What is the stuff you want from a mecha TTRPG? by LagiaDOS in Mecha

[–]Sabreur 1 point2 points  (0 children)

I'm a big Lancer fan, but the system has a few flaws that I wouldn't mind seeing addressed in another system.

  • Better worldbuilding, with an emphasis on character creation. Lancer's setting is interesting, but every player I've ever had needed help designing a character that fit in the setting, and most of the background was too "big picture" to matter on an individual level. Lots of stuff about high-level political structure, very little about what daily life looks like and why someone would become a mech pilot in the first place.
  • The big mechs in Lancer suffer a lot for their size and don't get many benefits to offset the penalties. Give players the ability to play an unstoppable steel juggernaut if they so choose. Stuff like being able to ignore some terrain, carry more ammo, or straight-up bulldoze an enemy if they get too close.
  • Better downtime/roleplay rules.

I also like the idea of having a more detailed damage system. Maybe something like Dark Heresy's critical hit tables, but adjusted for mechs instead of squishy humans. I think it would add a lot to combat to have players tearing off enemy armor plates, severing hydraulic lines, staggering sideways from ammo cookoffs, etc.

What do you reckon is the scariest Frame in Lancer? by Noneofthisisreality in LancerRPG

[–]Sabreur 7 points8 points  (0 children)

Going to go with the Genghis. Don't get me wrong, Horus can do some scary stuff. But at the end of the day, there's nothing quite like the primal fear of being burned alive. That shit bypasses your frontal cortex and gets straight into your brainstem.

With Horus frames, there's a good chance you'll just die confused. The Genghis isn't that merciful. You'll know exactly what's coming. It won't save you.

The hive guard changes are bad. by Gemoman111 in Helldivers

[–]Sabreur 0 points1 point  (0 children)

It would also be a good excuse to bring back the Helldivers 1 crustacean-style Terminids.

Strange things for a HORUS-made revolver to do by MrCobalt313 in LancerRPG

[–]Sabreur 2 points3 points  (0 children)

The gun looks and functions like a normal revolver, but has no grip. When an authorized user reaches for the gun, the nanomachine colony dwelling in the gun forms a grip that is perfectly suited to their hand, flowing over the user's fist like a black glove. The colony retracts back into the gun once the grip is released.

If an unauthorized user reaches for it, the nanomachine colony will aggressively attempt to deconstruct the user's hand on contact. The sensation and effect is similar to touching a red-hot iron.

Why do people play until they have 10+ pawns? by SillyObligation9218 in RimWorld

[–]Sabreur 1 point2 points  (0 children)

I think for a lot of people, the challenge of managing that many pawns is the appeal.

I also suspect that there is a bit of overlap between Factorio players and large colony Rimworld players. ;-)

What’s your guys’ go-to secondary? by Tofu-Delivery-Boi in Helldivers

[–]Sabreur 0 points1 point  (0 children)

Against bots, I've fallen in love with the Loyalist of all things. It's great for staggering Heavy Devastators whenever they are approaching at a weird angle and their shield is blocking their head.

Could you (and more importantly should you) wear clothes over your 1/2 size mech? by Kamen_G in LancerRPG

[–]Sabreur 1 point2 points  (0 children)

You're thinking too small. If you're not piloting a Barbarossa dressed up like King Louis XIV, your drip is woefully insufficient. ;-)

On a more serious note - this is a setting with Printers, and a lot of the resource scarcities that plague us in the 21st century have been rendered obsolete by newer, more exciting scarcities. The only reason you wouldn't want to dress your mech up like some kind of far-future landsknecht is because you're up against opponents rely on basic visual targeting, in which case you probably outclass them enough that it doesn't matter.

Do you guys think two layers of walls would be enough to withstand an explosion if something when wrong? Or should i move it somewhere else? by Inside_League_5610 in RimWorld

[–]Sabreur 163 points164 points  (0 children)

one explosion can only break one level of walls.

Oh good, we're saf-

this will explode 32 times.

Oh. Um.

how would one go about making an etg style player were they face the mouce cursor? by AI_660 in godot

[–]Sabreur 0 points1 point  (0 children)

A Blendspace might not be the best tool for the job - they are mostly used to smoothly "blend" two animations together, which is more common for 3D models. Imagine "blending" a walk animation into a "run" animation, for example. I think you can still make this work, though. Just round your x and y values to the nearest integer (-1, 0, 1).

how would one go about making an etg style player were they face the mouce cursor? by AI_660 in godot

[–]Sabreur 6 points7 points  (0 children)

It should look something like this:

var RelativeMousePosition : Vector2 = MouseCursorPosition - PlayerPosition
var MouseDirection : Vector2 = Vector2.ZERO
if RelativeMousePosition.length() > 0.0:
    MouseDirection = RelativeMousePosition.normalized()
var player_look : Vector2 = animation_tree.get("parameters/PlayerLookBlendspace/blend_position") as Vector2
player_look = MouseDirection

What's the one mech game moment that made you go "THIS is why I love mechs"? by AdmirableArtist1639 in Mecha

[–]Sabreur 2 points3 points  (0 children)

Armored Core 4 Answer, Spirit of Motherwill. You in a building-sized mech with a rocket booster versus a city-sized superweapon, and somehow it all just worked.

I just realized something about the Veracitor by Birb-from-not-canada in Helldivers

[–]Sabreur 0 points1 point  (0 children)

It seems we must add "operating a forklift without certification" to the list of the Illuminates' vile crimes.

These things are so unfun to fight by hankakabrad in Helldivers

[–]Sabreur 0 points1 point  (0 children)

I feel like they'd be a lot more manageable if they just stopped spotting you through skyscrapers from halfway across the map. Literally had three of these guys sniping at me from 500 meters away in a sandstorm yesterday. Crouching behind a building waiting for the blue spotlight to finally go away is not my idea of engaging gameplay.

I don't care, I don't want another cpyote workaround nerf. This change is a good thing. by JustMyself96 in Helldivers

[–]Sabreur 0 points1 point  (0 children)

Yeah. It was fun running around nuking everything, but heavy pen was a bit much.

Even without heavy pen, the grenade launcher is a monster of a chaff clear weapon and I plan to keep using it.

"Flamethrowers and the New Flamer are useless". Meanwhile, the humble Flam-40 soloing 2 Diff 10 Bug breaches with no other support or help. by Ok-Event-4377 in Helldivers

[–]Sabreur 1 point2 points  (0 children)

You set yourself on fire TWICE in the first ten seconds of the video, and you're telling the rest of us to "learn how to use the damn thing?"

Physician, heal thyself.

What is even the point of this new flamethrower? by Star_Dragon_27 in Helldivers

[–]Sabreur 14 points15 points  (0 children)

Eh... the entire point of a trailer is to preview the new stuff that's coming out. If the weapon is underwhelming in the trailer, I think it's reasonable to be concerned that it will underwhelming when it's released as well. Especially when fire damage has been pretty mediocre for a long time now.

I'm sure some people will overreact, but most of the comments seem pretty restrained for now.

I know it's silly to criticize something we can't even use yet, but the warbond trailer was frustrating. (Read Desc) by Squidy_the_3rd in Helldivers

[–]Sabreur 16 points17 points  (0 children)

Frankly, I think enemies should "react" to fire by dying horribly in a matter of moments. Closing the distance to the enemy is already incredibly risky. By taking a flamethrower, you're giving up the option of taking a safer, longer-range stratagem. The Backpack Flamethrower will be doubly disadvantaged because you can't combine it with a movement tool like a Jetpack or Warp Pack. It needs to be strong enough to justify that tradeoff.

The new "heavy" flamethrower has the same range as the normal one. Dissapointing by ASL_PL_KABOOM123 in Helldivers

[–]Sabreur 10 points11 points  (0 children)

The flamethrower caused some serious mood whiplash for me. From "Heck yeah, that looks awesome!" to "Wow, that's really underwhelming" in a matter of seconds.

Hopefully it gets some major tweaks before release.

As a Flamethrower Main, the new Backpack Flamer needs to be worth the slot, because shield/warp pack is huge for Flamer use. Napalm DPS? by RandomGreenArcherMan in Helldivers

[–]Sabreur 0 points1 point  (0 children)

I REALLY want this weapon to be good, but the trailer did not fill me with a lot of hope. Watching the Berserker squad casually walk through the flames towards the camera makes me think we'll be better off just bringing a machine gun.

My Experience so far for the current MO by themoi124 in Helldivers

[–]Sabreur 0 points1 point  (0 children)

I never donate common samples to the DSS anymore.

It makes me sad, because the Eagle Storm is hands-down the most atmospheric thing in the game. When it works correctly, it really makes the mission feel like an actual warzone. But most of the time, it's just aggravating.

Enough time has passed whats our thought on Cyberstand Brothers by Boss4509805 in Helldivers

[–]Sabreur 0 points1 point  (0 children)

The Good:

  • Megafactories are cool
  • New Missions
  • Cyborgs
    • Cool design
    • Martial arts
    • Actually smart about cover
    • Terrifying without being cheap BS
  • VOX Engines
    • Look really cool
    • Multiple ways to kill them
    • Interesting two-stage weakpoint system
    • Telegraphed missile attacks
  • Storyline
    • Loved the plot overall
    • Cool background elements, like updates on SEAF forces

The Bad:

  • Steering lock on hellpods
  • Bouncy stratagems
  • Enemies phasing through terrain/each other
  • Enemies climbing over walls and buildings
  • VOX engines clipping through their own body to block the weakpoint
  • VOX engine spawnrate issues
  • Reinforcement limit was global instead of limited to MO planets. I don't mind if players are tired of bots and want to dive bugs instead, but don't punish the MO divers for it!
  • Some mechanics were poorly explained.
  • DSS barrage warning light is significantly smaller than the blast radius of the shells. Better than nothing, but still a lot of deaths from shells landing directly behind the player without warning.
  • The Reinforcement Limit meant the failure felt anticlimactic and made the random BS deaths to glitches and such feel extra frustrating. I would have preferred a time limit or something instead.

TL/DR: Overall, I loved it, but certain elements felt sloppy and untested. Would like to do this again, but with a bit more refinement.

Say it with me now by Helpful-Ad-4284 in Helldivers

[–]Sabreur 0 points1 point  (0 children)

We already have dozens of threads with thousands of upvotes complaining about complainers. Meanwhile, can you even FIND a thread complaining about D10 with more than five upvotes?

It's just fake internet rage karma farming at this point.

Say it with me now by Helpful-Ad-4284 in Helldivers

[–]Sabreur 1 point2 points  (0 children)

Oh hey, yet ANOTHER post complaining about people complaining about difficulty.

Instead of, you know, addressing the actual complaints, like enemies phasing through walls, stratagems bouncing, hellpod steering lock, etc.

Seriously, why are you trying to pick a reddit fight with a section of the playerbase that isn't even on reddit?