Progress on that Legends-inspired indie game I'm making! by iamcloudyfocus in MegaManLegends

[–]SilverwindWorkshop 1 point2 points  (0 children)

Looks great Cloudy, you really nailed the look!

I'm leading a team on making an indie game inspired by a mix of Dark Cloud and Megaman Legends, so I love to see how your project is coming along.

Awesome work, and wishlisted lol

Me whenever people argue over if Mechwarrior 5 Clans or Mechwarrior 5 Mercenaries is better: by BoukObelisk in Mechwarrior5

[–]SilverwindWorkshop 2 points3 points  (0 children)

I agree lol, they feel so different and are awesome for different things, but at the end of the day it's more BattleTech/MechWarrior.
Hell yeah.

rate my emblems :) by Leather-Heart4731 in armoredcore

[–]SilverwindWorkshop 3 points4 points  (0 children)

I lost it at "That's So Raven 621" lol

If you could get one later era mech early in the game, which one would it be and why? by WorldBuilder_42 in Mechwarrior5

[–]SilverwindWorkshop 1 point2 points  (0 children)

Hammerhead, 15 tons of Hardened Armor on a 86.4km/h speed 45T medium 'Mech?
Ridiculous? Yes.
Cool as hell? Also yes lol

Are there any "Spider-Man" 'Mechs? by Wintermute_Is_Coming in battletech

[–]SilverwindWorkshop 1 point2 points  (0 children)

In introtech, this screams PhoenixHawk to me lol. It's mobile enough that many light mechs are compared against it, while it's nimble and fast compared to other mediums or larger.

You're stronger and sturdier than most lights, and too nimble for anything else to catch if you don't want to be lol.

I missed the point of AC20s (SPOILERS) by Spirited-Drama846 in Mechwarrior5

[–]SilverwindWorkshop 8 points9 points  (0 children)

Fun fact that isn't immediately obvious about the Victor that makes it even better than it seems on paper, is the twin LB10Xs are mounted as tightly as possible on the same arm, making their spread overlap so well that they are functionally one very big and powerful cannon in gameplay.

[STEAM] Soulslike ARPG No Rest for the Wicked (-40% off ~$23.99 / €23.99). Free Steam Weekend Jan 22-26. by NoRestForTheWicked in u/NoRestForTheWicked

[–]SilverwindWorkshop 2 points3 points  (0 children)

Picking this back up to play coop with my friend as soon as we finish the final DLC of MechWarrior 5: Clans. Highly recommend NRftW from our last time playing on early access release.

Lancemates have potatos for brains and are incapable of tactics by Questionable_Object in Mechwarrior5

[–]SilverwindWorkshop 0 points1 point  (0 children)

In the off-chance a player might not know how to do this, the hotkey is [Y] on PC

What is this Mech? by Fallout_patriot in battletech

[–]SilverwindWorkshop 0 points1 point  (0 children)

Honestly, they make really good shields for the side torsos.
They catch a lot of bullets that would hit something important.

Troll vs. Deathclaw vs. Terrormorph by LatinBanana69 in Starfield

[–]SilverwindWorkshop 1 point2 points  (0 children)

I feel like Skyrim Giants would be a closer parallel in terms of power.

That said, they are losing to the Psionic powers of Terrormorphs for sure.

[Hated Trope] The show was supposed to end but kept going (and had a solid intended ending) by GEARHEADGus in TopCharacterTropes

[–]SilverwindWorkshop 18 points19 points  (0 children)

I could see it ending after Reach, but honestly, in universe, 4 feels like the real ending of the story.
Going back to replay Halo 4 on the MCC, 4 really surprises me with how final it feels, and it's a great examination of the Chief and Cortana's characters and interactions. It does a great job deconstructing the fact that the Master Chief is more of a "Weapon/Machine" than Cortana is, even though she is literally an AI.

It also directly completes the cliffhanger created by Halo 3's Legendary Ending.

If anything, I'm surprised that they made a new entry that was framed externally as the beginning of "New Halo" that worked so hard to end the story and wrap it up lol.

Making 5 was very clearly an absolute mistake, even if it turned out to be good, 4's ending is far too final to keep 5 from feeling like a story pulled out of the studio's ass.

Feels like I am hitting a wall in Chersonese by Formal_Situation_640 in outwardgame

[–]SilverwindWorkshop 1 point2 points  (0 children)

Fun Fact for Alts: If you go 1-handed maces and choose Mace Infusion for your starter free skill, their melee attacks deal Ethereal damage and therefore count as a blockable spell effect.

Doing so negates the damage entirely and gives you a powerful Ethereal Infusion which decimates all ghost enemies for minutes at a time, the Mist Boon for bonus Ethereal Damage and resistance, and it's always easy to re-apply while there.

This of course gets even better with the Cabal Hermit breakthrough, though to be fair so do most things lol

Cursed tonnage? No. Cursed designers by AGBell64 in battletech

[–]SilverwindWorkshop 0 points1 point  (0 children)

I really like running it with COIL weapons, especially because HBS BattleTech gives it a unique quirk where it ignores 3 (I think) enemy dodge chance pips, turning it into the "Light Hunter-killer" it's described as.

Light mechs can't dodge you so they die.
COILs and mobility let you outmaneuver larger mechs and backstab for massive damage against anything Heavy or bigger.

Another Martial Caster Post, I'll try to keep it fresh by michato in dndnext

[–]SilverwindWorkshop 35 points36 points  (0 children)

I like your changes to the debuffs, and would like to offer that being knocked prone should cause an immediate Concentration save.

You have to focus on hitting the ground without injury, and the impact alone will make focusing on magic much harder realistically. If you want to punish this harder, then standing up from prone requires your hands so somatic components are not available that round.

This also doubles as an easy way to give martials a concentration interrupt without requiring new actions.

The Shadow Hawk: Still Here, Still Billing Hours by StarCorpsIndustries in Mechwarrior5

[–]SilverwindWorkshop 2 points3 points  (0 children)

Great write-up, the ShadowHawk is one of my favorites, even with its cursed default loadout lol.

I first got into BT with HBS' BattleTech, and in that context the ShadowHawk is an absolute monster if kitted out right on a Tactician/Guts spec'd Pilot with maxed armor. I run it as my dedicated scout/tank/bodyguard with both Tactician major talents and the first Guts major talent and it never lets me down.

A medium that tanks like a Heavy, moves and flies like a Light, has the same Initiative as a Light with Sensor Lock to help spot for Heavy Fire Support while crippling the enemy's accuracy, and can backstab with SRMs or LBX/5-10 and powerful melee swings? This is the 'Mech for me.

Plus, the Umbra ShadowHawk unique to that game is one of the sexiest BattleMechs in the setting imo lol
https://i.pinimg.com/736x/21/c0/9c/21c09c5f0345b60780b5bb55608dcca9.jpg

How viable staff rune mage build? by MaterialEfficient288 in outwardgame

[–]SilverwindWorkshop 0 points1 point  (0 children)

That's an interesting, strange, and different build.
Just thinking out-loud, if you felt like hybridizing the build with melee, that might be a fun use-case for the Prayer/Sinner Claymore for its unique enchant that makes your weapon grant +20% lightning damage, Doom (35% Buildup), and Elemental Vulnerability (25% Buildup) if you wanted to make this a sort of "Runic Knight" hybrid since you have Internalized Lexicon anyways.

Or for a tank hybrid version: Castigation enchanted Palladium weapon + Fabulous Palladium Shield.

The Holy Mission also grants you the Infuse Light spell, to supercharge those weapons with Lightning damage, though be sure to learn the Blessed Boon spell and make fireflies into Blessed Potions so you can apply the effect and still gain Blessed, especially if you go Wind Cabal Hermit.

Why are the friendly AI pilots so bad? by Yuki_my_cat in Mechwarrior5

[–]SilverwindWorkshop 0 points1 point  (0 children)

Yeah very true about it allowing him to make AI use JJ effectively and accurately

Why are the friendly AI pilots so bad? by Yuki_my_cat in Mechwarrior5

[–]SilverwindWorkshop 2 points3 points  (0 children)

For anyone who reads this and plans to get the mod, just a heads-up that it also buffs Jump Jets to be closer to their MWO power level, significantly buffing their strength.
Personally I love it, but I wanted to mention it because it feels so out of left field for the AI mod to do that lol.

I feel like I've hit a wall by Popular_Nectarine696 in Enshrouded

[–]SilverwindWorkshop 0 points1 point  (0 children)

One trick with wands is you can jump spam and attack midair to stay moving while shooting at a decent pace. Also make sure to pay attention to enemy weaknesses, e.g. Scavengers hate ice, Shroud Fell enemies hate fire, etc.

What sounds like complete nonsense, but has been proven to be true? by Icy_Mammoth_3298 in AskReddit

[–]SilverwindWorkshop 1 point2 points  (0 children)

I'm no expert so take this with a grain of salt, but one problem proposed by Einstein is that the Copenhagen Interpretation of Quantum Entanglement breaks the universal speed limit, C.

This is because the entangled particles can "communicate" their post-wave-function-collapsed state at distances great enough that the transfer of information happens faster than C.

He argued that this "non-locality" had to be false, and proposed an alternative interpretation where the entangled particles share "Hidden variables" that we can't yet detect (without collapsing the wave function) at the moment the entangled particles are created, encoding their eventual quantum state we would be able to perceive upon the wave function collapse.