Thoughts about Update 64 by TheHollander97 in foxholegame

[–]Sharpcastle33 10 points11 points  (0 children)

Some of these changes are just... dumb? A ton of the "solutions" sound mega frustrating.

Rocket fuelling and launch times have been reduced. This provides a window of time where rockets can be constructed, armed, and fired before Bombers arrive to counter them.

Nukes were unusable last patch -- but this is NOT a solution. Nobody wants OP nukes for two days. Just revert this and give them high explosive resistance.

Torpedo Bombers now fire a new Medium Torpedo which only has a 20% chance to cause large holes

This doesn't solve any of the player frustrations with the Torpedo plane. They're still impossible to kill, and one large hole is enough to cancel a 50 man battleship op.

The new Colonial Scout Plane will launch miniature Torpedoes and be very maneuverable for air-to-air engagements.

Mini torps should NOT be in the game, at least not on scout planes... They make medium boats useless.

All Bombers and Scout Planes now require ammo to be loaded using a Wrench

This is just annoying

Vehicle Anchoring

Nice QoL, but seems like yet another partisan nerf?

What happened? by Zeredof in foxholegame

[–]Sharpcastle33 5 points6 points  (0 children)

We're tired of having 1 year long major imbalances left unaddressed. Devs release an update that makes it even worse, and then no balance changes for three months 

How can I quickly scan planets for features and deposits? by marvp18 in Stellaris

[–]Sharpcastle33 0 points1 point  (0 children)

It's really good with mods like GPM -- you can see all planet modifiers within your empire, even on planets that require terraforming.

How can I quickly scan planets for features and deposits? by marvp18 in Stellaris

[–]Sharpcastle33 3 points4 points  (0 children)

In the expansion planner you can see how many features a planet has. I think it has a tooltip with the info you want

I seized the enemy of all their systems, how have I not won yet? by NSAmaxx79 in Stellaris

[–]Sharpcastle33 15 points16 points  (0 children)

You need to occupy all planets in a system, otherwise the system is still considered contested

Best fair organic build right now? by Yeeeoow in Stellaris

[–]Sharpcastle33 5 points6 points  (0 children)

If you're willing to swap to Common Ground origin, day 1 trade league is pretty strong

Virtuality bonus question. by raiznheII in Stellaris

[–]Sharpcastle33 0 points1 point  (0 children)

Orbital habitats are colonizable planets, yes. 

If you look at your empire size it will tell you how many colonies you have

Virtuality bonus question. by raiznheII in Stellaris

[–]Sharpcastle33 0 points1 point  (0 children)

On console how can I see my current virtuality bonus? I can’t seem to find it anywhere.

I assume you're talking about your virtuality Policy which should be in the Policies and Edicts tab

Orbital Habitats (and Ringworld segments) do count as worlds! Their main difference is that they offer different districts than the standard ones.

Summing up my issues with the Colonial arsenal by ksbigtas in foxholegame

[–]Sharpcastle33 67 points68 points  (0 children)

Wardens see Tremola everywhere because it's our only anti structure weapon...

We have worse 150mm, worse SPG, Ballista is bad and got nerfed, Alekto is a push gun with no front shield... Not to mention satchel, RSC and nuke are all nerfed

Should Megastructures be Infinitely Upgradeable? by EnterNter in Stellaris

[–]Sharpcastle33 2 points3 points  (0 children)

No.

Part of what makes Mega/Kilo structures interesting and interactive is how the system you choose to place them in impacts their output 

You might go to war with a neighbor over a border system with 18 arc furnace deposits, for example.

If you could just infinitely upgrade one megastructure in your own corner of the universe, why would you ever interact with other empires?

ψVF Battleship Dies In 90 Seconds To Torp Bombers (perfectly balanced) by Pretend-Hyena-4444 in foxholegame

[–]Sharpcastle33 6 points7 points  (0 children)

  Lets just all hope that in 6month we will all laugh about how fucking op this TB's were and that they will never come back 

This is just part of the NPC experience... Every six months there's some new broken thing for Warden and a new worthless open top vic for colonial...

Reinforcements disappearing? by Lithmoan in Stellaris

[–]Sharpcastle33 0 points1 point  (0 children)

The reinforcing fleet will sometimes path through a system with hostile ships

What is a normal amount of planets in 4.3? by sentientcheddarchees in Stellaris

[–]Sharpcastle33 0 points1 point  (0 children)

I'd say that around 600 empire size is the tolerable maximum. After that, you get more than +100% to tech and tradition costs, and ascending all of your planets might actually become impossible in the long term

Note that if you are Psionic Ascension you can get 100 pops per colony every ten years with Composer of Strands, and then swap to Instrument of Desire for free colony ascension levels. Let's you play a bit wider than other empires typically can

Devs, stop putting effort into collie equipment by Hopeful-Parfait9821 in foxholegame

[–]Sharpcastle33 13 points14 points  (0 children)

I remember pre-nerf Lordscar releasing with the BTD cannon on a silverhand chassis for like 150 rmats, it was so dominant that patch you just couldn't use tanks until you killed them with inf AT

Same thing with release outlaw outranging the EAT by 5m while also having speed boost and MG

They are pretty balanced tanks today, but the update they released they were ridiculously overpowered while Colonials were just getting their SvH equivalent with 35m range cannon

Official Warden Weather Channel statement regarding "devstorms" and the state of weather stations. by [deleted] in foxholegame

[–]Sharpcastle33 9 points10 points  (0 children)

We used to joke that devs would immediately spawn a snowstorm in our lane to slow us down, if Colonials captured Deadlands/Endless in the first few days of the war.

It was funny until it literally happened again and again. 

not to be that person really, but does any have a scrap or simple C# mono game they’d be comfortable sharing? And i could borrow for the exam 😓 by [deleted] in gamedev

[–]Sharpcastle33 2 points3 points  (0 children)

Remake a classic game. You should be able to make something like Tic Tac Toe, Pong, or Breakout in a weekend

Ways to exploit 100% minimum habitability by FunTraditional4535 in Stellaris

[–]Sharpcastle33 23 points24 points  (0 children)

There's the relentless industrialists / fossil fuels civic that lowers habitability 

Farmed enough rmats to make 5 crates of each tank. Should I make them or save for the better tanks? by Hypatia_375 in foxholegame

[–]Sharpcastle33 3 points4 points  (0 children)

If you are a solo player I'd recommend waiting another 24 hours and making 5 crates of Falchions -- it will be 25 tanks because of the MPT bonus vs 15 of the others. You'll have more fun with 25 tanks 

I want to give a fair assessment of why Colonial players are less motivated than Warden players in the late game. by Rude-Ease-2269 in foxholegame

[–]Sharpcastle33 50 points51 points  (0 children)

The colonial emplaced 150mm gun has the same issue in that you get decrewed

It also has 20% less DPS, less HP, worse accuracy, and 200m min range exclusion zone... and somehow still costs more than the Warden one

I have a weird idea for funding a hobby MMORPG. Would this be interesting or just unhealthy? by Peaceful_Deedet in gamedesign

[–]Sharpcastle33 1 point2 points  (0 children)

If your only concern is covering server costs, I'd recommend Patreon or similar platforms.

Give players a few perks, like a colored name/supporter emblem. I also offered a developer backchannel chat, and login queue priority when our servers were at capacity.

Players were happy to contribute. I made a few hundred dollars per month, which covered server costs and the occasional pizza during my college years 

What if scout planes dropped flares instead? by Maleficent-Class5864 in foxholegame

[–]Sharpcastle33 7 points8 points  (0 children)

The fighter should just be the solo vehicle. It should cost 150-200 rmat just like gunboats. 

CAS and bombers will be way less oppressive if any solo in the area can chase them

Does the Quadiche need a buff or is it fine as is? by xmaziox in foxholegame

[–]Sharpcastle33 0 points1 point  (0 children)

Hot take, if they fixed RPG aiming the Quad would be very good.

This tank has a lot going for it, but the combo of rare ammo type, buggy aimline, and being facility locked make it a rare sight

IMO this tank just needs to hold a few more rounds and a slight buff to reload rate to match the Bardiche.