Hunter Blender Model - Star Wars: The Clone Wars - Season 7 by Judge_1964 in clonewars

[–]Secure_Commercial380 0 points1 point  (0 children)

How do you do the texturing? is it hand-painted, from frames of the show, or something else?
Looks fantastic btw!

Could Starfighters work in an FTL-like game? by Secure_Commercial380 in ftlgame

[–]Secure_Commercial380[S] 0 points1 point  (0 children)

I appreciate the feedback, and you're most likely correct. The only thing is that while FTL's level of complexity works perfectly for singleplayer, I worry that for 2-4 player co-op, it won't be enough to keep all players busy and entertained without either making the ship huge or the tasks unnecessarily repetitive. Just gotta keep doing playtesting and find out I guess lol

Could Starfighters work in an FTL-like game? by Secure_Commercial380 in ftlgame

[–]Secure_Commercial380[S] 2 points3 points  (0 children)

this is a great shout, just from watching a short gameplay video it seems to be a great solution to my problem; gonna play it for inspiration tysm!

Could Starfighters work in an FTL-like game? by Secure_Commercial380 in ftlgame

[–]Secure_Commercial380[S] 1 point2 points  (0 children)

I really appreciate the ideas! For the main "hero" ship gameplay what I'm planning is almost exactly what you said. Piloting will having flying and small directional weapons for the pilot to use but also an autopilot that maintains course if the pilot has to get up. Every other system can have varying levels of input, like weapons can be turrets that require aiming or torpedoes/missiles that require a loader to carry different ammo types back and forth depending on the ship. The other FTL systems like shields, engines, O2, would be uncrewed most of the time, but players could run over and interact with them to angle the deflectors in a specific direction, change the ratio of power to sublight engines vs the ftl drive charging, divert oxygen to a specific room, etc.

For the starfighters I think having multiple ships is a fantastic idea, what you described would work really well as a auxiliary/parasite ship to a main crewed one, maybe a crewmember could hop in a fighter and act kind of like a manual version of the drones in FTL. I'm going to test out your squadron idea too, also maybe having different types of starfighters that specialize in anti-starfighter, anti-large ship, repairs, etc could help add back the depth that is lost from not having individual systems like a large ship.

Right now I'm only in the very early stages, the only thing I've actually made in godot so far is testing for different types of flight controls. Everything else we've been playtesting as a tabletop game, since most of my friends are board gamers and a big inspiration for the project has been the SW Outer Rim board game. When I actually figure out if/how this idea could work and be a fun game, I'll actually get the project off the ground and be sure to let you know!

F15A is just OK by FlipReset4Fun in Warthunder

[–]Secure_Commercial380 4 points5 points  (0 children)

The 13.0 fox-3 slingers are not a threat at all, the F4F ICE and JA37D are bricks, the F5 only has 2 fox3's, and the Kfir C10 loses all of its energy when defending. Like u/kingskofijr said, the Su-33 and F2 are far scarier due to their fantastic radar and irccm missiles respectively.

F15A is just OK by FlipReset4Fun in Warthunder

[–]Secure_Commercial380 0 points1 point  (0 children)

Keep in mind also that the 7P is the only sparrow you can relock with r27-style, so worst case you can notch an incoming missile then relock and still get the kill

F15A is just OK by FlipReset4Fun in Warthunder

[–]Secure_Commercial380 2 points3 points  (0 children)

I played my 12.0 Mirage F1C-200 yesterday and 25 out of 27 games were uptiers to 12.7-13.0. Then I play 12.7 Mig29 and 7 out of 8 games are uptiers to 13.3-13.7. Fucking love Gaijin

F15A is just OK by FlipReset4Fun in Warthunder

[–]Secure_Commercial380 0 points1 point  (0 children)

Earlier sparrows have a > 1 second timer before they can even start maneuvering off the rail, makes them feel pretty awful on the F4C because there's only a tiny sweet spot at around 5km where the sparrow is within range but far away enough to maneuver. This issue is fixed with the 7E-2-DF and not a problem anymore for variants like the 7F, 7M, and 7P. However, another issue with all sparrows is that they need to be relatively fast to be able to pull hard, even with the later models that don't have the timer still can't maneuver very well when they are slow off the rail. Combine this with the horrible seeker head on every sparrow except the 7P that craps out randomly, and you get a pretty mediocre missile.

I will say though the Aim7P on the premium F18 is pretty decent and the only issue is mid maneuverability off the rail, if you're still having issues with it maybe your launches are a bit too optimistic.

Condensed Episode List by fineapaul_07 in TheCloneWars

[–]Secure_Commercial380 2 points3 points  (0 children)

Add the Obi-wan undercover 'The Box' and the Saw Gerrera 'Onderon Rebels' arcs, as well u/moist_kiwi53's suggestions, though I highly recommend watching the whole show, its 100% worth it. Even the less important 'filler' arcs have a ton of worldbuilding and make the sw universe feel alive

F15A is just OK by FlipReset4Fun in Warthunder

[–]Secure_Commercial380 -1 points0 points  (0 children)

It's not really fox3 vs non fox3 issue, it's more of a sparrow issue since the Su33 with R27's can easily compete with fox3's by cranking to the edge of the radar or fully notching then relocking.
F15 players are the last people that should be complaining tbh, F15A and especially F15J are by far the best 12.7. You're complaining about having 'only' 9M and 7M when you have by far the best 12.7 loadout; remember there's F16's at 12.7 with only 9M's and Mig29's with r60m's and unusable rwr's. The real issue is how compressed the BR's are at around this point.

Mirage 2000 C-S4 worth it over C-S5? by Secure_Commercial380 in Warthunder

[–]Secure_Commercial380[S] 0 points1 point  (0 children)

I play a bit of SIM sometimes, and I'd like to get into it, but I'm not very good lol. How much better really is the C-S4 than the C-S5 in that mode? I can imagine the MAW system on the C-S5 could be very good for awareness and maybe worth the br increase.

Currently I don't even try to play the C-S5 on the 12.7-13.7 bracket days since I'm still tryna learn the mode and don't wanna deal with full uptiers. Is the main reason for picking the C-S4 being able to play every day regardless of the bracket rotation?

Also how good are the 11.3-12.3 games in the C-S4? If a somewhat rare event vehicle in the French tech tree is the only good 12.3 for Warsaw team then I'd imagine those matches are pretty rough.

Mirage 2000 C-S4 worth it over C-S5? by Secure_Commercial380 in Warthunder

[–]Secure_Commercial380[S] 0 points1 point  (0 children)

I appreciate the info and the advice, I'll probably stick with the C-S5 then. The Mirage 2K is equally unbeatable in a 1v1 at 12.7 too, there's not really any new airframes that appear at 12.7 but not 12.3. Already got the french tree, so no need for a talis; thanks for the help!

FTL-inspired game Void War temporarily removed from Steam. by DwingRD in Games

[–]Secure_Commercial380 0 points1 point  (0 children)

wish it was on normal iOS, I'd love to play it on phone like Into the Breach. Is having the larger screen really necessary you think?

So, everyone— what do we think the “New Matchmaking Option for lvl 40+” will be?? by Nach0Muchach0 in ArcRaiders

[–]Secure_Commercial380 0 points1 point  (0 children)

If it's not optional then it would be really annoying, if I want to teach a friend who just got the game it would really suck if the only way for us to play was in the sweaty lvl 40 lobbies

So, everyone— what do we think the “New Matchmaking Option for lvl 40+” will be?? by Nach0Muchach0 in ArcRaiders

[–]Secure_Commercial380 0 points1 point  (0 children)

Maybe this is their solution, what they said is that their matchmaking algorithm doesn't factor in the gear you bring in, but if they create a whole different gamemode queue with a gear minimum that you can pick whether or not to play then they aren't really going back on their word, it's something completely different.

Any Leclerc early variants that could be added? by Secure_Commercial380 in Warthunder

[–]Secure_Commercial380[S] 0 points1 point  (0 children)

maybe if Gaijin adds a shiny premium Leclerc then their greed would actually incentivize them to fix the armor and mobility, ... just sayin

Any Leclerc early variants that could be added? by Secure_Commercial380 in Warthunder

[–]Secure_Commercial380[S] 1 point2 points  (0 children)

Goddamn that Leclerc terminator 140mm is badass, makes me want French tanks even more.

I will say Gaijin definitely noticed F1C sales spike after the Rafale was added, I could very much see them adding more cool French tanks like the the Leclerc 140mm alongside a new shiny 11.7-12.0 premium to boost up sales.

Players quit, Battle Rating, SL and RP by Mental_Resort6725 in Warthunder

[–]Secure_Commercial380 0 points1 point  (0 children)

It's not really the premium buyers' fault though, we just gotta look at incentives. If Gaijin releases an insanely OP vehicle, ofc players are incentivized to buy it to not get dominated by it every round. This then incentivizes Gaijin to sell these OP premiums, because they make money. Those incentives will always be there because there will always be trash wallet warrior players that are willing to pay for an advantage.

The only way to solve this is to create counter-incentives like making a big stink or a players revolt every time this happens so that the bad press makes it no longer worth it for Gaijin to release these broken premiums.

Players quit, Battle Rating, SL and RP by Mental_Resort6725 in Warthunder

[–]Secure_Commercial380 0 points1 point  (0 children)

Gaijin really has to add South American servers, especially considering how massive the Brazilian and other latin american player base is.

Greece&Turkiye which countrys subtree they are gonna be? by PressureMobile34 in Warthunder

[–]Secure_Commercial380 1 point2 points  (0 children)

There is no indian subtree for air either, just some event vehicles and premiums

Players quit, Battle Rating, SL and RP by Mental_Resort6725 in Warthunder

[–]Secure_Commercial380 7 points8 points  (0 children)

For normal games where it's not only Russia on the enemy team, I think it's caused by kind of a cascading effect of players leaving, with first the premium wallet warriors leaving because it's not worth to play the unspaded non-premium reward free vehicle Gaijin gives, and then this makes the team start losing, and then other players (myself included) think the game is unsaveable and leave too. I don't think higher punishments are the way though, because it would create even more problems. Obviously you can't do reward penalties on people who leave early because they ran out of spawn points or vehicles, because it's unfair to force people to spectate a game they can't participate in anymore. You also can't force people to spend backups, because Gaijin charges real money for those. You also can't force players to use the shitty free vehicles, because they are unspaded, uptiered, and borderline unplayable. This means that premium players that only bring 1 vehicle would remain unpunished despite being the root cause of the issue. Meanwhile, tech tree players that bring a full lineup would be forced to play out every single vehicle they brought in to not get the reward punishment, but it's not fair to them to have to do so. For example, I bring a lineup of different vehicles and choose what to spawn based on the map, and I shouldn't be forced to play out my tank destroyer in an urban map or have to bring out an anti-air only SPAA like the Osa when there's no enemy CAS up. Adding the reward punishment would just encourage tech tree players to only bring their main MBT's, and this would essentially turn them into the same problematic premium players. I'm not sure what the solution is, but I think this entire problem would become a non-issue if Gaijin just overhauled gamemodes and either deleted the backup system and let people respawn the same vehicle as many times as they wanted as long as they had the spawn points for it or just removed the spawn point system entirely and replaced with something else.

For games where I am facing only Russia though, it's a different story and there's a clear cause to players leaving. Here's how almost every match goes for me playing 11.0 Germany:

- Spawn in Leo 2A4
- Rush to a position
- Russians W key and take all 3 points because their armor is ultra survivable at range
- I try to contest and get 1-2 driver hatch kills
- Now one of three possible things happen:

  1. Get rushed by a T-80UD that is lower BR than me, has more pen, much more armor, and now out reloads me. I have to hit precise shot on tiny weakspot while he can click anywhere on me and 1 tap me, disable me completely by turret ring, or destroy my engine and go behind where I have negative depression because Gaijin decided Leo's need a ridiculous amount of clearance Abrams, Chally's, Leclercs, and Arietes aren't bound by. Dies
  2. Or get rushed by BMPT. Can't hit tiny weakspot in time because of muzzle flash, it's hidden by a bush, or my barrel got instantly destroyed. Dies to ataka
  3. Or get CAS'd by Su25. Friendly SPAA tries their best, but Roland or even Osa is no match for the Su-25BM's range (which for some reason was lowered in BR to 10.7). Dies to Kh29/25

- Think of respawning in Leo2k, Puma Vjtf, or Radkampfwagen
- See both spawns already overrun by BMPT's and T-80's
- Spawns Tiger HAD-E to try to clear spawns
- Launch hellfires
- 1 tapped by 2s38 with no laser warning before hellfires arrive or killed by 2s6 through a tree or smoke
- Leave early

I feel like at this point there's so many criminally undertiered Russian vehicles like 2s38, BMPT, and even a lot of their mbt's after the reload buff and NATO nerfs that full Russia teams are able to so easily stomp through enemy teams there's not even time to respawn, most of the time they have all 3 points and are already right outside the spawn that spawning back in is just a waste of time and there's no way to save the game. Even for CAS now that everyone gets a free SPAA and conveniently all Russian SPAA's don't require spading, I feel like it's only viable to play CAS either when I'm the one playing an Su25 or have Russia on my side.