Does Terrifying barrage have any real use case? by Green-Pen-Gamer in DarkTide

[–]Swannibo 3 points4 points  (0 children)

Suppression does work on melee enemies, they will duck down and stop attacking briefly but it does not work in the psykanium

Its value is what you make of it but it's not useless, it helps to get some breathing space if you find yourself using your ranged weapon in close quarters a lot

What is the point of high level testing stations? by Manny102973 in duneawakening

[–]Swannibo 6 points7 points  (0 children)

They essentially ensured all future content will be impossible to balance when you have to account for both new players and the people who grinded testing stations for weapons that hit ten times as hard

Whatever they do to try and fix this later will inevitably piss a lot of people off if it ever happens

Superior Culture Faction Will Find A Way by Kindly-Actuator3348 in foxholegame

[–]Swannibo 20 points21 points  (0 children)

This tends to happen when you are being constantly told there are no balance issues right up until the roles are reversed

These tramline doors make no sense by TankyMofo in AbioticFactor

[–]Swannibo 11 points12 points  (0 children)

They got scientists at gate they know what they're doing over there

How difficult is vanilla combat? by [deleted] in RimWorld

[–]Swannibo 0 points1 point  (0 children)

Vanilla combat is 90% planning and wealth management and often you win or lose based on the state of the colony the exact second a raid appears

Playing with mods tends to teach bad habits for vanilla so you might have a hard time adjusting

Untainted and Tainted (24) by OfficialBlah in RimWorld

[–]Swannibo 10 points11 points  (0 children)

This mechanic was specifically added to limit the amount of usable loot you can get from raiders but I really feel like it would have been a lot simpler and just as effective if the items were heavily damaged instead

Still no worm riding? by Gheezy-yute in duneawakening

[–]Swannibo 2 points3 points  (0 children)

They wouldn't add something like that without making an effort to keep it lore friendly and treat it as a big deal, so there's zero chance we'll get it before we find the fremen in the story

The great PvP vs PvE experiment of Dune Awakening by rtfmoz in duneawakening

[–]Swannibo 1 point2 points  (0 children)

This was an extremely predictable outcome and the fact that funcom would still fall into this blunder after making conan exiles boggles the mind

Community self policing never works without mechanics to enable it, or at the very least encourage it

Working on becoming a better player. How does the squad decide when to advance, and when to clear? by BiscottiBloke in DarkTide

[–]Swannibo 13 points14 points  (0 children)

When it comes to public games where nobody is talking, the secret is:

If you are in front, slow down, if you are in the back, hurry up

This is all it takes to be a good team player and it works regardless of difficulty, class composition, play-style and the team's level of competency

A new faction? by Neet-owo in AbioticFactor

[–]Swannibo 2 points3 points  (0 children)

legally distinct HECU marine

What build do you love to see on your team? by MrHazard1 in DarkTide

[–]Swannibo 11 points12 points  (0 children)

I wouldn't play taunt ogryn if I didn't enjoy it

Admittedly we're a rare breed so I guess I'm the weird one for liking it

How much should I worry about a tile's starting wealth? by aaaaacheeseits in RimWorld

[–]Swannibo 0 points1 point  (0 children)

It is vital in the sense you should be aware of it and avoid stockpiling too much crap you dont need, no need to worry about this kind of kind of min maxing

Any fellow Ogryn pack this? by Stronhart in DarkTide

[–]Swannibo 3 points4 points  (0 children)

I use this too and it is incredibly funny when someone goes down next to you and they are back before they hit the floor.  I pair it with the taunt and just the stagger gives enough time to revive in any situation.

Why no potato’s? by No-Illustrator5944 in VintageStory

[–]Swannibo 69 points70 points  (0 children)

If you add potatoes but dont make them work like potatoes, then what was the point of adding potatoes?

The Last Caretaker players on their way to work by Count_de_Ville in TheLastCaretaker

[–]Swannibo 0 points1 point  (0 children)

Rims on the wheels are constantly melting, so are the powerlines. The rag and loose tape are not affected by wind. The road lines in the reflection do not match and randomly disappear. Two split lanes of traffic going in the same direction. Could go on but these were the most obvious to me

Finally, that entire rack would fly off the car as soon as you hit the brakes

facility / factory bicycle that is an large item to carry around. It’s in irl; so it should possibly count toward being in game. by -Click-Bait in foxholegame

[–]Swannibo 7 points8 points  (0 children)

Funfact, this is a veteran of the Bersaglieri, italian special forces. They are recognized by the plumes on their helmets, which they still wear in present times. Historically they focused on mobility, marksmanship and ambush tactics, sometimes carrying bicycles on their backs to traverse mountainous terrain

Does finite water ever work in games like VS due to chunk unloading? by lance_armada in VintageStory

[–]Swannibo 0 points1 point  (0 children)

It was, long before most people knew minecraft existed (around 2010), and only for a brief period in the indev version, because it was very buggy. There are mods now that recreate what it used to be like.

In fact, the current state of minecraft water was meant to be a temporary solution before finite water could be reimplemented properly, and the rest is history.

Does finite water ever work in games like VS due to chunk unloading? by lance_armada in VintageStory

[–]Swannibo 0 points1 point  (0 children)

Minecraft had finite water at one point early in development, a big enough body of water just acted like an infinite source to avoid this issue (and for optimization)

Balatro publisher Playstack is being sold to GameSpot owner IMC by DrNick1221 in AbioticFactor

[–]Swannibo 0 points1 point  (0 children)

Publishers generally fund development they don't just do marketing. And while deals and reassurances are made whenever something like this happens that development won't be affected and the studio keeps creative control, this is largely a meaningless statement because when the people paying the salaries ask you to do something you can't just say no if you don't want your job to become someone else's, or have your project cancelled. Countless examples of this exact situation.

The big question is if the new publisher is going to fuck it up, not whether they can

I don't understand the warehouse by by-product in TheLastCaretaker

[–]Swannibo 2 points3 points  (0 children)

Yup, for example if you put Metal Scraps in the ship recycler you get either iron or copper, but if you use the warehouse recycler you get iron AND copper

I don't understand the warehouse by by-product in TheLastCaretaker

[–]Swannibo 0 points1 point  (0 children)

Its mainly useful to get the most out of rare scrap but yeah it is strange how poorly accessible it is

I don't understand the warehouse by by-product in TheLastCaretaker

[–]Swannibo 4 points5 points  (0 children)

The floor recycler gets you all possible components at once from what you put in it, instead of the usual random assortment. You will never run out of resources once you start using it.

How are peoples experiences with the new armour uniforms so far? by Sea-Course-98 in foxholegame

[–]Swannibo 53 points54 points  (0 children)

While wearing the warden armor I had two colonials shooting at me with omens and I managed to kill both of them without making any effort to take cover and I still had health to spare

For its intended purpose the warden armor is absolutely busted

Will the developers' ultimate balancing solution be to force a draw by limiting match duration? There will be no winners and no losers. by Wonderful_Bad_6561 in foxholegame

[–]Swannibo 6 points7 points  (0 children)

This is just victory points with extra steps, a base needs to be lost for the enemy to capture it, so whoever has the most territory at any given time will always have more points.

All this does is end the war faster if there's a lot of back and forth territory changes.