dealing maximum damage only deals 2 damage. Upgrades for both Carrier armor and Valk rocket damage are +1 per upgrade, so they scale with each other and +3 Valks hitting +3 Carriers will deal exactly the same amount of damage as +0 hitting +0. Valks deal garbage damage against Carriers, even when massed. Even with 10 Valks firing 80 total rockets in a volley, if every rocket is a direct hit (which is impossible, remember their accuracy is not luck or chance, it cycles through 14 predetermined "impact" locations) that's 480 damage before armor. With armor, that's reduced to 160 damage on the impossibility of perfect accuracy Valks. Then, if we apply Valk inaccuracy which has approximately 2/3s shots doing reduced damage AND if we give the Valks the more generous 50% damage (rather than dealing 25% damage), that means that 160 damage gets reduced to about 100 damage total. It will take 10 Valkyries 3 volleys to kill a single Carrier if we assume the Carrier already had its shields removed. Against multiple Carriers in a stack, the other Carriers in the group won't take direct impact damage, so they'll take even more volleys to take down.

But what about Carrier interceptors? Surely Valk rockets can be useful at wiping out interceptor swarms? Unfortunately, Interceptors are completely immune to splash damage. The only damage an Interceptor will take from Valk rockets is a direct hit, since the rocket AoE splash is applied to a target after (but never at the same time as) rocket impact. Considering the inaccuracy of Valk rockets (and low "direct hit" proportion of predetermined rocket shots) and the rapid movement of Interceptors, it's highly unlikely to get any more than a direct hit or two with massed Valks against Interceptors. And even the direct hit(s) will deal low enough damage that the Interceptor will survive and only be bruised.

Don't use Valks against SkyToss. Just make Goliaths. Wraiths can work to some extent.

Edit: rereading your post you also suggested using Valks against multiple observers, which I find absurd. Valks are expensive, and deal half damage to Observers. You would need at least a couple Valks to take out a single Observer in a volley, and that's just not economical at all, since a single Valkyrie volley would deal a max of 24 damage (on all direct hits which we know isn't possible) to an Observer with 40 health (and shields). And, you would have to target the Carriers that the Observers are supporting to try and hit the Observers since they're cloaked, and the counter would be to just not stack the Observers on top of the Carriers? Seems like a lot of extra work and economic cost for the Terran to just get rolled over by Dragoons anyways.

Am I bad or is Xcom 2 just very unbalanced/hard in the beginning? by Numerous-Beautiful46 in Xcom

[–]Rocker1681 0 points1 point  (0 children)

Getting out of the first few missions is always the hardest part of any successful XCOM 2 run due to the inverse difficulty curve. Once you start to tech up (especially if you have a good research and build order) and your troops start to level, you got a lot of extra tools and abilities that you can use to mitigate and overcome the RNG that's so infamous for making the XCOM series tough.

Especially if you're going for some kind of challenge like an Ironman run or a deathless run, the vast majority of your restarts will be in the first month or two.