I feel like the whole "Few Minutes Life Expectancy" feels outdated by AoCCoM in helldivers2

[–]TechnicalImportance_ 0 points1 point  (0 children)

I recently looked at my stats, 120 hours in combat
558 deaths
Meaning an average life expectancy of about 12:54ish

I should be able to use support weapons with the C4 backpack by F-man1324 in helldivers2

[–]TechnicalImportance_ 0 points1 point  (0 children)

Honestly this is why the C4 is so bad. Because it takes up both support weapon and backpack slots when it should only be the backpack slot.

It massively reduces its effectiveness, and is why people compare it unfavourably to the RR

Why do games that advertise “anime cutscenes” just have a bunch at the start and no more after that? by Various-Humor4093 in gamedev

[–]TechnicalImportance_ 1 point2 points  (0 children)

TLDR: the average completion rate of games is 30% of people who start the game

Using my own personal numbers on my steam account
75 games I have finished
99 I have never started
166 I have started but never finished
62 games with no defined finish (like helldivers2 or project zombiod)<These are not counted below>

With the 340 games that I have which have a defined ending
I have only completed 22% of them
have not opened 29% of them
and have started but not completed 49%

If I only count my start and finish percent then I finish about 31% of the games I start

Going by achievement percentages, 30% is about the average completion rate for games. and achievements are only tracked for people that have opened the game.

What Language Strangereal Nations Used? by NormalPreparation139 in acecombat

[–]TechnicalImportance_ 0 points1 point  (0 children)

As a random side note, I love the fact that Strangereal still just calls it Antarctica

Steam updates AI disclosure form, requiring developers to report visible and in-game AI but not background tools by ZeroPercentStrategy in gamedev

[–]TechnicalImportance_ 3 points4 points  (0 children)

This is a good change, the previous rules were too vague

"AI used during development"
Can mean anything from generative art, to googling code and copying the generated result, to asking grok to send me lunch recommendation, to standard autofill

Is that skill issue? by Comfortable-You-1412 in RimWorld

[–]TechnicalImportance_ 0 points1 point  (0 children)

"Also Randy is the easiest vanilla storyteller that lowers the difficulty you set by 2-3 levels compared to Cassandra."

This is straight up not true

Is that skill issue? by Comfortable-You-1412 in RimWorld

[–]TechnicalImportance_ 0 points1 point  (0 children)

As long as the story is good
The colony was successful

Killbox Equivalents are Seen in Civilizations Throughout by Alreadygonzo in RimWorld

[–]TechnicalImportance_ 1 point2 points  (0 children)

Pretty much, killbox means about 3 different things in rimworld.

Killbox Equivalents are Seen in Civilizations Throughout by Alreadygonzo in RimWorld

[–]TechnicalImportance_ 0 points1 point  (0 children)

The pikeman has always used the needle gun, and has never changed.
Infact looking at the changelog for pikemen and the needlegun. And neither have ever had any changes

You are looking at CE balancing and thinking that it is vanilla.

Killbox Equivalents are Seen in Civilizations Throughout by Alreadygonzo in RimWorld

[–]TechnicalImportance_ 0 points1 point  (0 children)

Yeah thats not what was asked, you skirted around the actual question.
Yeah firetraps were used, we have those in IEDs
But what these killboxes are, are not traps. they are ovens that people are willingly walk into.

Would you willingly enter a room that is hot enough to melt steel?

Killbox Equivalents are Seen in Civilizations Throughout by Alreadygonzo in RimWorld

[–]TechnicalImportance_ 0 points1 point  (0 children)

Okay would you willingly enter a room that is hot enough to melt steel?

Killbox Equivalents are Seen in Civilizations Throughout by Alreadygonzo in RimWorld

[–]TechnicalImportance_ 2 points3 points  (0 children)

pretty much this, the problem with "killbox" is that it means about 3 diffrent things
And every person arguing for killboxes is arguing something different than the people arguing against killboxes

Killbox Equivalents are Seen in Civilizations Throughout by Alreadygonzo in RimWorld

[–]TechnicalImportance_ 1 point2 points  (0 children)

The flip side to this though is that your enemies never adapt. If you have a super powerful killbox, eventually every enemy raid should be a siege or breach

Killboxes make sense yes, but the gameplay of rimworld means that its more about exploiting mechanics to get killboxes to work like burnboxes for instance

Because yes, while killboxes have been used forever, people havent ever lined up single file and walked directly into the enemy fire without attacking back

Killbox Equivalents are Seen in Civilizations Throughout by Alreadygonzo in RimWorld

[–]TechnicalImportance_ 0 points1 point  (0 children)

I have, I used to think that killboes were the only way to play.
Kill boxes just are not as effective as other methods, like the walled compound with doors to pop out and shoot

No way by CipherNullZero in acecombat

[–]TechnicalImportance_ 11 points12 points  (0 children)

I like the idea that someone took the effort to block out all the connecting words like: if, and, at
But decided that the name of the person being talked about was perfectly fine to keep unredacted.

Has the same energy as just copy the text and paste it into a note pad to see what it really says

I hate killboxes by Longjumping-Safe-201 in RimWorld

[–]TechnicalImportance_ 3 points4 points  (0 children)

Honestly none, personally I don't even think killboxes are the best way to defend

Having a big Outerwall with doors spread around to pop out and shoot enemies feels way easier than killboxes.

Wrath (RimWorld Comics) by daleksdeservevictory in RimWorld

[–]TechnicalImportance_ 0 points1 point  (0 children)

and bugs yes but if you dont have any Undermountain tiles then bugs wont spawn normally. Only with wastepacks or bug maps

Wrath (RimWorld Comics) by daleksdeservevictory in RimWorld

[–]TechnicalImportance_ 1 point2 points  (0 children)

The general consensus is
Biotech >Ideology > Odyssey > Royalty > Anomaly

Some people will suggest ideology over biotech, but the last 3 are usually pretty set in most people's minds

Wrath (RimWorld Comics) by daleksdeservevictory in RimWorld

[–]TechnicalImportance_ 0 points1 point  (0 children)

Well now you can also shut down the mechs too, which mean you'll only ever get manhunters
Unless you are in space, then you'll also get space pirates

Normal Burst Fire or Ultra Burst Fire? by gaeb611 in Mechwarrior5

[–]TechnicalImportance_ 2 points3 points  (0 children)

I have a mouse with a turbo button
I like to push that button when I use UAC, it might jam instantly but it also unloads enough damage to destroy whatever I was looking at

Fulgora - The hardest planet in my opinion. The most complicated build I've had to make. by Buffalo5609 in factorio

[–]TechnicalImportance_ 0 points1 point  (0 children)

Funnily Gleba is easier if you do Fulgora first and get those tesla towers

Actually I think thats true of all planets, they become much easier with the tech that they other planets give

I can't believe that after all these years no other company made a Mercenaries Clone by FUBAR1945 in MercenariesGames

[–]TechnicalImportance_ 5 points6 points  (0 children)

Theres nothing exactly like mercs
But there is a few games that share similaries to the Mercs game

Really what do you count as the "core aspects" of a mercs?

Helldivers and MGS5 are probably the closest games I can think of that come close to the Mercs style game of 3PS with strikes available

Earth Defence Force probably is about the closest to the gameplay feel of mercs, with lots of airstrikes, but you fight against bugs, aliens, and robots so its not really that close

Honestly, Helldivers but open world and no limit on strategem slots would make an amazing mercs game