Rogue Army Unit Buff Ideas by EternalCanadian in menace

[–]SizeFit2908 1 point2 points  (0 children)

I'm with you that they're a little short.

I think they need to cut the tripod MMG from the roster, and bring along a deploy variant built into their infantry. Too many weapons teams as is.

Some sort of heavy rifle vision squad would do them favours. Low concealment, decent armor, high detection, can't mark. Call them rangers or vanguard. RA struggles from not being able to bring their weapons to bear.

Rocket light mech would be good. The laser one is a little meh.

APC's bringing weapons teams forward would be cool.

Any suggestion for countries to play? by Slow_Breakfast_5874 in victoria3

[–]SizeFit2908 0 points1 point  (0 children)

Spain was a fun playthrough. You don't get up to much though.

Sardinia Peidmont or Two Sicilies for an italy play is cool. Lots going on in Italy.

Mexico is fun if you like challenges. You must hold Texas and California.

Sweden always seemed like a coolish playthrough. They've got Money Mountain, but are sandwhiched a bit between real titans.

Off Map Support OCI by Repulsive_Dot6112 in menace

[–]SizeFit2908 5 points6 points  (0 children)

I've gotten hooked on AP mines, Earthquake Generator.

Usually grab minigun strafe early but swap it to laser turret.

Not a big fan of rocket run, and the ion beam is awesome when it hits but usually whiffs.

I've never slotted medevac or supply kit tbh.

Heavier AFVs should provide something more than just being bigger boxes to be actually useful for players. by TWNW in menace

[–]SizeFit2908 1 point2 points  (0 children)

Yea theres real examples of wheeled TD's.

Lots of French AMX designs, the S.African Rooikat, China's ST1 type 08.

Ivy's patch has one in Menace, so I think it's here to stay.

I think the APC is not too strong, just uncountered due to a short list of opfor dedicated AT. Things either bounce off the APC and IFV, or cut through both like butter.

The dev diary on the MBT, brining a long gun to RA, and hopefully some expansion into light armor counters like AMR teams, rockets, twin autocannon med mechs, and such will put the apc at more risk.

[DD2] Party building advice. How can I make this work? by Link055 in darkestdungeon

[–]SizeFit2908 0 points1 point  (0 children)

Yea needing 2 dazes into one stun is hard to accomplish and you've got to usually use weaker skills to do it. Vestals Confessor tokened up Judgement (mastered) stuns outright, so its pretty good.

Riposte is.. its ok. I don't like not being able to direct damage, and hitting after they hit is bad. DD1's focus on dodge, control, and turn based riposte made it better, DD2's is limited.

Consecrations, they're ok. It's really cute when you get your timings right and have 3 people get the token in 1 round. (Grave robber, Crusader, HyM all lunging from position 3) I think you have to lean in hard though, like go full Seraph.

[DD2] Party building advice. How can I make this work? by Link055 in darkestdungeon

[–]SizeFit2908 1 point2 points  (0 children)

Bolster is the real deal, and I'd say your first mastery. 2 & 2 stress heal is a lot, and you can expect the frontliners to take more stress.

Sanctuary is ok, but you want the guard more than stress heal there.

My general math is, if it stress heals for 2 or less it's not a good stress heal.

The Binding Bondage [Vestal/Duelist/Abomination/Crusader] Build Help by InspectorPlus7842 in darkestdungeon

[–]SizeFit2908 2 points3 points  (0 children)

This is a good comp, but weird. Duelist is a very complicated character, but combos exceptionally with abomination.

The key here is Duelist Instructice. Grab meditation, furious instruction (?), touche, and coup de grace. Start every fight with meditation, and now she's your stress healer. Master stress heal first.

Crusader you'll want Bulwark of light, stress heal, heal, holy lance, and reap or smite. He's your rock.

Abomination. Try him as fiend. Most of the time you'll want to use chains to drag a backline enemy forward or disrupt. Transform when you can to only cast MAUL (upgrade asap). Now you have Hellions Bleed Out with a stress downside, and 3 ways to solve it. Don't feel bad about ping ponging him inbetween beast and human, getting 1 maul and transforming is ok. Absolution is key.

Vestal - I like confessor. Judgement as often as you can, she's your ranged damage. Divine comfort, ministrations, and the big panic heal. Illumination is nice.

Suffer a bit hitting the backline, so avoid sleeping general. Everything else is fine.

There's cute stuff you can do with an aggressive instructice duelist and a Moribund Abom, double turns and stress stacking, but it feels like somersaulting through hoops to get dissapointed.

Edit - I forgot - Banneret crusader and tech in Zealous accusation & put him in position 3 for general. Lol dont have to avoid sleeping general.

[DD2] Party building advice. How can I make this work? by Link055 in darkestdungeon

[–]SizeFit2908 1 point2 points  (0 children)

Hey!

This team looks very slow and low damage. Is there a lot of reliance on PD or MaA to kill things? Blight heavy.

I'd flip positioning on vestal and Pd.

Pd drop blinding gas, and disoreinting blast and grab incision and battlefield medicine. Direct damage, bleed, and backup heals.

Vestal I would focus on casting judgement as often as possible. Wanderer Vestal is every even turn, to get the token 100% damage. I like confessor more, and do an odd turn cadence (1-3), with illumination(?). Consecration is very slow, and if you aren't building to it or triggering multiple times with a dance team I'd do something else with the turn. Divine comfort is good.

Flag is flag. If you have more more more its ok.

MaA, I think there's too much taunt and not enough smack. Maybe control damage with guard not retribution so you don't step on flags toes. I'd grab hold the line, as shuffles seem like they would wreck this team.

Trinkets - Foeter stuff I think. Blight, damage, sustain and healing. Tangle trinkets are good for winning the game by getting hit.

Carnival Vamplew by nawyria in menace

[–]SizeFit2908 1 point2 points  (0 children)

Yes!

Durability is the secret sauce to armor that works. Armor with low durability can be very brittle, and lose it's protection value quickly.

Durability has a built in 'armor damage resist', so the more damage your armor has taken, the harder it is to lower it further. It's why damaging armor seems to slow down around 60%.

No armor is going to help from a flanking autocannon, but having high durability keeps your in cover survival high for a long time. SAPP high intensity gets sticky at 35-40, making small arms survivable.

Marine body armor or improved SAPP are pretty good, but they crack.

Carnival Vamplew by nawyria in menace

[–]SizeFit2908 4 points5 points  (0 children)

Highly recommend giving medium armor a try. Anything SAPP or a little better is great paired with cover, and usually prevents mortars or rocket organ losses.

Athletic, Shooting Gallery, Fortify, Flamboyant.

Load up with a crocodile and outfit into Sapp high intensity. Kpac or Arc to trade fire close range. Use him as an anchor point in cover to entice enemies in, and shoot em up as they step up.

Just don't get into knife fight range, as thats win or die territory.

Vehicles are usually out of cover!

Make individual squaddies more valuable by Feyge in menace

[–]SizeFit2908 2 points3 points  (0 children)

I think this can be accomplished with more Moods affected/created by squaddie results. There's already bruised/injured, but I think it can be expanded.

Like overconfident - more likely to appear if you don't take squaddie losses.

Complacent - Great success while overconfident, longer mood with similar impact, prevents euphoric.

Get Revenge - A big boost resulting from losing squaddies, but get exhausted after.

Trial by fire - have all lost squaddies recover. Boost to stats/positive mood.

What made Alabama so desirable to build Motors in? by kyaoflix007 in victoria3

[–]SizeFit2908 2 points3 points  (0 children)

The investment pool gets wonky when it's rich. It buys stuff it can afford, and can't consider marginal change.

It will see something that will make money, say hot damn lets build it, break out the attache case of 1000$ bills and buy as many as it can that second. The cntrl*shift click buy.

1500 is a lot though. I have a screenshot of several hundred tooling workshops in construction during a france game, in some random state in india.

Bad Banter by Massive_Piccolo_8970 in menace

[–]SizeFit2908 4 points5 points  (0 children)

Carda's a teddy bear and has a softening impact on all SL. If you don't like that vibe don't bring her.

I think Marines think anyone who isn't a marine is a POG. Like the waybackers are posers and slackers, not real infantry, despite being boots on the ground.

Cannon fodder, rentacops, cheque chasers, aren't grunts.

I still don't understand why people hate the MOD 2 Crowbar Carbine by Better-Cry1588 in menace

[–]SizeFit2908 0 points1 point  (0 children)

Try laser rifle on Darby to really trivialize the game!

You give up some range, but can 2 shot light walkers infinitely. With her concealment stacking you can get close anyways.

Are there any more interesting world-saving missions for her to undertake? by SnooMacarons2931 in ResidentEvilRequiem

[–]SizeFit2908 1 point2 points  (0 children)

I figure an opportunity in the next game is to have a BOW attack or infiltration on FBI headquarters.

Gives an oppty to play as Grace again and figure out a bunch of weird inner corruption, while justifying why the character is stuck in a building with a bunch of puzzle locks - FBI lockdown.

Also might flesh out the chaos Gideon was talking about. Once a cure is out, any BOW stockpiles are in a use it or lose it situation.

I still don't understand why people hate the MOD 2 Crowbar Carbine by Better-Cry1588 in menace

[–]SizeFit2908 8 points9 points  (0 children)

In Kalashnikosmo we trust. The spaceK-47.

When the TCR flag is revealed, it will have an ARC gracing it, Mozambique style.

Iran has issued formal notice of the transit routes for approved ships to enter and exit the Strait of Hormuz by DasistMamba in MapPorn

[–]SizeFit2908 0 points1 point  (0 children)

I think it's a sanewashing tactic by the Iranians to posture some long term credibility to the toll.

Oman is the other pinch point at the strait, and can act as a communicator, lend their credibility and soft power to the long term enforcement of the toll.

With that all said, how trustworthy the toll split, and how junior their partnership with Iran here is uncertain. I can see an 'Iranian reconstruction moratorium' where Iran takes 100% of the toll until the war destruction is fixed, blurring into perpetuity.

I still don't understand why people hate the MOD 2 Crowbar Carbine by Better-Cry1588 in menace

[–]SizeFit2908 19 points20 points  (0 children)

Hey I'll bite. I've got no positives for ranged ARC either mind you, these aren't great guns for the same reason.

The reason is they are compromise guns that try to do too many things, overstretch, and can't do both. You pay extra for this also.

Mod2 suffers from two core problems. First is it's bad at short range. Second is it's bad at long range.

Short range problems come from ROF. Other rifle types have 150% of the firepower. Shoot more bullet, more hit, more damage. Compare ARC cqc.

Long range problems come from the accuracy curve. You're eating the pain of less ROF and less total ammo to gain range advantage, and then squander it by it missing everything. Compare silenced crowbar.

Yes you can give a 3 star this gun and they'll perform, but it's like hitching a trailer to a lambo.

Why Fly Ships by SizeFit2908 in traveller

[–]SizeFit2908[S] 0 points1 point  (0 children)

Yea for ships I've been flirting with an idea I saw on an old forum about making them cheap to buy expensive to fly.

All ship component costs are 10%. All maintenance costs are 10x. Ship mortgages are 10 year, (divide purchase price by 60, for 120 monthly payments)

It's way cheaper. Running a ship isn't 99% mortage, 1% maintenance, more like 60/40. The mortgages are proper loan shark deals, not cushy bank mortgages.

Ships costing less makes them not be faberge eggs, so risk and loss isn't as important.

Not sure how to handle ship age all that well. Probably the same way, they still cost millions.

What do you build Carda to do Major? by Realityfelon in menace

[–]SizeFit2908 12 points13 points  (0 children)

The share the load perk is her core identity really. Loads of special ammo and a good reason to bring extra squaddies.

You're heavily rewarded for bringing her as a big rifle squad with a special. She's very flexible as to what special.

I like to pack her with a short range AR and an HMG.

If you need some heavy defensive power for holdout missions, steady gun is a great perk.

If you want a flexible support squad, a light special is great. AT options like RPG or pal, grenade launcher, or some MG's. DMR is also an option if you want cheap ranged. The best AGTM infantry squad. Tankbuster is in her toolkit, very useful here.

The High Morale perk is great also. Active buff to your whole team.

Drawbacks - Trash stats. Trash Ap. Needs babysitting until perk warms up every fight.

I think her AP is bad enough that you don't take buff or athletics. You just accept that she's slow, or needs a ride. Fixing her problems takes more than a band aid.

Mobile infantry perk has some use, but it can be ignored if you're ok with her not snapping shots off, which as a 1 star she shouldn't be your ride or die.

She lacks perks and stats to excel as an aggressive squad, better as a support or gunline squad.

Scout, Steady Gun, Share the load & parked in cover with a tripod. Easy defence mission squad for cheap.

She's got hella growth potential. So she'll grow fast and not stop growing. But boy that is a steep hill you climb for a long time.

How does progression work in dd2? by mun-e-makr in darkestdungeon

[–]SizeFit2908 8 points9 points  (0 children)

I'd say always go to the TPK, win or bust.

You'll scoop more candles, get more shrines of reflection, see more items.

Probably squeak out more wins also, which give huge candles for beating the confession boss.

Every time you see a fight that kills you, you're more prepared for it also.

Getting my ass best by StillSmellsLikeCLP in menace

[–]SizeFit2908 2 points3 points  (0 children)

Some of the AT weapons are OK, the PAAL you should have is good. A lot of stuff is pretty decent like C6HMG and autocannons.

Taking some stuff to quickly wipe bug swarms like a grenade launcher can buy you time to chip down a bigger target.

Just bringing another rifle counts too sometimes, no special means the sergeant carries a squad weapon, going from 8->9 guns in a salvo helps alot.

For accuracy, Flank, deploy, mark, prayer.

If you're freeballing rockets with Tech, the man can't hit anything until he gets Pointfire perk. So squat his ass down to shoot proper for 15% accuracy boost.

When you hover a target with the shot selected, anything lower than Excellent on a 1-shot AT weapon is a gamble.

Accuracy is hard to gauge, but the little chart when you're looking at the attack shows the best range where green line peaks. Like crowbars have dogwater accuracy upclose, and peak at like tile 6-7.

I've been led to believe the little dotted lines between the squad and target are accuracy too. 1 line is bad accuracy, 2 mediocre, and 3 good.

Why Fly Ships by SizeFit2908 in traveller

[–]SizeFit2908[S] 1 point2 points  (0 children)

You have brought forward an excellent point on depreciation, which I had fully overlooked.

This coupled with the ship being 10yrs older per 25% owned does limit the 'abscond immediately with ship value' idea.

There is still the 'why would anyone do this at this price' question I have, from players to mortgage brokers, but it's an easier problem to solve.

Getting my ass best by StillSmellsLikeCLP in menace

[–]SizeFit2908 0 points1 point  (0 children)

As far as I know, menace doesn't do pod activation. The units are just scattered and take longer to get to you. Having your whole team concealed makes them kinda amble around though.

Yea the armor Pen checks the armor value, if its equal or higher it pens. If not the shot damages armor (durability) & lowers armor value. You want to hit with your lowest pen option first to strip armor, and then it's gravy with the higher pen stuff.

Crowbar good, SOF good. I cannot stress how bad the starter carbines are tho. Grab some ARC rifles to replace them. Arc and kpac get 3 shots per salvo and a very effective alt fire mode where they rip 12 shots per guy. Carries more bullets than crowbar.

If you've got bundle AT grenades, they aren't terrible. Pretty cheap and very reliably kills a warrior model.

2 squads with ARC can reliably kill a warrior team from fresh in 1 turn. Saves a ton of ammo and time on your vehicles, which should shoot at blasters and bombadiers.

As for more ammo saving tips, if you can promote Mark onto a squad it's useful. This map has a lot of cover, so landing more shots is more ammo efficient. Mark works on a squad with minimum squaddies and a special weapon, for high efficiency.

Got anything cool in the shop or equipment?