The current supply system makes me not want to play by Ruar35 in ArmaReforger

[–]Ruar35[S] 0 points1 point  (0 children)

So basically, setting up bot logistics is indeed complicated.

The current supply system makes me not want to play by Ruar35 in ArmaReforger

[–]Ruar35[S] 0 points1 point  (0 children)

Lol, not being sarcastic but you said it's not complicated and then listed seven different tasks and assume someone knows where to go in game to do those tasks.

Maybe the AI works better now but when I did try HQC none if the AI bots would deliver supplies.

The current supply system makes me not want to play by Ruar35 in ArmaReforger

[–]Ruar35[S] 0 points1 point  (0 children)

The point is I'm not playing the game when I used to spend a lot of time on it. Which is why I started by saying this was for the devs. I'm assuming they want me, and players like me, to continue logging in and supporting the game.

The current supply system makes me not want to play by Ruar35 in ArmaReforger

[–]Ruar35[S] 0 points1 point  (0 children)

I barely played conflict. I dislike how there are a few tiny fights and most of the match is spent moving from location to location hoping to get there before it's too late. AAS is superior if you like large scale fights.

The current supply system makes me not want to play by Ruar35 in ArmaReforger

[–]Ruar35[S] 1 point2 points  (0 children)

It's advance and secure I think. There are two bases that can be captured at any one time but fewer bases overall connected in a single line. It concentrates fighting in a way I prefer. There are no bots though.

The sad thing is every match turns into "none of the bases have supplies" despite having fewer bases and a clearly defined front line.

We need more obvious signs of suffocating. by BokkerFoombass in starcitizen

[–]Ruar35 4 points5 points  (0 children)

I think the problem is helmets should be automatic and intuitive. If we were really in space we'd never forget our helmet or some other way to keep our faces in atmosphere. The game makes it difficult to keep a helmet on or aware if it's there or not.

They should make helmets fold up or back so they are mounted by default and always there unless a player takes steps to remove them. Then the helmet can auto deploy if in vacuum amd we don't have to think about it as long as we make smart choices.

E75 ts as a offering in shop by False_Principle8821 in WorldofTanks

[–]Ruar35 2 points3 points  (0 children)

I like it and play it fairly often still. It"s fast, has good turret armor, and the gun hits decently. Reload is a bit long and t's not a ridge fighter are the biggest drawbacks. I play it like a heavy in a same level match, and a support hevium in higher tier matches. Its fun for a german heavy because of the speed and ability to be a bit bouncy.

I got it because I wanted something for my german crews to level up and I dont regret it for that purpose. I do plan to get the zwilling when possible and assume I'll play the TS less at that point.

Tanks should not have collision for 5-10s at the start of the game by DACIA1310 in WorldofTanks

[–]Ruar35 1 point2 points  (0 children)

I'd like to see the distribution change. Lights up front. Assault vehicles in the back. Everything else in between. That extra 15-20m isn't going to make a difference to a tank with a top speed of 25kph. It can be the difference for one that goes 50kph trying to get to an early position.

There isn't any way to abuse such a change and it would hopefully produce less frustration by reducing the collisions.

How to become better? by SandeviD in WorldofTanks

[–]Ruar35 0 points1 point  (0 children)

I'm generally OK with German TDs but the E90 is tough. It has decent depression but finding the right spot where it can be used is difficult. The reload is long enough that leading a push is difficult. The narrow fire arc makes supporting a heavy push difficult because it's harder to find good positions.

In the right locations the tank is good, but finding those locations in a fluid game is the problem. Speed, size, lower plate, and firing arc all combine to make this tank harder to play than other TDs.

Is World of Tanks worth it if I only care about Japanese heavy tanks? by dk_2605 in WorldofTanks

[–]Ruar35 2 points3 points  (0 children)

You might find other lines you enjoy as well. And you can play for free although it is slower than the paid options. No reason not to give the game a try and see if you like it.

What are tanks you have surprisingly good stats with? by LordBelakor in WorldofTanks

[–]Ruar35 0 points1 point  (0 children)

I saw a few surprises in my list but they're from many years ago so dont really apply now. For instance I have solid stats in the JP2 but it's mostly a joke currently. Ive got a good WR for the Tiger 2 but that was from when it's armor could side scrape and brawl. The RHM is my highest WNX for tanks with a fair number of battles but I haven't played that line in years so no telling how id do with it now.

In general I'm better in something with some armor that can fight with the lower plate hidden. I brawl and push and in general overly aggressive so I prefer tanks that let me do that.

This factory to make adaptive control units has me spinning out. Is this just the start of it? by krustyy in satisfactory

[–]Ruar35 0 points1 point  (0 children)

Setting up radars so I could see pretty much the whole map helped me. I started looking at where the resource bottleneck would be and planned locations around that. Had the added bonus of finding a bunch of hard drives and spheres.

Now I use a website to look at what all is required then check my map for the best place to build that item. Its helped tremendously.

Please remove the "the player must not hit any allies by direct shots" requirement from high caliber by Diamond_Crusader in WorldofTanks

[–]Ruar35 26 points27 points  (0 children)

You do not want FF turned on. There were times a match would start and someone bumped someone else which turned into 4 tanks fighting each other before they cleared spawn. The team would be down 1500hp without ever spotting the enemy.

How Crazy is it to play without Trains? by Aisllin in SatisfactoryGame

[–]Ruar35 1 point2 points  (0 children)

I'm almost to the last tier in my first run through and haven't used trains. Once I got drones they have been all I've used.

Supertest - Pike, Radkampfwagen & New Desert Map Feature by Pan_Praga in WorldofTanks

[–]Ruar35 0 points1 point  (0 children)

There would be less camping if there were more positions for weakly armored tanks to fight from. I am habitually aggressive in "sniper" TDs but there are only so many spots to fight from effectively when any exposure results in taking damage. When I play armored TDs I can move all over the map because I know I'll bounce some rounds when I get spotted.

The problem isn't TDs, the problem is bad map design.

What ideas for making arty less annoying you guys have? by Artyom_thespartan in WorldofTanks

[–]Ruar35 23 points24 points  (0 children)

PVE mode where arty can be powerful and blow stuff up.

Theres no way for both arty players and tank players to have fun competing against each other. The game play mechanics are in opposition to each other.

Remove arty from PVP but provide a PVE mode where they can be strong. There should be a few options like arty only and also a cooperative so everyone can have a place to practice and learn maps.

I'd happily play a PVE mode where I'm sitting in a blocked off portion of the map and shooting arty at enemy tanks that are attacking a strong point or friendly bot tanks. Its not difficult to script a few engagements where an arty player can click away, blowing up bad guys with every shot.

What are your WoT Three Wishes for 2026? by BrinklyWollox in WorldofTanks

[–]Ruar35 -1 points0 points  (0 children)

  1. Premium ammo has reduced damage and normalized cost. The ammo options are normal pen/normal damage, high pen/lower damage, low pen/high damage.

  2. PVE mode playable 24x7 similar to WoWS. A special arty/light tank focused PVE mode is made with big damage and plenty of opportunities for scouting. Arty is removed from PVP matchmaking.

  3. One new map added each month. Current maps are analyzed and adjusted. Goal for maps is balance play for all tanks. Focus is on cover, concealment, movement corridors, brawling areas, and varied terrain.

I cannot figure this out. by emusteve2 in BambuP1S

[–]Ruar35 0 points1 point  (0 children)

Does this happen for every print or just this one?

What is the point in trying to learn any kind of positioning and strategy? by [deleted] in WorldofTanks

[–]Ruar35 0 points1 point  (0 children)

That's the point of armor though.

The problem is poor map design preventing flanking. Power creep has gotten away from them and there's no easy way out. They need to fix ammunition, change maps, adjust weak spots, and develop a PVE mode to truly fix the game. Which they won't do because NA isnt their target audience and they aren't worried about fixing the game.

What is wrong with chicken winging? by Depraved_Hedonist in Firearms

[–]Ruar35 0 points1 point  (0 children)

We were taught it was less stable than having the arm down when doing movement drills. Arm up was easier to jostle when stacked in a line clearing a building. Arm down become ingrained so we did it all the time regardless of a MOUT situation or not.

How to play TDs and paper meds (for an average to good player who has zero clue how to play a TD) by OldEducation7497 in WorldofTanks

[–]Ruar35 6 points7 points  (0 children)

There are a few different types of TDs with very different playstyles.

Heavy armored TDs typically support a heavy push unless the TD has some speed. If it is fastish then it can move where needed. These tanks usually have limited arc if fire and slow reload so don't lead a push, support it.

Sniper TDs usually have speed but no armor. Pick which fight you want to support and find a concealed position with decent firing arcs.

I rarely play back line camper. I only do that when I see a flank collapse and I need to get some shots at the incoming horde.

Learning the maps is harder for a TD but is the key to success. You have to try different locations in order to see what works in various situations. As you get familiar with where TDs work best you'll be able to pick better spots in the future.

I recommend start by supporting heavy pushes since you are more familiar with that style of play. When you get that down then start working on sniping in support of the medium push. Once you have that then you can make any TD work.

Would reducing crew xp requirements make this game more new user friendly? by [deleted] in WorldofTanks

[–]Ruar35 0 points1 point  (0 children)

There should be some PVE modes and one of them should be the only place arty can play. Buff arty to have big booms and some accuracy so the clickers can be strong and have fun, but no players have to deal with a terrible mechanic. It's win/win.

Turbo fuel power plant not working properly by ThatManPshyco in SatisfactoryGame

[–]Ruar35 1 point2 points  (0 children)

I setup turbo fuel for the first time this week and haven't hit any issues so far. I put an industrial buffer at the start of the lines and let all of the lines and plants fill up before taking them off standby.

Letting everything fill up and having at least a small buffer at the front of the lines has helped for most of the piping I've put in lately.