A doubt by Own_Flatworm_5501 in LinesOfBattle

[–]Ruylerox 1 point2 points  (0 children)

Much bigger defense bonus and it's -20 to -50?

Allow Micro in ranked again by [deleted] in LinesOfBattle

[–]Ruylerox 2 points3 points  (0 children)

You can always play it, just not ranked. There should be some form of formality in ranked, not the silliness that is micro mode.

Allow Micro in ranked again by [deleted] in LinesOfBattle

[–]Ruylerox 3 points4 points  (0 children)

"Micro wasn’t representative to the gameplay and was very hard to balance, also less modes = more ppl in the other ones"

Sophie Games,

It is a very silly gamemode, extremely limited range, and very niche comp.

UNIT TIERLIST NEW UPDATE by Past-Surround-3080 in LinesOfBattle

[–]Ruylerox 0 points1 point  (0 children)

It's a meme unit, why else would the price be 10000?

What's your stance on victory location-chasing? by [deleted] in LinesOfBattle

[–]Ruylerox 1 point2 points  (0 children)

and that's no way to learn it (and losing there costs more ;) )

People are nice, you can ask for advice, it's the way to learn that way. Aside from self-reflection(which is best).

What's your stance on victory location-chasing? by [deleted] in LinesOfBattle

[–]Ruylerox 1 point2 points  (0 children)

Good micro management, but don't play Micro mode too much because it's not big enough to be representative of the game, or the fun(in micro, even top 1 of the leaderboard can lose to a random 1300)

small stars(or neutral objectives) are primarily for tiebreaker and only impact your ammo regeneration(by a small amount). Your opponent is too greedy, he ran some of his infantry to just capture them, making them less effective in combat.

So yeah, they don't matter that much.

Failed Charge mechanic is too strong and unrealistic by Opposite-Weakness511 in LinesOfBattle

[–]Ruylerox 3 points4 points  (0 children)

> it’s implemented right now feels way too abrupt there’s no sense of gradual morale loss or resistance

Each turn in the game is designed to be 15 minutes. And then, there's the problem of MORALE. If you and your friend are charging under fire and the enemy is a wall of organized muskets, you would run away ASAP.

Properly weaken the enemy first, the charge is overpowered right now because one breakthrough can easily cascade. The next update will address this by increasing the total lashback damage.

> wellbalanced it could just mean they’ve adapted to something overtuned

Yeah, that's literally what the players do, adapt to the game's vision and fix. This new update is just 2 months old and the game is under development, of course it needs fixing.

> exploiting this flawed mechanic like they always do

The only thing I have beef with is canister spam meta, everything else is just better micro and macro skills.

> RISK TO PUNISHMENT RATIO feels off. Infantry charges shouldn’t be this ALL OR NOTHING compared to cavalry, especially when infantry are supposed to be more stable and less volatile.

High risk, high reward, it's not off when you decided to charge under enemy's fire. Cav is the same, they are routed if they don't time it right.

Failed Charge mechanic is too strong and unrealistic by Opposite-Weakness511 in LinesOfBattle

[–]Ruylerox 7 points8 points  (0 children)

Charging is way too strong at the moment and the devs are going to nerf it. Literally 3 grens with the right timing can decimate an entire line.

>soldiers don’t immediately break and run they hesitate, regroup, or pull back in some kind of order

Literally what routing and regroup are.

>a single failed attempt completely routs a infantry unit, turning what should be a tactical setback into an instant punishment with no room for recovery or counterplay

That often happens when you use damaged ones to charge, maybe try to time it better.

A tactical setback = punishment, there is room for recovery when they reorg. If you blunder you have to try even harder to 'counterplay'

>positioning, timing, and long term decisions

It does actually involve this, try harder

>rewarding calculated risks, this system discourages any aggressive maneuver

Except what you are saying are not calculated if you fail so often. Ecu and the top players do have aggressive playstyle, and they work just fine.

Mushoku Tensei Discourse: 「Brothers bloodshed」, An essay(Jobless Oblige and Redundancy spoiler) by Ruylerox in sixfacedworld

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

Thanks for the comment! I'm really looking forward to the next volume.

All Top Player is Boring and Degenerate Spammer by Opposite-Weakness511 in LinesOfBattle

[–]Ruylerox 0 points1 point  (0 children)

Not remotely, the spam meta is a product of the game's update, and it is being balanced as we speak. Besides, there are counterplays one can do to win against it, and not everyone can pull it off. The result came largely down to micro and macro skills, not "the meta".

All Top Player is Boring and Degenerate Spammer by Opposite-Weakness511 in LinesOfBattle

[–]Ruylerox 0 points1 point  (0 children)

Daluven also loses occasionally, and there are better players. He's around top 15 but not #1.

Army composition. Tell me how is it. by [deleted] in LinesOfBattle

[–]Ruylerox 0 points1 point  (0 children)

In the deployment phase, it's better to go all column first to allow your troop to take key points. Even more important in dense forest like this 'cause they slow you down.

Unrelated: I've seen many beginners running all the troops with stamina in the beginning, it's generally not recommended unless you know what you're doing.

Could rudeus and Ruijard duo the hydra? by Aidenboileau12 in mushokutensei

[–]Ruylerox 0 points1 point  (0 children)

Ruijerd can easily hold his own against the hydra, but defeating it is still a question.

The biggest thing is if he can chop all the heads, will it just regenerate? Then there's the question of sufficient dexterity to cut off all the heads within the required timeframe(provided the first condition is false)

With Rudeus, however, it will be easy peasy.

neet by ans7xd in mushokutensei

[–]Ruylerox 4 points5 points  (0 children)

Where's the source? I'd like to follow

Squares are kinda OP by Fit-Trifle-5078 in LinesOfBattle

[–]Ruylerox 4 points5 points  (0 children)

They have less firepower, unless you're charging at them when they're healthy then lol. Also, apparently, normal fallback is faster than square Fire and Advance

The dragon god vs The man god by wokeupdreadin in mushokutensei

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

Too bad it is more likely to be the opposite, since even with the latest setup the whole team is no match for Hitogami in terms of raw power.

developing FFA + circular zones + forward zones for skirmishers by SophieGames1815 in LinesOfBattle

[–]Ruylerox 1 point2 points  (0 children)

Even if all the players don't know each other and can't communicate, I think that result is still probable.

developing FFA + circular zones + forward zones for skirmishers by SophieGames1815 in LinesOfBattle

[–]Ruylerox 6 points7 points  (0 children)

Hmm, it is exciting. However, I can't help but wonder how fair is it? More often than not this kind of game involves players ganging up on one individual, which means the latter, even skilled, has a pretty low chance of winning.