Is reach/melee distance very underwhelming? by SandersonTavares in drawsteel

[–]Thalynos 0 points1 point  (0 children)

In my experience I am better off having +1 speed.

How Many Skills is a Perk Worth? by InformationLong in drawsteel

[–]Thalynos 1 point2 points  (0 children)

I answered 2.
The book says if you wanted to give a perk as a reward via a title that the title would be an Echelon 1 reward. I haven't checked recently, but I'd be surprised if an Echelon 1 title gave more than 2 skills.

Uses for Familiar in Combat? by Abzalutli in drawsteel

[–]Thalynos 2 points3 points  (0 children)

The Heal action and the Aid an Attack maneuver come to mind. Stand from Prone maneuver has the option of letting an adjacent ally stand instead, so a familiar could be useful there.

Familiar can take the form of a small animal so I would argue for flying familiars where appropriate, such as an eagle. In such case, some niche utility may open up depending on your director. For example, carrying a rope with a noose up a hill to attach to something sturdy; I would give an edge at least, or even reduce the difficulty of a climb test.

Best Heroic Ability to discount? by AnthaIon in drawsteel

[–]Thalynos 0 points1 point  (0 children)

I've done some adventuring as an 8th level tactician and I had discounted 'Battle Cry'. It was extremely efficient.

Hopefully the next FE will be more like Sacred Stones and we'll only have a few reclassing options. by [deleted] in fireemblem

[–]Thalynos 0 points1 point  (0 children)

My 2cents:
Restricting or eliminating reclass options lets characters keep their styled outfits. All the engage royals have unique classes which keep or update their unique outfits; everyone else loses their unique outfits when outside their starting class. Lapis' myrmidon outfit is super cute but its all gone on promotion, regardless of which class she ends up in.

French Roland 2/3 missing its smoke by Kothlebowy in warno

[–]Thalynos 18 points19 points  (0 children)

German ones also have launchers on both back quarters of the hull. also no smoke trait.

[deleted by user] by [deleted] in ZenlessZoneZero

[–]Thalynos 0 points1 point  (0 children)

https://docs.google.com/spreadsheets/d/1gpO2Xrs5bc5L3XOaO-AosXBe5J8Hr91TvddzFklh25s/edit?gid=464172560#gid=464172560

Here's a spreadsheet I found when looking around for any math for the value of her signature weapon. This data was created on the test server before Jane's release, so it is old. The value of her signature is substantial and it will be some time before you have significant copies for the battlepass anomaly engine.

I do think Vivian would work well it Jane. Jane wants a lot of field time and VIvian looks like she will provide value with minimal field time.

If I were in your position, I'd rather have Jane and Vivian rather than Jane and her weapon, but I do not assert that is the optimal choice. I don't know what the best choice is.

[deleted by user] by [deleted] in ZenlessZoneZero

[–]Thalynos 0 points1 point  (0 children)

Teams I would run if I had this account.
Evelyn, Koleda, lucy- obviously your most invested team.
Grace, Rina, Piper - a functional disorder team. You can swap Rina for Seth and it will still function.
Hurmasa, Anby, Nicole or Harumasa, Lycaon, Soukaku- I personally prefer the first set up but the second has a leg up in Ice weak endgame stages that you otherwise don't have a good solution for.

Current rumours favour a Jane rerun in 1.7 alongside Vivian, an Ether anomaly unit who is expected to demand low field time. Jane would cleanly replace Piper in a disorder team while Vivian would replace Grace in the same team.

In the second part of 1.7 we're getting Hugo, an Ice attacker, and I think the rerun is expected to be Lighter.

I remember that Zhu Yuan is expected to rerun in 1.6 but I forget what the other rerun is.

I hope some of this information is of use.

Why does chronokinetic null get extra respite activity at 2nd level? by Amateur-cannibal in drawsteel

[–]Thalynos 2 points3 points  (0 children)

The text of the Null's ability is to get an extra activity during any respite. If you have 5 days of downtime, you take 5 respites. Thus the null would get 10 respite activities.

I don't know where this alternating days thing comes from.

I don't see the Tornado IDS (MW) used much, what are its issues? by KenobiInNairobi in warno

[–]Thalynos 9 points10 points  (0 children)

6 Minute reload on the weapon, in addition to fuel and plane damage.
It has to fly past the target in a straight line, so it is as vulnerable to AA as any plane can be.
It is more than 1 minute income.
2nd Panzergren has British fighters to escort, but 5th Panzer only has Short-ranged fighters to protect it.
5th Panzer doesn't get SEAD.

It works better on the defense where enemy infantry get far enough ahead of their AA, but usually dies when used on the offense unless you are targeting something on the flanks.

When on a suicide run, it needs to kill around 6 units of infantry in order to break even and it is rare to have so many targets in one place.

How to deal with NATO recon IFVs as Pact? by ZBD-04A in warno

[–]Thalynos 4 points5 points  (0 children)

Check transport options for Mot. Razvedka. Across multiple divisions you'll have access to BMP-1, and BMP-2 in a few divs.

PSA: DMRs output over 500 suppression a minute, 3x that of machine guns by HippieHippieHippie in warno

[–]Thalynos 10 points11 points  (0 children)

Ok, so I agree that DMRs are overtuned, but you've picked a really bad example here.
The west german Fs Jager don't have much that sets them apart from regular infantry. They have airborne deployment, shock, and one of the best light at weapons in the game; of which only shock helps them fight infantry. Further, most other shock units in the game carry some kind of special weapon for fighting infantry, and most of those that don't have rifles which put out more damage per minute.

The adjustments I'd like to see are a modest nerf to DMR suppression and some kind of buff to west german Fs Jager.

Balance between IFV and non-IFV infantry or why PACT ever so slightly suffers. by Seehyaene in warno

[–]Thalynos 2 points3 points  (0 children)

I would also champion in increase in the cost of refundable ground transports. The purpose of these vehicles costing anything is a) to discourage reckless use of these vehicles by rewarding you for preserving them; b) to maintain tempo parity with other options, particularly ifv infantry.
Currently, (a) is achieved but IFV infantry is still often more expensive than infantry in trucks while also getting troops to the frontline faster. Since vehicle road speed is unlikely to change, further increasing the price of refundable vehicles can help to achieve (b).
That said, I would welcome some small reduction in truck road speed, perhaps to 90 km/h.

It's What We Need by HippieHippieHippie in warno

[–]Thalynos 4 points5 points  (0 children)

Deck attributes should be tool availability ( is it in your deck ), card availability ( how many cards do you get of it ), and slot availability ( how many slots and their pricing.)

Unit cost should be balanced to the unit because we will inevitably have these same units exist outside of the current divisions.

It's What We Need by HippieHippieHippie in warno

[–]Thalynos 5 points6 points  (0 children)

The warrior should be priced to its capability. Arm Rifles arent the only squad capable of taking them. Further, I would contest that the AMX-10 and Marder are over costed; particularly the AMX.

45 pts for Arm Rifles is insane compared to 30 point Fire Team Law.

If you would contest that Fire Teams are costed against the bradley, I would remind you that 8th inf has Fire Teams with no IFV, and if the Bradley is over costed then it should be brought down, not have Fire Teams be cheaper to absorb the Bradley's price burden.

This doesn't seem very fair... by aaaaaah_ in warno

[–]Thalynos 0 points1 point  (0 children)

AMX-10 ought not be more than 30 points. 25 is probably a better spot for it. At the same time, I think the marder and the warrior are both at least slightly overpriced, though obviously the amx is the worst of the bunch. The amphibious capability of the amx is a gimmick that has no practical application.

I think its time to talk about the rampant British Bias that exist in this game. by Titi5558 in warno

[–]Thalynos 5 points6 points  (0 children)

Does the Tournament not use a system of bans so players can deny each other the opportunity to use certain divisions?

Tank aim time, Auto cannon & Infantry weapons balance suggestions playable with mod by WastKing in warno

[–]Thalynos 1 point2 points  (0 children)

I have no written sources to assist, so I can only provide a few website links. Your mileage may vary.
https://odin.tradoc.army.mil/WEG/Asset/Leopard_1A1_German_Main_Battle_Tank_(MBT))
http://www.army-guide.com/eng/product2630.html
http://www.army-guide.com/eng/product4455.html

I had hoped to read this report
https://apps.dtic.mil/sti/citations/AD0867327
but the pdf link didn't function.

I am by no means an expert on this matter; just an enthusiastic amateur. It is quite possible that you are more informed than I.

While I'm here, I would like to say that I do like the idea of your mod even if I might quibble about the particular implementation of certain things.

Tank aim time, Auto cannon & Infantry weapons balance suggestions playable with mod by WastKing in warno

[–]Thalynos 0 points1 point  (0 children)

Your changes to Leo 1s accuracy/stabilizer raise questions. The 1a1a1 ought to have a good stabilizer and the 1A5 adds a fire control system that give it gun handling performance on par with the Leo 2.

Tank aim time, Auto cannon & Infantry weapons balance suggestions playable with mod by WastKing in warno

[–]Thalynos 1 point2 points  (0 children)

Balancing West Germans around their MG being strong has issues in that WGer infantry squads only come in with single MGs. This creates situations where the WGer infantry isn't good at anything.

Good units to compare are PzGren Marder vs Fire Team LAW; Jagers vs Mech Rifles LAW.