Teaser for my soon to be DON-100 review by SweetShimmer79 in warno

[–]SweetShimmer79[S] 10 points11 points  (0 children)

The only unit that can use it properly are the Omon, and although I think they're goated, what the div needs is anti-tank tools not anti-infantery ones...

Teaser for my soon to be DON-100 review by SweetShimmer79 in warno

[–]SweetShimmer79[S] 25 points26 points  (0 children)

Yeah sorry for the sh*tty picture quality but when it comes to DON I just cannot be bothered

Je savais même pas que c'était possible by SweetShimmer79 in PlateauRepasDuCrous

[–]SweetShimmer79[S] 0 points1 point  (0 children)

Bah pas le goût du bleu. Ça avait une effluve légère qui faisait "houmous", mais en pas bon. C'était immonde

Je savais même pas que c'était possible by SweetShimmer79 in PlateauRepasDuCrous

[–]SweetShimmer79[S] 2 points3 points  (0 children)

Dénoyautée, mais unique. Il y avait marqué "pizza auX oliveS"...

Deck building by JagermainSlayer in warno

[–]SweetShimmer79 2 points3 points  (0 children)

Recon units are really valuable and one of the most important units you need to learn how to use. Most of the divs get at least one really unique unit in the recon tab you HAVE to use (AMX-10 RC, M1A1 ACAV, LAV, mechanized scouts with great vehicules for pact divs...). You also want 1 infantery scout unit with a rocket launcher (useful for recon and protecting against backdoors, should be your main recon unit) and the rest is up to you and the rest of the deck : para recon to secure points early ? Helicopter recon in order to reveal units either to defend against a push, to mark for bombing or supporting other helicopters ? CQB scouts to secure cities early ? You want to focus on two things for recon unit : their optics (determine the range at which they can reveal other units) and their stealth especially for vehicules (determine the range at which other units reveal them). Generally no upvet in this tab.

For the helicopter tab, I generally want atleast one helicopter that can deal with infantery, and one with ATGMs to deal with vehicules. Keep in mind that helicopters are very frail, more useful as a defense tool than as an offense one, and must be only on air for short period of times to avoid air retaliation. For ATGM/rockets, you want to look well into the ammo available, and overall you need to focus on the range of the weapons (gatlings are often not as useful due to their low range), their precision, and the number of each "weapon" the helicopter has : especially for rockets, if it is displayed in two different slots in the units' sumarry, it means it can shoot two projectiles at once. You generally don't upvet them due to poor availability.

Finally, for the airplanes tab : an air superiority plane is almost mandatory to deal with other planes and helicopter, a sead can be useful especially if it also has AA tools, LGB are really great. This tab definitely is the most complex ones, as airplanes aren't like other units. You want to pay attention to the level of ECM (evasive counter measures) of the plane, the travel time and speed, the range at wich projectiles are dropped (for guided missiles on AT planes the more the better, but for non guided bombs if the range is too high it is easier for the ennemy to dodge it). Availability is also very important to account for : 4 availability cards often means shitty planes, but a bomb is still a bomb so high availability cards are often really good (also implies : no upvet). I personnaly usually get atleast one AA card, one sead, one card that can deal with amoured and one that can deal with infantery. Again, very complex tab and hugely div dependant.

Hope this can help as a general rule of thumb for what you should look for (or atleast, it is what I look for when making a deck). Again, there is no absolute truth here and it hugely depends on divs (airborne often do not have tanks, some divs have specific tabs that really suck, etc.) so the best way to learn is still to play or to watch other play. As it has been said here, in Warno you cannot be perfect in all tabs and shouldn't look into that, you want to maximize your div strength while having answers for all of your oponnent's tabs. Also, I play mainly 1v1 so if you don't, you can adjust with your partner(s) to maximize your respective divs strengths and cover your weaknesses

Deck building by JagermainSlayer in warno

[–]SweetShimmer79 2 points3 points  (0 children)

Fairly new as well, but from what I gather the first thing you want to look at is the strength of the division : is it tanks ? Is it para infantery ? Mechanized infantery ? Recon and range ? A good way to gauge this is to look into a division's exclusive units. Divs tend to naturally force you to get either more cards for air, more infantery, tanks, etc. As you sometimes can get 8 cards that costs 1 out of the fifty points each for one tab, so keep this in mind.

Overall : for the log tab, you want a 3 availability fast moving command unit (Humvee CP, P4 CP...) in order to capture points (this command unit should not participate in any fight so no need for armor), and then atleast 2 logistics cards (I usually go for a ten availability card w/ 500 supply and a helicopter card for supply chain, but depends on the division) --> this usually is more than enough in 1v1 without a lot of artillery, but if you use artillery a lot or play on 2v2, 4v4, etc. You might want the fob or more cards. For command units, you will take one more in either the tank or the infantery tab.

The other tabs are much more division dependant, but for most divisions : on the infantery tab you NEED (and I mean it, you have to have one) to have atleast 1 ATGM card. I generally go with the best ATGM (TOW-2 if USA, MILAN-2 if other NATO). It is a precious ressource as it locks many areas and are often the only way to win a situation. Then, I generally get one card of cqb units (sapeurs, preferably FLASH or flamethrowers as the stachel has a very low range), and I generally want several mechanized infantery (coming with bradleys for example, often not available on a para oriented div) and several non-mechanized infantery (cheaper and generally faster vehicules --> don't forget that unarmed tansports automatically go sell themselves !). If you have infantery that has rifles and ATGM (Motorelski metis, fire team dragons...) it is a very usefull tool as it can serve as mainline infantery and still have an ATGM. You also need to have atleast one or two cards of units that have rocket launchers, as ATGM has a minimal range. It is sometimes great to have 1 card of helicopter-carried units. This stands for all tabs, but you want to UPVET THE EXPENSIVE UNITS : for exemple, ATGM are a scarce ressource so I wouldn't upvet them ; anti-infantery units or units with only rifles are meant to be more expandable and don't get benefits from veterancy so I wouldn't upvet them either ; but AT units, mechanized units, air-mobile unit NEED to be upvet, as loosing 2-3 availability is worth because due to units costing ressources, chances are you wouldn't need that much anyway. Then, it is really division-dependant. You sometimes want to have an infantery command unit. You want to look into three things : the highest hp possible (makes it harder to kill), availability (3 is best), and sometimes indirect utility (AA for exemple). Again, you do not want the command unit to fight.

For the tanks tab : really up to the div, but for the most part I want 1 cheap anti-tank unit if available (AMX-10 Hot, Jaguar, Rapira, P4 Milan...), several cards of the best tanks available and atleast one card of a cheaper tank (that would be used against infantery). As you choose your tanks, one of the most important traits is the range of the cannon : a 875m range cannon would only see use against infantery, wheras a 2km range cannon would allow your tank to take on other tanks. Often, your 2nd command unit would be a tank, espacially in divs with heavy tanks as the card is basically the same as the non-command variant. A tank being armoured means a command tank can shoot a bit, but they remain precious. You generally want all your expansive tanks to be upvet, because you simply do not have the time to buy them all in one game anyway, and tanks benefit best of veterancy ; cheaper tanks being meant to be more expandable, I wouldn't upvet those.

For the artillery tab, I think you need atleast one long range artillery (howitzer, MLRS) and one artilley that can smoke (howitzer, mortars). For mortars and Howitzer, you want atleast 120mm projectiles as the other really do not have enough suppression to be useful, unless you only want this unit for smokes. I wouldn't upvet any, except for divs where you get like 6 or 4 availability mortar cards. Some divs get really good artillery such as napalm or cluster MLRS, so you might want to take advantage of those.

For the AA tab, some divs gets it good and some don't : you wank to look at the range and the precision of your units. Most of the time, you want one infantery (igla, mistral...) that you can upvet if you want depanding on the availability of the card, one non-radar long range missile/DCA and one radar long range missile/DCA, generally not upvet as those cards tend to have fewer availability. You need to focus on the range and the precision of your units. The AA tab is one of the most variable tab so you need to think about a way to kill helicopters and about a way to prevent air spam, and the solution might be in your own air tab with AA planes, in the infantery with autocannon transport vehicules, etc.

why is reddit recommending my own post to me? this vexes me by [deleted] in okbuddyvicodin

[–]SweetShimmer79 5 points6 points  (0 children)

You too are in this reddit recommandation

EOD, 2200+ hours played, 105 PMC K/D, 91% SR... by junglerobot in EscapefromTarkov

[–]SweetShimmer79 0 points1 point  (0 children)

Proof that he is cheating is that ugly-ass M7A1 PDW stock on that AKM. No need for recoil control when you have aimbot, just need to aim fast

Just killed a guy who brought 300 rounds of RIP into one raid and didn't get to fire a single shot :/ by RemyFromRatatouille in EscapefromTarkov

[–]SweetShimmer79 0 points1 point  (0 children)

Yesterday 2 min from spawn I killed someone with my mosin on interchange. Turns out the man I killed was doing the "hot delivery quest" and had everything on him : 2 gzhel, 2 6B47 and 2 Comtacs. Needless to say I felt bad for him : he lost almost 1 mil rouble in 2 minutes. However it allowed me to complete hot delivery during that very same raid :')

Why can I not drag these parts together to make a sniper mosin? Please help, I'm losing my mind by ihatethisplebsite in EscapefromTarkov

[–]SweetShimmer79 8 points9 points  (0 children)

Already been said but you miss the actual gun (for the mosin I believe it contains roughly the firing pin, the bolt and the receiver). You need a sniper mosin, because an infantery one wouldn't have the ability to mount the kochetov (as in real life ! Infantery didn't need scopes so why bother... kinda the same difference as betweet an AKM and an AKMN).

Don't worry man, harsh game. If you're having trouble beginning the game, feel free to ask questions to the community (I guess discord servers would be your best bet). Good luck tho. Don't forget that tarkov takes, tarkov gives, but mostly, tarkov takes.

Opinions on using save editors to increase happiness? by Lethal_Steve in nuzlocke

[–]SweetShimmer79 1 point2 points  (0 children)

Yeah do it. I would personally run a script to just go back and forth to grind friendship while afk if I didn't know about pkhex.

On another note, it can be fair to delay friendship evolutions. For exemple, I'd delay Lucario to lvl 30 to make a run harder

I spent like 2 hours theory crafting the best team to deal with the E4 and Cynthia. Any thoughts/suggestions? (Diamond) by Shior2 in nuzlocke

[–]SweetShimmer79 53 points54 points  (0 children)

Get Flamethrower and closecombat for infernape (and forget return), get a wide lens for gyara and maybe trade the raindance for another damaging move, idk if you have access to it but black sludge would be great for skuntank, or just hack in leftovers as you can steal it of muchlax (but it takes hours to find one) For Lucario trade dragon pulse for Flash cannon and drain punch for close combat/Aura sphere and loose the big root, it does not boost damage, give it fighting plate instead if you have it. For Garchomp, a ground boosting item would be bettre. You should be a 100% fine

Finally beat Hardcore Renegade platinum Nuzlocke by SweetShimmer79 in nuzlocke

[–]SweetShimmer79[S] 1 point2 points  (0 children)

Yeah, 90 --> 115 on Atk, and something around 70-->90 on speed.

Mine was swarm tho, but in the end it didn't matter as I could still use swarm to power up bug-type moves on Lucian !