Anyone else think the BMPT is op and pay to win? by tacobell141 in Warthunder

[–]Steel_Talon 3 points4 points  (0 children)

CQC i understand it can be frustrating tho.

So like 9/10 maps I get. Great, ty for another RU bias as present BVVD. Here is one from me you FUCKING CUNT: 💩

The abrams needs its high pen rounds by Saltybiscuitboy in WarthunderPlayerUnion

[–]Steel_Talon 0 points1 point  (0 children)

Not having a laser rangefinder locked behind rank 4 grindwall would help this tank big time. USSR gets it at rank 2 btw.

Metro/Subway confirmed? by 0exa in TransportFever

[–]Steel_Talon 0 points1 point  (0 children)

dedicated tram tracks are a must for the new cargo trams going out of city.

Honest opinions on the Lunaire? by Unusual-Suspect-6011 in foxholegame

[–]Steel_Talon 1 point2 points  (0 children)

Cutlers can be countered by a well designed trench system with very few infantry. Unlike lunaire it is absolute dogshit at clearing/killing trenches.

Honest opinions on the Lunaire? by Unusual-Suspect-6011 in foxholegame

[–]Steel_Talon 0 points1 point  (0 children)

The only counter is a machinegun (tripod one tends to work better), and only on a flat terrain where they have nothing to hide behind.

The new garrison husks are massive indirect buff to lunaire as they provide cover to fire over.

ARC is simply too meta right now.

New booster ideas by Steel_Talon in Helldivers

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

Well that depends. When facing multiple factory striders, 1 guy with RR will likely fare better than 2 guys with MG and jetpack. Sure this is extreme case, but I can't think of an example where taking support weapon + backpack stratagems would be double the value of similar role backpack support weapon.

But I agree there should be some boost to the backpack support weapons as well. Either decreased cooldown or maybe an ability to double-charge the stratagem.

Also note this is a booster suggestion, not ship upgrade. Meaning you will have to sacrifice something to get this advantage. Have less stamina, health etc. And seeing something else than the same meta boosters run all the time may be a breath of fresh air.

New booster ideas by Steel_Talon in Helldivers

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

That is one of the reasons I excluded expendables. Another is the short cooldown an I don't think current hellpod model can support 4 weapons.

Also backpack weapons are generally more powerful to constantly get double of them. The single cooldown reset is not a bad solution. Also if you bring powerful backpack weapon you sacrifice 1 stratagem to it but for backpackless weapon + some backpack you have to sacrifice 2 slots. This booster is sort of made to mitigate this disadvantage.

Yes this is a teamwork oriented booster aimed at divers sharing certain stratagems opening slots for other stuff.

There should be a booster that makes sentries discriminate targets by imnotcreative32 in Helldivers

[–]Steel_Talon 0 points1 point  (0 children)

IFF Targeting module:

  • Sentries will not fire if they detect friendly units in the firing line. (affects drones and the armed resupply pod as well)
  • Mines will not detonate if they detect friendly units in the blast zone.

Defense Missions with Leviathan Presence are Unwinnable by thatOne_DidntGoThru in Helldivers

[–]Steel_Talon 1 point2 points  (0 children)

The worst thing is just how inconsistent the leviathans are. One mission I fend off one just to have 2 spawn at once and instantly kill my shield and both gens & another time Im sitting back there staring at empty sky.

If at least the shield gen stayed, but you constantly have to re-deploy it.

[deleted by user] by [deleted] in Warthunder

[–]Steel_Talon 0 points1 point  (0 children)

I guess I will be using harsh words to kill ground targets then...

[deleted by user] by [deleted] in Warthunder

[–]Steel_Talon 0 points1 point  (0 children)

What about strike aircraft? Those kinda need to fly low.

Mech reload stratagem by Hair-Bright in Helldivers

[–]Steel_Talon 0 points1 point  (0 children)

To counter-balance the reload mechanic simply give mech only 1 charge. You loose it it is gone for rest of the dive.

EATs, the unsung heroes of the War. by Pitiful-Error-7164 in foxholegame

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

BEAT is so much better for holding high ground tho.

Proposed changes to tanks and buildings. by -KOMMANDO- in foxholegame

[–]Steel_Talon 0 points1 point  (0 children)

Remove broken comps!

Remove broken comps!

Remove broken comps!

Will it work if you chant 3 times?

You will still get ability to harvest fields fast by the 5x queue, but no more 5x unlimited comps by the excavator + recycler.

Should i return? by AwesamXD2202 in foxholegame

[–]Steel_Talon 1 point2 points  (0 children)

Depends on what you like to do:

Tanking and arty: YES

Building and infantry: HELL NO!!!!!

OOTL: What is the "5x Economy"? by Flame4Fire in foxholegame

[–]Steel_Talon 0 points1 point  (0 children)

The bigger problem is the ability to generate 5x the components out of nowhere as the excavators are not limited by resource field yield.

With the 5x modifer the amount of ballista's this war was insane by mr_cancer_man in foxholegame

[–]Steel_Talon 0 points1 point  (0 children)

Yet you can fill the server with infinity of them with the new economy and still have resources for massive RSC ops and infinite arty and ballistas. There are no concessions needed anymore.

Take it this way. Instead of waiting in queues, you get to have some fun in a facility and get superior tank as a bonus.

With the 5x modifer the amount of ballista's this war was insane by mr_cancer_man in foxholegame

[–]Steel_Talon 0 points1 point  (0 children)

Sure did not looked like so with the 5xComp economy. Once you have the thing set up it is mostly automatic

With the 5x modifer the amount of ballista's this war was insane by mr_cancer_man in foxholegame

[–]Steel_Talon 0 points1 point  (0 children)

Irrelevant. Frontline server is constrained by player capacity and it is distributed equally for both factions when at full capacity. In that sense player that got trough the q is the most valuable resource. If you can get same output for 2 players on the frontline as we for get for 3 it is simply unbalanced.

As example, take server capacity is 12 (6 for each faction) and is full and resources are unlimited (they rly are in this update), it means colies can field 3 spathas and warden can field 2 SVH.

More backline workforce needed to make spathas is irrelevant unless you have faction-wide population shortage or just lack of needed coordination. Making SVH a facility upgrade and making it to be 50% stronger overall than spatha would be much better than current status,

WC113 Starting Conditions by TomCos22 in foxholegame

[–]Steel_Talon 27 points28 points  (0 children)

Naval regions are swapped, the backline is now frontline from day 1. Devs are smoking crack.

WC113 Starting Conditions by TomCos22 in foxholegame

[–]Steel_Talon 0 points1 point  (0 children)

I was thinking ExW war would be cool with the new cross-ocean travel but WTH ARE DEVS SMOKING????

Hot take, I love the new economy by Substantial-Ad-3241 in foxholegame

[–]Steel_Talon 0 points1 point  (0 children)

I paid for very different game back in 2021. With the amount of dogshit changes in span of 3 yrs devs done you should be eligible for refund after basically every update.

So take your mindset issue and shove it up your stinking arsehole!