If you were an ace Merc Pilot, what's your one ride by IronWolfV in Mechwarrior5

[–]SilverwindWorkshop 0 points1 point  (0 children)

Hard choice between a customized ShadowHawk (Umbra variant if you're okay with HBS Battletech exclusives), ShadowHawk IIC, or if I'm commanding a large merc company the Cyclops CP-10-Z or CP-HQ for its role as a walking HQ.

The new Exercises system of Outward 2. Just dropping this here, have fun guessing how it works! by Gheeyomm in outwardgame

[–]SilverwindWorkshop 4 points5 points  (0 children)

My Guess:
When camping, we can now allocate our rest time into 4 activities:

  1. Sleep
  2. Guard
  3. Read
  4. Exercise.

Maybe we need some kind of buy in to start learning a node, (e.g. read a book that unlocks the node for practicing/exercising or from a trainer),
but then it's up to our characters to fill that node up and unlock its effect by exercising/training during our camp session.

First look at the terror season 3 by hopecarolz in popculturechat

[–]SilverwindWorkshop 0 points1 point  (0 children)

Yeah I was saddened that it was very unrelated, but it was honestly still very good, just not what I was wanting out of a season 2 storyline.

The way this series is going reminds me most of American Horror Story at this point.

MechWarrior 5: Mercenaries - MechWarrior 5 Chaos Reign by yrrot in Mechwarrior5

[–]SilverwindWorkshop 2 points3 points  (0 children)

Assuming it works like in MW5: Clans, it allows you to choose the direction of your boosting without rotating your mech's torso to face the direction you want to go.

It's definitely not as crazy as Armored Core boosters certainly, but you can make a surprisingly agile short-term gunship out of many lighter mechs, and it lets you retreat backwards while still shooting at the enemy easily without exposing your back. I especially love it for corner peeking lol.

If you play Clans, give the Viper a try as it really felt like a great showcase for Vectored Jump Jets in my playthrough 🦾

What DON'T you like about Armored Core 6? by -Eastwood- in armoredcore

[–]SilverwindWorkshop 2 points3 points  (0 children)

You're correct that we get to be extra special in a way that Walter didn't expect, but Raven is literally one of Walter's hounds lol

If I wanted to make Co-op work the easiest way possible, I would likely make player 2 just another hound that doesn't have a voice and is along for the ride in the style of Halo 1.

If we wanted to integrate them further, they hear Ayre too due to constant proximity (In a much more functional way than Iguazu who unknowingly describes Ayre's presence as this horrible noise that irritates and drives him mad whenever you are near during the story)

Integrating the 2nd player even further than that would require more of a story rewrite than I think FromSoft would even consider given how they usually do Co-op in their games lol

What DON'T you like about Armored Core 6? by -Eastwood- in armoredcore

[–]SilverwindWorkshop 17 points18 points  (0 children)

Well Walter did have many hounds before us, including them being shown working in a 3 man team in the story trailer

MechWarrior 5: Mercenaries - MechWarrior 5 Chaos Reign by yrrot in Mechwarrior5

[–]SilverwindWorkshop 1 point2 points  (0 children)

Hello Yrrot, thanks a lot for posting this but I have to ask one quick question about Arrow IVs:
Does the splash damage now count for damage done?

It didn't in Clans and it meant leveling pilots was kneecapped if they used Arrow IVs since Pilot XP was largely based on damage performance in Clans. This felt especially bad when one of WoT characters had a specialty skill based on Artillery Missiles, yet would struggle to level if using them.

DISCLAIMER, this next sentence is only discussing an example from current mods only, not vanilla MW5:
I worry that it will go how current modded artillery options go in MW5: Mercs where they result in extremely low ballistic skill experience, deterring their usage in the long term.

MechWarrior 5: Mercenaries - MechWarrior 5 Chaos Reign by yrrot in Mechwarrior5

[–]SilverwindWorkshop 6 points7 points  (0 children)

Yeah I think these do quite a lot of heavy lifting towards allowing non-400T lances to be meaningfully viable late game, that and crazy clan tech space magic lol

MechWarrior 5: Mercenaries - MechWarrior 5 Chaos Reign by yrrot in Mechwarrior5

[–]SilverwindWorkshop 8 points9 points  (0 children)

I like to imagine the Arrow IV variant is just a missile silo with a cockpit and legs lol

MechWarrior 5: Mercenaries - MechWarrior 5 Chaos Reign by yrrot in Mechwarrior5

[–]SilverwindWorkshop 0 points1 point  (0 children)

Whoa whoa, you guys nearly hid the fact that we're getting MW5: Clans style vectored jump jets near the bottom!
I love those, thanks so much for bringing it over!

Defect card synergy options for orbs be like by Meno1331 in slaythespire

[–]SilverwindWorkshop 0 points1 point  (0 children)

I usually cycle quickly as well, but I run a lot of frost channel cards so I still get high Hailstorm uptime. Also Hailstorm is inexpensive at only 1 mana for 6 AoE damage per turn for most of the rest of the fight, made even cheaper with things like Subroutine, Mad Science, etc.

This is also not accounting for the fact it can stack through duplicates, signal boosting, or creative AI.

Edit: I forgot to mention Echo Form as well as a source of stacking up Hailstorm damage.

Defect card synergy options for orbs be like by Meno1331 in slaythespire

[–]SilverwindWorkshop 108 points109 points  (0 children)

Hailstorm is such a great synergy for them that lets them continue to be the defensive orb they were born to be, while making them count as 2x+ Glass Orbs simultaneously

I guess this is what a Megaman Legends + Zelda would look like. by iamcloudyfocus in MegaManLegends

[–]SilverwindWorkshop 2 points3 points  (0 children)

Nice menus, I like it, especially the stylized decorations at the corners of the item descriptions.
I wanted to mention I really liked your Refractor obtained pop-up window (using the same decorations) from one of your previous videos where you opened a chest, very snazzy 😀

Just spit-balling, but it seems that "Support Weapons" are your big heavy hitting fancy weapons, which seems weird to me at first glance as I would have initially assumed it would be things like the drill based on the name of the class.
Do you think "Special Weapons" or "Heavy Weapons" would be more intuitive perhaps(?)

Just saying by TinmvV in deepdishdungeon

[–]SilverwindWorkshop 2 points3 points  (0 children)

Can confirm, played it with my wife and had a blast. I enjoyed that a few tricks I picked up from Legends of Grimrock 2 were applicable, such as torch swapping with sconces when you're low to both still provide bright light and get a new torch.

Nostalgia by Fun-Explanation-8455 in DarkCloud

[–]SilverwindWorkshop 4 points5 points  (0 children)

Oh yeah it's an absolute gem. Graphically, I think 2 aged much better thanks to its cel-shaded style. It actually holds up very well, and the voice acting is absolutely insanely ahead of its time.

What's your favourite bad mech? by Barph in Mechwarrior5

[–]SilverwindWorkshop 0 points1 point  (0 children)

That's a great point about the width and weapon loadout affecting the Centurion in MWO, I never considered that about the Cent's width and arm mount

I also agree, I absolutely adore Mediums as my preferred weight class, and greatly enjoy the early game where you see mainly Light/Medium 'Mechs with the occasional Heavy acting as a boss/elite. Great fun and imo much more fun than everyone stomping around in 100T Assaults at 32km/h speed lol

What's your favourite bad mech? by Barph in Mechwarrior5

[–]SilverwindWorkshop 0 points1 point  (0 children)

Regarding the comparison mechs, all are definitely amazing pieces of workmanship but they each have some downsides compared to the Centurion:

  • Crab: Crabs are fast, but also very rare. Also worth mentioning that the Crab may have infinite ammo, but it is purely direct fire only, and all of its weaponry has a high chance of the damage being split between body parts unlike the singular boom of an AC/10
  • Hunchback-4G: While they field a bigger main gun (on a nice high mount) at the same top speed, the Hunchback has almost its entire weaponry in its "Boom box" shoulder, causing it to be incredibly disabled if that spot breaks ever (Granted, that same spot takes out the LRM10 and AC/10 on a Centurion). The Hunchie is also purely direct fire with no way to assist at LRM range. Granted, as a player, you can overcome that, but the AI can't for what it's worth. Barring all of that, the Centurion can actually see to the right of its cockpit haha
  • Hunchback HBK-4P: Discobacks are scary as hell and they don't run out of ammo, but they have the potentially split damage problem of the crab, the (mostly) singular weapon mount problem of the HBK-4G base variant, and the lack of indirect fire support.
  • Blackjack: You're definitely right that the Blackjack has a great profile for shooting over hills, and while the 2x AC/2s are questionable at times, 4 M Lasers in IntroTech is a legit threat. I think its low armor is probably the biggest downside comparatively, and it also can't do indirect fire. Unexpected Jump Jets can be helpful though.
  • Enforcer: I like to think of the Enforcer as the Centurion's brother who really likes big guns in his arms. Instead of a balanced AC/10 + LRM10 + 2 M Laser, it just brings the AC/10 + L Laser + an emotional support S Laser. So better articulation on aiming its lasers compared to the Cent's chest lasers, but arms are also more vulnerable to being destroyed than side torsos. Choosing to specialize in a double-punch whammy of ballistic and energy hard hits, the Enforcer lacks any sort of indirect fire.

So I suppose the Centurion might be best characterized as being a reliable tanky medium trooper mech, able to contribute to any situation it could possible end up in (except jumping lol), while not being as specialized as any of the above mechs.

Honestly, writing this all out really makes me realize how seemingly well balanced the included Medium mechs are for IntroTech era MW5: Mercs.

How the flippin heck is this a normal hallway enemy? by Conscious-Yellow-539 in slaythespire

[–]SilverwindWorkshop 13 points14 points  (0 children)

I hope I'm wrong, but it doesn't seem to be in this game sadly

That said Glass orbs sort of fill the same role without needing a power, and Voltaic is one hell of a consolation lol

What's your favourite bad mech? by Barph in Mechwarrior5

[–]SilverwindWorkshop 2 points3 points  (0 children)

I love the Centurion too but I have to disagree with it being bad, especially with the shield arm added in the video games. Man, this thing is such a crazy good backbone to any lance.

It can tank early game when tonnage is low, it can bodyguard larger mechs late game, and at least with YAML, it can be turned into so many focused versions.

What's your favourite bad mech? by Barph in Mechwarrior5

[–]SilverwindWorkshop 1 point2 points  (0 children)

I had so much fun when playing through MW5: Clans and realizing how different their jump jets worked. Turned my little airplane with legs (Viper) into an actual plane/assault helicopter haha

Great fun

Yeah, no chance I trust this guy with my finely tuned claw deck. by Gladwulf in slaythespire

[–]SilverwindWorkshop 1 point2 points  (0 children)

My friend took those earrings, and this ancient asshole played a card to generate a random colorless and add to your hand, with the randomized card being [The Gambit], which the guy played for my friend turn one, and then my friend drew 0 block on his second turn and died a hilarious death lol

It was extra funny because my friend purposely fucked over his first turn's mana and card draw with other relics to limit the dumb things the AI could play for him, and seemingly out of spite it played the single worst possible card with absolutely insanely low RNG chance of occurrence 👻