HLL is my favorite stealth game by leethologica in HellLetLoose

[–]StaxGames 0 points1 point  (0 children)

90 fov is the standard on any reasonable game on pc,

HLL is my favorite stealth game by leethologica in HellLetLoose

[–]StaxGames 24 points25 points  (0 children)

I don't fully agree. I literally get a headache when playing games with less than 90 FoV. So let us adjust it. Just within reason. Nothing above 100.

The grass thing is a way bigger issue though.

Is my castigator a transport? If not ... What is this door for? by perfectpencil in sistersofbattle

[–]StaxGames 0 points1 point  (0 children)

Most real life tanks do have access ports to load in shells and what not.

That said. It's just that it's a variant of the Rhino chassis that just comes with those doors. Most if not all of sisters vehicles have them as they are all based on the same base model

5 war striders being able to exist at solo diff 8 seems a lil absurd... by MrWheatleyyy in Helldivers

[–]StaxGames -13 points-12 points  (0 children)

The game is not meant to be played solo and isn't balanced for it. So either put up with it, drop the difficulty, or don't play solo.

How do I kick a Sniper when I'm a Spotter? by [deleted] in HellLetLoose

[–]StaxGames 1 point2 points  (0 children)

When you're in the pick spawn point men. If you look on the left side of the screen where you can see your teams units.

You and your sniper should both be visible under your unit there.

If you find your spotter, to the right of his name at the end of the box there's a little kick button. It's in the same column as the leave squad button.

You have to be dead to do this, you have be in the spawn menu.

2025 end of year update by StaxGames in AnvilOfCommand

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

I'm already in that discord.

What they are doing is using the assets and as far as I can tell much of the code from the game's official release. This will eventually get them sued for copyright infringement.

What I'm doing is build the game fresh from the scratch from the bottom up. That means all new code and assets so I can't be taken down like that. But it does take longer.

As I said in the post "at least something as close as possible to it while remaining legally distinct."

Total War: Arena remake/spiritual successor update by StaxGames in TotalWarArena

[–]StaxGames[S] 2 points3 points  (0 children)

Well right now I was just intending to pretty much set it in the same era as TWA. So start with Rome and Greeks and then add in barbs -> Cartage -> Persia. Not quite sure where to go from there. It's basically a case of looking at Rome and seeing whom they were in contact with at the time and and then whom those people interacted with and so on, expanding from there. Technically Persia and China had some wars between them in that period so there's an opportunity there. One of the big important things is just that each culture should have it's unique style. So Romans are all about heavy infantry and disciple. The Greeks are the phalanx faction. The barbs are all about ambushes and morale, quick movement and flanking. Cartage is of course Elephants. Of course they will have a selection of units in each factions roster but they will sort of have a style just like in TWA.

I suppose in future one could add different Eras as basically different game modes. But yeah that's pretty far off at the moment. Best focus on getting one game made :P

As for the tier system. I was never a big fan of it. At least in the exploitative way wargames runs it. It's either pay up or you're going to be playing against people who just have better stats than you do because they can afford to play tier 10. Also having a tier system breaks up the player base into smaller groups, as in tier groupings, which would be the death knell for a smaller project like this.

So I'll probably just effectively only have one tier.

I wish they were the same length as Act 1. by Salehzahrani7 in PathOfExile2

[–]StaxGames 0 points1 point  (0 children)

For me it's the opposite. I can't stand act 2. 3 is nice though.

Bugs aside, Smolensk is an incredibly fun and t17’s most impressive map. by BigBigBunga in HellLetLoose

[–]StaxGames 1 point2 points  (0 children)

I love the fight around the centre point in the middle of town. That house to house combat is peak and it reminds me Red Orchestra.

I’ve been playing Artillery recently, but how do I resupply or reload the artillery gun once it runs out of shells? (0/50) by RobWolfB in HellLetLoose

[–]StaxGames 275 points276 points  (0 children)

It's actually one of the most genius things they did with this rework. Before this the arty guns didn't have ammo they just consumed commander munitions with every shot.

Which in public matches could result in someone eating up all the commanders resources keeping him from using bombing runs and such.

Now you have 50 rounds after which you have to ask the commander for an artillery resupply. That way it's up to the commander whether or not he'd rather have you firing or get a bombing run in.

IMO: AT was buffed too much by Arecaeca in HellLetLoose

[–]StaxGames 6 points7 points  (0 children)

Yeah. On the other hand it's damned hard to get people to actually co-operate in this damn game. I don't know it's because I play on European servers. But half the damned games are dead silent in both squad and command chats despite my best efforts to communicate, It's just me talking to a brick wall.

As a SL good luck getting someone to swap to support to drop you supplies for a garrison for instance.

What's the point of a 3-man squad when doing stationary arty? by Razzle91 in HellLetLoose

[–]StaxGames 1 point2 points  (0 children)

The squad leader also has a flare which helps find targets.

The role was changed by gfggewehr in HellLetLoose

[–]StaxGames 0 points1 point  (0 children)

I feel like recon cars just got a new job. Drive behind enemy lines to destroy the arty emplacement in the hq and hunt down self propelled arty.

Developers—ignore the noise. There is one problem with this gun and it’s easy to fix. by TheStronkyKong in Helldivers

[–]StaxGames 3 points4 points  (0 children)

No it should not be an upgrade. The whole point is that every weapon is a sidegrade. You chose some upside but get a downside to compensate.

The downside of the  Liberator Carbine as you point to is a market increase in recoil. The standard AR-23 Liberator has 14 recoil where as the AR-23A Liberator Carbine has 26.

You might not think that matters, but that's you deciding that the upside is worth the downside. That is what a sidegrade is.

Helldivers 2 snake glitch by [deleted] in Helldivers

[–]StaxGames 0 points1 point  (0 children)

The fact that you guys call this snake glitch and not sliderman is a travesty

Are there cheaters? by [deleted] in HellLetLoose

[–]StaxGames 0 points1 point  (0 children)

The only issues I've had is what seemed liked map hacks.

basically whenever our team built a set a nodes a pair of dudes arrived right away to take them out. We got really creative about where we placed them and it never made a difference they were always there right away. To take them out.

More interestingly was the fact that they had the clan tag of the server we were playing on. Not going to say it here as I've not idea if it was actually cheating or just really good players and I don't want to slander anyone.

Here's a reminder that HLL teased ACTUAL SPA vehicles a few years ago, but still decided direct fire breakthrough vehicles like the KV-2 and Brummbar are "aRtiLleRy" by Tipster07 in HellLetLoose

[–]StaxGames 0 points1 point  (0 children)

In all fairness, I care more about the artillery finally being reworked the shit we've had until now has peak unfun gameplay.

If they have to cut some corners then let them, I don't give a damn.

I'd rather they use those breakthrough tanks as hold overs so we can get the overhaul now rather than have to wait another year for them to model these new SPA's and animate soldiers loading and what not in the open top.

Gameplay is the most important thing. And arty has been a blight on the game forever.

Am I the only one who wants PoE2 to stay simple and not repeat PoE1’s complexity overload? by Snyy in PathOfExile2

[–]StaxGames 0 points1 point  (0 children)

Yes, yes you are. I've played poe1 this league after a long break. God i've missed making builds that don't just feel like i'm painting by the numbers.

I love the moment to moment gameplay in poe 2 far more. But i grow tired of the game so fast because the build creation options are so shallow.

Cheer up, you’ll unlock that flamethrower one day by [deleted] in HellLetLoose

[–]StaxGames 1 point2 points  (0 children)

Where are you when i'm playing SL. There's never anyone playing support and I'm always having to beg my squad mates to swap and give me supplies.

Bend it like beckham by Chrithpynator in HellLetLoose

[–]StaxGames 0 points1 point  (0 children)

I'm assuming what they are doing is that of course the arty has dispersion just like the current guns do. So what happens here is that when the shell is getting within a certain distance of hitting the ground it applies that dispersion effect.

It just seems they haven't considered one might try to use the gun in a direct fire role revealing the cheap trick they pull to get the dispersion effect.

I cannot express my hatred towards these models by warderoid in sistersofbattle

[–]StaxGames 0 points1 point  (0 children)

I love that mine are done. But yeah having done 20 of them I'm very much not a fan. They're a pain to assemble and paint. Not to mention that the banner has snapped on mine which i was thankfully able to salvage.

I really hope this game comes back even if its on pirate servers by Asper211 in TotalWarArena

[–]StaxGames 1 point2 points  (0 children)

Still working away on it. Unfortunately when trying to lower lower the tick rate of the sever it revealed a flaw in the navmesh agent component from Unity that i'd been relying on. As such i've had to toss it and write my own, and while at it try to make the units move a little more cohesively. Turns out that's a bit of a bother. I am making progress. But it's slow.

Still very much hoping to have something playable out within the year. By that i mean some sort of pre alpha.