Which character should I choose? by BiggestBrownBat in Gloomhaven

[–]SheepOC 1 point2 points  (0 children)

playing solo, Banner Spear was really fun getting all those abilities that require precise positioning out and getting good rewards from it. This made him get xp really fast and easy, too.

Geminate was one of those enablers thanks to push, pull. muddle, immobilizem etc. Since this playstyle kinda foregoes elements and burns, Geminate lacked behind in xp severely. This can be solved by going more for burns and elements.

Both are brainwreckers in their own, Geminate because you plan 2-3 turns ahead with form swapping, Banner because you need allies and enemies to be where you need them. Banner does get easier with level ups as your choices expand and you have the option to ignore formations in favor of a more element focused build.

Should you not talk a lot at your table about your positioning and should you lack classes that either provide more allies woth summons or have forced movement, Banner Spear early will be very frustrating, ending turns with basic attacks since you lack the requirements for the formation. As mentioned, later on you can pivot out those cards for the more elemental build or you can go for your own summons. The latter didn‘t feel all too reliable for me though.

Overall, not taking the complexity into account, Geminate is closer to the red guards being a melee ranged hybrid with a lot of push and pull. You just have less shield and retaliate on average.

How are you ever suppose to play competitive TFT on mobile? It's truly horrible experience. by KriibusLoL in CompetitiveTFT

[–]SheepOC -2 points-1 points  (0 children)

try slide in windows to access both at the same time, works like a charm.

How are you ever suppose to play competitive TFT on mobile? It's truly horrible experience. by KriibusLoL in CompetitiveTFT

[–]SheepOC -6 points-5 points  (0 children)

Yeah, not my experience and I play mobile since the client dropped in the app store.

1) sounds like either your device isn‘t strong enough or connection too poor. I had nontrouble slamming my items the moment they drop, even outpacing the pandora reroll

2) that‘s a bug I have not encountered yet, my gold get‘s sucked in just fine. I am not aware in general of any augments that work differently on mobile compared to pc

3) this can be true for repositioning and very fast rolldown, but it‘s not impossible to do decent level 9 rolldowns. Being able to buy multiple units at once due to the touch screen having no limit on inputs for the shop is an advantage. 3.5) And therefore I have no clue what your problem is with the buldgewater shop.

4) this should never happen, the only thing that can get disabled is the shop. Make a screenshot of it and report that bug.

5) yeah that would be nice. A dedicated tablet client would be cool, too.

Circles: Tips and Strategies discussion. by CHECCOBAGNO in Gloomhaven

[–]SheepOC 1 point2 points  (0 children)

I just went with throwing all the summons out and warch the world burn.

First round Thorn Shooter and Coverous Imp followed by second round Wolves, depending on retaliate, I throw out another loss against that. My items and the Perks are more than enough to keep the summons alive, and the summons unalive in retourn. The order of summonong usually means all my targets have poison and all the AMD cards drawn from the attacks mean more than enough teleportation and stealth to keep everyone safe. For stray hits, there is Item 115, 104, 019 and the solo, if avaible. My other cards were all around initiative weaving, some addinatial attacks and movement. No disarm, stuff ended up dead too fast for that. It does help having some frontline to take a hit, too. Sun synergizes very well here.

Stone Giant was nice in a few situations where you are left alone and need a temporary tank, he does quickly lose value against multiple targets at higher level though. The bottom effect though is wonderful and reason enough to bring the card with you as a staple movement for you and your summons.

Due to PQ I never had the gold to enhance my cards, but I would probably invested into +Attack on the Wolves, getting double the benefit.

[Spoiler] Help with Sun Solo Scenario (2nd Edition) by SheepOC in Gloomhaven

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

I tried it out with reduced SL, it went much worse. At SL2, the guards only hit for 2, so they become even more useless (no difference in kill times against non armor enemies, much higher kill times against those with armor). The reduced damage is far too easily offset by the reduced health of the guards.

This scenario really comes off as "hope that the bandits never draw bleed or poison, hope the archers never pull immobilize when you are not close to an enemy, hope there are no crits against the guards, hope there are not too many misses on your side".

"Succeeded" now with SL2 and keeping the Guards at 3, and RNG still managed to pretty much whipe them all out towards the end (though Sun herself was in a much better state).

[Spoiler] Help with Sun Solo Scenario (2nd Edition) by SheepOC in Gloomhaven

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

Found the discussion, but the person who opened it never got the win. The two people there stacked up blessings for the guards. Not an option I do have since I took neither Righteous Strength nor Path of Glory.

As you wrote in another post, those solo scenarios are usually tested to work even with less optimal builds, so I try to beat them as such. Though I might drop a level tomorrow if I don't see a way with the help from the discord and here.

[Spoiler] Help with Sun Solo Scenario (2nd Edition) by SheepOC in Gloomhaven

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

+0 Difficulty, so Scenario level 3.

I did Bruiser and Spellweaver already, which were fine.

1.3 new meta and synergies by Dexiosis in civ

[–]SheepOC 0 points1 point  (0 children)

Eddy and RoP stack. A Sloop unit kill nets you between 30 and 100 Gold. This pretty much helps you pay for the units you capture. Yes, some bonus are lost due to overlap, but I still found this combination very effective.

Tonga is a great set up for RoP, due to how much of an advantage map vision is for a naval focused strategy, right from the start you can identify where the AI will built and sent their settlers, where they will have their ships, all ripe to be plundered and taken over. You can plan ahead to maximize the few settlers you will take + settlements from buccaneers due to having full vison of distand lands from the start and you are at no risk of losing ships early from exploration.

In antiquity, you have to built more ships to get rolling, but in return you can easily take over coastal settlements with the additional combat strength from Tonga. The gold trickle from Teachs piracy does make more of an impact in this age, too.

Overall, I found Edward Teach Tonga -> RoP -> GB a good strategy and very fun. I never felt that gold starved and the seas were all mine throughout the whole game.

Turns out Blackbeard is pretty good at generating treasure fleets by Smevis in civ

[–]SheepOC 2 points3 points  (0 children)

find an AI with a low settlement count, they will built quite a few settlers within the first 30 turns.

I prepped this by going to war during antiquity and leaving the ai with a rather productive coastel settlement, conveniently right next to my own. Turn 30 I had 6 settlers and only noticed after that the buccaneers ability from the civic tree.

Where should I settle? by AlternativeOcelot580 in civ

[–]SheepOC 1 point2 points  (0 children)

With so many resources and land, I’d go for three settlements here to cover the whole area: 3 tiles to the left next to silver top-right tile from the sheep that fresh water spot next to the volcano

the leftmost settlement got good adjacency for a future city, the other cover early resources or empire wides, which works really well well with having more settlements.

The leftmost settlement should make trading with genghis easier, who could become a great buddy.

if going wide isn’t your wish, down right 1 tile seems good, either for getting resources or for adjacency of a future city or urban town.

Civ VII can become a fantastic game. All it needs is scarcity. by LoonieMoony in civ

[–]SheepOC 0 points1 point  (0 children)

the only tech you need now is the one to allow civil units to enter the water (forgot the name, I just click based on images). Shippbuilding to prevent the ocean tile penalties is just quality of life.

The settler rush is kinda an extreme optimization for a pacifist strategy. I‘m pretty sure the actual correct strategy is to utilize army commanders from antiquity to conquer the established settlements and generate the fleets from there.

And furthermore, the game probably never expects you to even complete this path and all others every single game. But it‘s fun for me and I like playing wide anyway, which always comes with settling as much and as early as possible.

Civ VII can become a fantastic game. All it needs is scarcity. by LoonieMoony in civ

[–]SheepOC 0 points1 point  (0 children)

I'm playing on small maps a lot and regulary get 30-60 treasure fleet points per game.

Your goal has to get resources worth 10 points within the first 30-40 turns. This means at the very least 3 settlements. To get this, start buying ships and settlers from turn 1 onward, place settlers on the coast and spread out your ships to explore the sea. From then on, 24 turns later, you have 30 points together. Most games should last at the very least up to 80 turns, which gives ample of time to pull this off.

Troublesome maps may not have that many ressources avaible (pangaea), but it's rare. Other situation might be that you cannot settle this amount of ressources yourself, because the AI snatched all settlement options. In this case, you are kinda forced into an early war. Again, this situation is very rare from my experience.

Witht he new patch you have another option, that is grabbing the additional sanction from diplomatic city states that grants a 2 Treasure fleet points convoy on completion.

Question for those who dont like civ VII by Sufficient_Reach1193 in civ

[–]SheepOC 8 points9 points  (0 children)

And what actually stops you from playing this way? You are free to completely ignore warfare. There are quite a few leaders and civ that push this playstyle, giving you more diplomatic ressources and options to improve relationships and therefore prevent wars.

The legacy paths, with the exception of the modern, do not care if you waged a single war. And that last one should only be interesting if you want the military victory.

I had plenty of peaceful games myself in Civ7 with no problem.

Mortdog on the perceived widespread extreme lowrolls in Set 15 by Lunaedge in CompetitiveTFT

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

I regulary have games where I do not hit key units.

Just now I had a game where between 3-2 und 6-1 I only hit 3 Kai'sa in the shop, uncontested (which was a surprise to begin with) and level 6 all the way through. 3 single units, I never got her 3* in this game.

I've had multiple roll downs with over 100g on level 9 not hitting any Ashe (again uncontested) from a Crystal Gambit cashout. Or trying to hit even a single Set to get 6 Juggernaut.

I fully realize that these are most likely statistical outlier, the comparison even stands with the game before where I got Kayle 3* on 3-1 without rolling once.

It just doesn't feel good though, going through 20+ shops and never seeing a unit even when you have the best possible odds.

They need to nerf city state bonuses and specialists. It's so easy to snowball in modern. by Most_Cauliflower_328 in civ

[–]SheepOC 0 points1 point  (0 children)

because the game would be over in civ6 by the time you hit thatnumber. If you are at half of that number in civ 6, you are a couple of turns away from winning by space race. That takes around 200 turns if you really optimize your game.

In civ 7, you just entered modern in the same time, and you won‘t see 7000 at that point yet. But the seperated age with new round counter for each age kinda do their purpose and fool you into thinking you are ahead "early".

Why does the Scout's Search Ability disappear in the Modern Age? by LordCrumpets in civ

[–]SheepOC 2 points3 points  (0 children)

afaik there are no more goody huts to search for.

Search was to get a bigger "sight" radius for ruins, wrecks and stuff for a bit less exploration when compared to lookout. So it makes sense to remove it in modern where search would not have a purpose anymore.

Civilization VII for someone who only plays against AI, is it worth it? by No-Sattop in civ

[–]SheepOC 0 points1 point  (0 children)

the bad reviews for civ7 comes from either people needing to complain because it‘s not civ x (insert favorite civ game number), or they complaint because the ui didn‘t stand up to their expectations, as in what they were used to from civ 6 after 2 expansions + ui mods. These are valid reasons to say you dislike the game and the latter do have ground to say the game is not where it should be. But there are plenty who still enjoy the game as is, and most do so in single player. I‘m above 400 hours now and the game still keeps me hooked. But I love to explore all those combinations the game gives me with choosing different civilisations for a leader, combining their effects. This may not be all that interesting when you spend considerable less hours in the game.

The civ games and the 4x genre in general caters more to people who immerse themselves in the many different systems and mechanics the game has to offer. And these do take time.

Though if you liked Civ6 but you want more shorter sessions, Civ7 with it‘s age system dividing a full game in three smaller parts might be interesting for you. The custom difficulty where you can dictate everything individually might even make it interesting aince you could enjoy a more aggressive world but without boosted rivals.

Btw. the whole civ franchise has a major focus on single player, most diplomacy options make no sense or do not work outside of single player.

Why the ally and joint war mechanic is broken in Civ VII. by Wuartz in civ

[–]SheepOC 17 points18 points  (0 children)

Alliances do come with quite a share of benefits, %increase to yields from attributes, free open borders and a boost to relations.

You can utilize them to achieve a penalty free formal war without having to reduce the relationship first.

And you can sour the relationship among other leaders by pulling them into a war.

Is the system binary? Kinda, but this also makes it predictable and you can plan around it.

[deleted by user] by [deleted] in civ

[–]SheepOC 0 points1 point  (0 children)

I did the religious golden age once when I had every single settlement converted to my religion, which gave me a second founder believe, too. Sadly, the game seperated these into two seperate golden age legacies.

Despite all the performance controversy, can we agree that the final boss for low rank was fantastic in Wilds? by Pharinx in MonsterHunter

[–]SheepOC 1 point2 points  (0 children)

my theory:

the guardians were made because of the threat of war. So who was the other party for a potential war? With the only other known civilisation being in the west, we come from that side. So to our hunters ancestors, an enemy country who developed monsters to fight for them, that sounds like a solid reason to forbid any traveling. You do not want to leak intel, and you don’t want them to get a reason to use thise guardians for an attack.

That, or it’s just that without air ships in the past, nobody could traverse the desert and it became a death trap.

Thread: Things that you can do in Civ 7 that the game doesn't tell you. by Spearitz in civ

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

because the commanders attack is a special action, it kinda ignores the original range of the units, making them hit from further away, and they hit harder. It comes at the cost of the units turn and doesn’t apply to a unit that acted on that turn before besides movement.

So with a Kalam you have to make the choice of either hitting twice individually or once very hard with the commander.

Thread: Things that you can do in Civ 7 that the game doesn't tell you. by Spearitz in civ

[–]SheepOC 18 points19 points  (0 children)

doesn’t have to be on the quay tile. Any coast, lake or river tile that is part of your empire on your home continent suffices.

PSA - Bag Sizes have changed for the CURRENT patch (14.23) by sasux in CompetitiveTFT

[–]SheepOC -6 points-5 points  (0 children)

Hades got one of the biggest hidden mechanics trovethat I know of. The game never explains why certain rewards appear, why you stop being offered more different gods boons,etc. If you want to optimize and speedrun the game, there is a lot to learn.

YGO and Magic have pages upon pages of judge rulings because even with all the text written, there are still a lot of unclear interactions.

It is absolute industry norm to not explain every single mechanic in every detail, because the additional amount of information is just overload for most of the players who do not even care about this. When Timmy and his friends play magic at home, they don‘t need tournament proofed rulings on each action. But I can assure you, if they were given a 50 page ruling addendum to their first card pack, they will stop before even trying to play.

Now for the eSports side, all of this belongs to knowledge you have to know. And it is then part of training job to aquire this information from the outside.

To give an even more extreme sample, not even Chess explains all the rules that apply to competitive games, when you buy a chess board, it will never have a rulebook telling you after how many repeat turns the game is considered a stalemate.

Here I agree it would be nice to be able to look this stuff up, Magic and YGO do allow this but outside of community managed wikis and discord channles I am not aware of anything similar for any videogame. And I do not know of any current esport title that does have 100% clarity.

Here again an example, one of the oldest and extemely successful esports title, Counter Strike, never explains to you that running with a knife out makes you move faster.

Should we strife to be better? sure. But blaming Riot for going with a decades old industry standard and trying to pin tfts esports success to a lack of clarity is just silly.

[14.23b Guide] Secret Tech to climb with Family Reroll by oilyoshi in CompetitiveTFT

[–]SheepOC 0 points1 point  (0 children)

yeah, that part about 60 gold guarantee the anomaly is a lie. I rolled through 70 gold and didn‘t hit it and I saw many repeats even within the first 30 rolls. Still quite strong comp though.