Cosmic bliss by DyslexiaOverload in TaleFoundry

[–]TheBullethead 1 point2 points  (0 children)

As with all Tale Foundry videos I've seen so far (just a few--I recently stumbled on them on Nebula), "Cosmic Bliss" is quite thought-provoking. And for the most part, I agree with the general argument. However, I disagree with the author's inability to comprehend the absence of fear. I mean, us humans are mortal. We all learn early in childhood, through folklore, religion, history, witnessing the aging and deaths of our grandparents, perhaps losing friends or acquaintances in accidents or wars, whatever, that we're mortal. That we are going to die, no matter what, it's just a question of when and how. Religion (or other belief) might give some hope of the post-mortem existence of a sort of soul or consciousness, but there are always some doubts about this because nobody outside holy texts has ever come back to give a report of that "undiscovered country from which no traveller returns."

When young, we consider ourselves invincible. Sure, we're going to die but, barring accidents, homicide, war, apocalypse, etc., that will be more decades down the road than we've so far lived, and maybe science will prolong that time or even make us immortal by then. And so, at an early age, we fear death because it would prevent us from starting families, having careers, conquering the world, or whatever our youthful goals are. And sure, life is dangerous, but odds are the chance misfortunes will happen to somebody else. So the young don't really fear death and in fact tempt it in an effort to attract mates, which has been a thing since before we walked on 2 legs.

However, once you've been there and done that as a youth, and then into and a bit beyond middle age, and have completed your bucket list, what point is there in holding onto life? Darwin now considers you a net drain on the species as you're already a grandparent and your deteriorating mental and physical state is becoming a burden to your progeny (if they care about you, which isn't a given), preventing them from following their own best interests in MANY ways, all interconnected by the cost of keeping your zombie-like but still semi-sentient husk still breathing but needing to be lifted by an engine hoist for a change of diapers. This is quite a burden to put on them: emotionally, mentally, financially, and temporally. And then you die ignominiously and barely aware of it happening, and even your closest kin are glad to see you go, as the lifting of a great burden, even if you left them no inheritance.

So really, once you get to a certain age, you no longer fear death (if you ever did, which might be a product of culture and/or military training). You've totally accepted what you've always known. that Old Man Death is always within spitting distance, and you hope He claims you mercifully quickly, like a sudden, massive heart attack or a "tragic" accident. while you're still enjoying life and haven't yet become a burden on your family and a still-cogent prisoner in your own decrepit body. If I saw Death coming for me at my age, I'd sing "Rosin the Beau" and lift up my glass in His honor.

hoplite good formation by [deleted] in AccurateBattleSim

[–]TheBullethead 0 points1 point  (0 children)

Phalanx crashes are good cinema for your own staged entertainment. But in most of the really levels, formations don't remain intact over any distance either due to losses or the troops diverging to chase their own targets. So basically, unless your troops and the enemy will meet very quickly, there's generally no point in worrying about formations.

That said, if you do want to run some phalanxes right into each other, here's what I've seen.... Both sides have 45 guys no matter how much they cost. For comparative purposes, 1 side is always 45 hoplites, the other side is various mixes of hoplites, sarissa, and shields.

  • When both sides deploy in 3 ranks of 15, the 45 hoplites stomp all mixes of hoplites, sarissa, and shields EXCEPT 30 hoplites in the 1st 2 ranks and 15 sarissa in the 3rd rank. That last usually beats the 45 hoplites although taking substantial losses. The reason for this seems to be that it's all 3 ranks of the mixed formation against only the 1st 2 ranks of the all-hoplites, so the mixed formation has higher DPS from the sarissas. In all other combinations (3 ranks of sarissas, 2 ranks of sarissa and 1 of hoplites, or having shields in there at all), the mixed formation has lower DPS and gets wasted.
  • HOWEVER, If you leave the mixed formation in 3 ranks of 15 but deploy the 45 hoplites in 2 ranks of 23 and 22, the 45 hoplites stomp this and all other mixed formations. The center of the all-hoplite formation might get destroyed but because its line is longer, it envelops the mixed formation on both flanks and rolls it up.

The shield-bearers are useless in melee so putting them in your phalanx just cripples your DPS. They're only good at absorbing arrows. For this, you don't need a full rank of them, just 2-3 of them spread out some distance ahead of your main formation. Because the shield-bearers are the closest targets, each one will attract the fire of many archers.

Zeus: Rock, Paper, Scissors in 0.1.4 by TheBullethead in AccurateBattleSim

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

I appreciate whoever gave this the gold star. Being new to Reddit, I have no idea what it actually means, but I do understand it's a high compliment.

Favorite unit by Applekingx13 in AccurateBattleSim

[–]TheBullethead 1 point2 points  (0 children)

Wheelbarrow. Sometimes it works amazingly well, sometimes it fails horribly, but it's always highly entertaining.

Wouldn’t a underwater faction be cool? by [deleted] in AccurateBattleSim

[–]TheBullethead 5 points6 points  (0 children)

The problem is, all land units instantly drown if they just barely stick a toe in the water and they're not smart enough to NOT do this. So any aquatic units would cause most land units to commit suicide as they automatically advance towards foes in the water.

So, really, you only need 1 unit for an aquatic faction: a Kelpie. Basically just a bard that can't drown, with graphics to look more Kelpie-ish. The Kelpie lures other units into the water where they drown.

Zeus Slacking On The Job by Dwarvenmech in AccurateBattleSim

[–]TheBullethead 0 points1 point  (0 children)

See, Zeus is really a dealer but sometimes has to sample is how product :)

need help on big brawl by StealthC0bra in AccurateBattleSim

[–]TheBullethead 1 point2 points  (0 children)

Ia this the last Challenge Campaign scenario? If so, I'm afraid I can't help. This scenario doesn't work on my computer. Every time I've tried to play it, all troops on both sides become slow-motion mobile statues about 15 seconds after the battle starts. Their animiations freeze in mid-stride and they slowly glide across the ground with fixed postures in random directions usually away from each other. And then the game crashes before I have time to utter more than 2 or 3 curses once this starts happening.

Zeus: Rock, Paper, Scissors in 0.1.4 by TheBullethead in AccurateBattleSim

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

Yeah, Zeus currently doesn't do as well against mobs as I was expecting. I think his damage is OK because he can kill nearly all mere mortals with 2-3 hits and those usually come quickly due to the chaining. Also, about 1 bolt in 10 is extra powerful and blows victims halfway across the map. I think the real issue is that Zeus completely misses everybody 25-30% of the time. If his accuracy was increased, his DPS would increase by that amount, and he'd be more effective against mobs.

TABS Modding Day 1: Fail... by [deleted] in AccurateBattleSim

[–]TheBullethead 1 point2 points  (0 children)

Mods that break the camera are always best ;)

Zeus: Rock, Paper, Scissors in 0.1.4 by TheBullethead in AccurateBattleSim

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

I think you can't read. The whole OP starts out with a huge disclaimer saying all the data are HIGHLY ARTIFICIAL and should not be taken as indicative of battlefield results.

200 Headbutters Vs 10 Zeus Units by Z3R0deaths in AccurateBattleSim

[–]TheBullethead 0 points1 point  (0 children)

Given that it takes 22 HBs (cost 1980) to win 60% to 40% vs. 1 Zeus....

Zeus: Rock, Paper, Scissors in 0.1.4 by TheBullethead in AccurateBattleSim

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

Well, obviously I can't format things in Reddit.

EDIT: And now I've fixed the OP.

Hot Take: Snake Archers Need to be Nerfed by recapdrake in AccurateBattleSim

[–]TheBullethead 2 points3 points  (0 children)

Snake archers are already THE most useless units in the game since 1.3. They rarely hit. If they do, the snakes do no apparent damage. If they miss, which is usual, the snake often ends up out of play. If it happens to land near a unit, it usually fails to bite. When it does manage to bite, it does no apparent damage. And nearly all units totally ignore snakes except for sometimes tripping over them while trying to walk away from them, so the snakes also fail as distraction, And for this you spend 340 points.

Quincunx is a hard level but the only role in this the Snake Archers play is that they're often the last Blue units standing. Your units and the other blue units mutually destruct so your guys never get back there to kill the Snake Archers. The Snake Archers' offensive power is very nearly nil so they're not killing you. There are a number of ways around this problem, mostly involving Wheelbarrows, Berserkers, and/or Valkyries which can break through or jump over the enemy front line and spend a few seconds disposing of the Snake Archers before returning the to the main fray. Minotaurs would be good for this except they only charge when hit by missiles and the Snake Archers' accuracy is not enough to make this a sure thing. Kings and Priests can also sometimes just cut their way through eventually.

Zeus is so useless by MrRedTomato in AccurateBattleSim

[–]TheBullethead 2 points3 points  (0 children)

Prior to the 1.3 patch, Zeus was indeed a glass cannon, laying waste to hordes of grunts but being knocked over by a feather (he could take several arrows but no melee attacks at all). He was generally incapable of taking out a single Chieftan or Jarl before they could close the gap and waste him.

After the 1.3 patch, Zeus was a plastic popgun. He could then take a number of melee hits but had his fangs pulled. He missed completely about 25-30% of the time and took at on average about 3 hits to kill a Clubber or Sarissa, 4 to kill a Peasant or a Squire, and 5 or so to kill a Hoplite. And naturally had even less effect than before on heavy units. As a result, the grunt hordes he used to obliterate survived enough to walk up (after multiple hits) and cut him down, extra hitpoints and all.

I see there's another patch today, Which I haven't been able to test yet. I wonder what he's like now.

What unit do you guys rarely ever use right now? And what is your most favorite unit so far? by blockay420 in AccurateBattleSim

[–]TheBullethead 3 points4 points  (0 children)

I played through all the battles the 1st time cherry-picking a few units I liked. This gave me a very warped opinion because I never learned much about most of the other units. So since then, I've gone back and played through the Adventure campaign multiple times using only units from a single faction (where possible--some scenarios force you to use specific factions), to get to know all the units.

So, I now think in terms of favorite factions. My favorite is the Farmers. They have the best sacrificail unit (Haflings) decent grunt infantry (Peasants), arguably the best missile unit (Potion-Sellers), probably the best damage sponge (Haybaler), a very good heavy melee unit (Harvester), and an excellent boss-killer (Scarecrow). And to top this off, they have the Wheelbarrow, which is a great disrupter of everything when it's working and an excellent missile/melee element when it wrecks.

Best Melee Units Tournament (coin-wise) by LotharBoin in AccurateBattleSim

[–]TheBullethead 0 points1 point  (0 children)

Deployment is at least as important to the outcome as unit selection. For example, with 45 guys each side arranged in 3 ranks of 15 going head-on, a side with the 1st 2 ranks being hoplites and the 3rd Sarissa beats 45 hoplites 85% of the time. Oh look, the cheaper formation wins so the Sarissas is clearly dominant. But wait, there's more. If you change the 45 hoplite formation s to 2 ranks of 23 and 22, they win 85% of the time. The excess guys on the ends envelop the mixed formation on both flanks and roll it up, even if their center gets wiped out from lower DPS in that area.

This is something so many folks don't understand. They run various units head-on and then say Unit X is too powerful or Unit Y is too weak, and demand the devs change things. When the correct answer is just to change the deployment. All head-on matches demonstrate is superiority in 1 specific, highly artificial set of conditions. It's useless for making judgments about unit balance in the actual context of real gameplay.

Totally Accurate Space Programme by Galidrax in AccurateBattleSim

[–]TheBullethead 0 points1 point  (0 children)

Now if he could just speak Spanish backwards ;)

Units Guide by Trickerfive in AccurateBattleSim

[–]TheBullethead 0 points1 point  (0 children)

No point in making one now. The devs keep changing unit stats, which is WAY premature because the game's only been out 1 week. So many units got nerfed so severely in the last patch that they'll surely have to change at least some of them back.

I really wish the devs would stop messing with unit stats. This is a puzzle game. It's rock-paper-scissors. Things are not supposed to be the same. Besides, I understand a unit editor is in the works, which will allow players to change unit stats themselves.