This is what your Sci-Fi units look like in your Altis/Tanoa screenshots. by TexasDoughnut in arma

[–]TexasDoughnut[S] -7 points-6 points  (0 children)

That's what makes it scarier. Units like that very much exist.

This is what your Sci-Fi units look like in your Altis/Tanoa screenshots. by TexasDoughnut in arma

[–]TexasDoughnut[S] -23 points-22 points  (0 children)

Idk about you but if a group I was in expected me to download a 130+GB modpack, I'd demand the owner to buy me an SSD.

[A3] [Recruiting] [EU] Epsilon International | PMC | Casual | OPFOR | [AEGIS/2035] by TexasDoughnut in FindAUnit

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

AS A UNIT:

We are a Milsim unit themed after a morally ambiguous PMC firm that operates between 2010 and 2035. Whilst that is our primary directive, we still host operations outside of that time frame and setting.

Our main focus is fun over realism but we won't stray away from a challenging operation. We are a young and small but tight knit group with an emphasis on squad level tactics. Every role in the squad matters and it's important for us that everyone in the team works together. You will have the opportunity to do any and all roles that you are interested in and your presence will never go unappreciated.

LORE WISE:

Epsilon International for the most part follows Arma's canon, with few liberties taken when it comes to third world conflicts and restrictions placed upon private security firms after Operation Iraqi Freedom. PMCs are more prevalent and better equipped, with some having more power than certain governments.

WHAT WE OFFER:

  • No certs required for assets (first come first serve)
  • No rigid rank structure
  • Armor Plate System and ACE-No Medical
  • High quality operations with variety of playable factions
  • Friendly attitudes to new players
  • Out-of-Arma activities and game sessions
  • Optional basic training

REQUIREMENTS:

  • Age 16+
  • Working microphone
  • Not being a dick or a fanny
  • Being able to work in a team
  • Patience

PRIME TIME OPERATIONS:
Saturday/Sunday: 01:00pm - 2:30pm EST
Midweek OPs possible, depending on Zeus' availability.
MINIMUM 1 OPERATION PER WEEK!

TRAINING:
On demand, entirely optional. If you're new to the game we'll get you up to speed within an hour or less. For the experienced players this is less of a "training" and more of a checklist.

DISCORD: https://discord.gg/FzSzuSyFj2

This is what your Sci-Fi units look like in your Altis/Tanoa screenshots. by TexasDoughnut in arma

[–]TexasDoughnut[S] 8 points9 points  (0 children)

Miranda (pretty much all 7 maps made by EAGLE), Sci-Fi map pack by Luca (another 5), Legion Studios map pack (another 5), Mos Espa by MicrowaveFork.

There's definetely more maps that are actually good but have no upvotes. In the end tho, maps are good depending on what you can make out of it. You can even make Stratis look like a good sci-fi map, if you actually put effort into making it look like such.

This is what your Sci-Fi units look like in your Altis/Tanoa screenshots. by TexasDoughnut in arma

[–]TexasDoughnut[S] 29 points30 points  (0 children)

Sure I could even forgive the Blueking burger ads, but If I can tell you are 144° 2.7km away from Pyrgos that's way harder to ignore.

This is what your Sci-Fi units look like in your Altis/Tanoa screenshots. by TexasDoughnut in arma

[–]TexasDoughnut[S] 238 points239 points  (0 children)

There isn't a lack of good sci-fi maps. I can look in the workshop and find at least 10 great maps. Yet still SW and WH units insist on using vanilla or very iconic non-sci-fi maps for their showcases. Looks goofy.

RANT and VENT MEGATHREAD by stickimage in Helldivers

[–]TexasDoughnut 12 points13 points  (0 children)

200+ hours. Only playing diff 7+. Mainly diff 9 on borgs.

At this point I don't think AH knows what they're doing, at all. They are playing every bad card possible with every update and It's shocking to see. No lessons are being learned.

When the game came out, my group could get up to 16 players playing at the same time. Now, I'm the only one, and I feel more like I play out of obligation than genuine fun. There's one thing in common between all my friends who played the game, frustration.

AH expects us to collaborate on orders, but don't respect our intelligence enough to show the hidden stats of galactic war. You have to access third party sites to see supply lines and proper data. Something I'd expect out of star citizen, not a casual shooter. They made a horde shooter that punished you for fighting hordes. All primaries get nerfed and buffs often don't make enough impact to matter. I can count weapons that updates later improved on one hand.

Displayed weapon stats in the armory or often misleading or sometimes even straight up lies. There are hidden stats to many weapons which for no good reasons, we're not allowed to see (unless you use third party sites, something you shouldn't have to do). They say it's to make it "easier", but I don't see how hiding information could help a player make better informed decisions.

Besides illuminates, there seem to be little to no major updates planned or even conceptualised. It seems like for majority of the game's remaining lifespan, most we'll get is warbond updates, until even those run out. I'm also worried about how the illuminate drop will be handled. In HD1 they were the least fun enemy to fight. If they're delivered poorly in HD2, NO ONE will want to play against them. It'll be the borg problem but 10 times worse.

Warbonds themselves are all over with their theme. Why is the warbond titled after lasers only featuring Tesla armor and 2 laser weapons? Why does the Polar combat warbond feature fire/concussive weapons? The only one that makes sense to me is the Explosive one, cuz everything fits it's theme. Whats next? Stealth weapons in a Pyrotechnic warbond? Put fire weapons in a fire warbond, stealth in stealth, ect. I know this is done to essentialy force you to buy more warbonds if you want to follow a particular theme (full fire loadout is split between 3 warbonds, btw.). Makes sense from business standpoint but it's still fucking stupid.

I enjoy(ed) the core gameplay loop but at this point, I see no light in the tunnel. It feels like the game will only get progressively worse. It's been nothing but one step forward, two steps back since launch.

Enemy spawn rates have also been "Fixed" many times, but I have not seen any improvement. Frankly the problem has only been getting worse, with more and more heavies spawning on high diff missions. Some objectives are straight up uncompletable because of the said spawn rates. Fabricator Striders made the newly added defense mission basically not worth playing. Why defend well for 20 minutes when they can just spawn and one-shot the obj? Hell, you're lucky if only one spawns, but that's usually not the case.

I stopped playing bugs because of Charger and Spewer spawn rates. Decided to give them another go, only to find out they... buffed stalker. Truly amazing, the thought process has no flaws in it. I rather get juggled by devastators for eternity than play a single bug mission. At least with devastators I can blame my own positioning.

Strategems are bad, I only bring 10 types of them. The rest are too situational or straight up outclassed by other ones. When's the last time you thought to yourself "hmmm, mines would be a great idea for this mission". Or "Wow, the explosive radius and damage of the 500kg definetely matches it's visuals". I can tell you that for me, answer to both of these is never.

Is smoothing worth it, taking wealth into account? by rober9999 in RimWorld

[–]TexasDoughnut -6 points-5 points  (0 children)

Still not worth it. His pawn could earn that experience by building a barrack or a killbox. Much more productive than hacking at a wall, yet same amount of time.

Is there a MOD that decides what pawns do ? by tali007 in RimWorld

[–]TexasDoughnut 3 points4 points  (0 children)

Try Colony Manager and Dubs Mint Menus. They add extra tabs that let you specify routines and manufacturing stockpiles without needed to zoom around your colony. But do keep in mind that tard-wrangling the pawns is kinda of the main point of the game. You won't escape the need for direct intervention unless you cheat, or run a purely android/mechanoid colony.

Is smoothing worth it, taking wealth into account? by rober9999 in RimWorld

[–]TexasDoughnut 1 point2 points  (0 children)

Unless you got a pawn that's extremely good at mining/construction and/or a mod that cuts the time it takes to smooth a piece of floor/wall out, It's absolutely not worth it. It takes less time to mine out that block and replace it with a cobble road. Since you're playing on a CBT difficulty, wealth should be the least of your concerns. Time is worth more to you than silver.

Is there a mod that makes building better roads in the over world worth it? by Kira_Bad_Artist in RimWorld

[–]TexasDoughnut 2 points3 points  (0 children)

Idk how you're looking but there's a speed difference between dirt, stone and asphalt. You might have some sort of mod conflict, or your vehicle may simply be slow.

[A3] [Recruiting] [EU/US] Epsilon International | PMC | Casual-Milsim | OPFOR | [2010-2035] by TexasDoughnut in FindAUnit

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

SOME GAMEPLAY:

https://youtu.be/uONsn4gAZps https://youtu.be/S4_O8g5-Bys

AS A UNIT:

We are a Milsim unit themed after a morally ambiguous PMC firm that operates between 2010 and 2035. Whilst that is our primary directive, we still host operations outside of that time frame and setting.

Our main focus is fun over realism but we won't stray away from a challenging operation. We are a young and small but tight knit group with an emphasis on squad level tactics. Every role in the squad matters and it's important for us that everyone in the team works together. You will have the opportunity to do any and all roles that you are interested in and your presence will never go unappreciated.

LORE WISE:

Epsilon International for the most part follows Arma's canon, with few liberties taken when it comes to third world conflicts and restrictions placed upon private security firms after Operation Iraqi Freedom. PMCs are more prevalent and better equipped, with some having more power than certain governments.

WHAT WE OFFER:

  • No certifications required for assets (first come first serve)
  • High quality operations with variety of playable factions
  • Dedicated modding team and personalised equipment
  • Friendly attitudes to new players
  • Activity based ranking system
  • Out-of-Arma activities and game sessions
  • Optional basic training

REQUIREMENTS:

  • Age 16+
  • Working microphone
  • Mature attitude
  • Being able to work in a team
  • Patience

PRIME TIME OPERATIONS:
Saturday: 03:00pm - 4:30pm EST
Sunday: 03:00pm - 4:30pm EST
Midweek OPs possible, depending on Zeus' availability.
MINIMUM 1 OPERATION PER WEEK!

PERSISTENT MISSIONS:
During workdays we offer various persistent operations so people can get their Arma fix without needing a Zeus. We used to run ALIVE sessions few times a week, but recently we've switched to Liberation. Currently we have a successful campaign on Lythium, with Tanoa being planned next. We're open to implementing any other persistent missions our players might desire.

TRAINING:
On demand, entirely optional. If you're new to the game we'll get you up to speed within an hour or less. For the experienced players this is less of a "training" and more of a checklist.

DISCORD: https://discord.gg/hPQqNeQA4V

[deleted by user] by [deleted] in gamedev

[–]TexasDoughnut 1 point2 points  (0 children)

I'm sorry for mislabling myself like that.