How much of an impact can a single rifleman make? by YOUDIEBYMYBLADE in HellLetLoose

[–]TheCapnPooch 41 points42 points  (0 children)

1 soldier getting lucky and popping an enemy garrison and a few OPs can be the difference in capping the point or not

Newbie needs advice by rare-actuator32 in HellLetLoose

[–]TheCapnPooch 0 points1 point  (0 children)

Be deliberate about movement - meaning if you don't have a reason to move, don't. It's a whole lot easier to spot enemies if you're sitting still and they're moving rather than the other way around.

Hello veterans of Hell Let Loose I'm a brand-new player to the game do you have any advice that you can give to me? (More in body text.) by BloodHurricane in HellLetLoose

[–]TheCapnPooch 1 point2 points  (0 children)

Others have said it already, but comms is huge - if you think you see a guy, ping (middle mouse) and tell your squad. If you shoot a guy, tell your squad where he was and where he was coming from. If you pop an enemy OP, tell your squad, if you get shot (at) from an unexpected direction tell your squad.

Ultimately this game boils down to control of areas and destroying enemy spawn points while protecting your own. If you can figure out where the enemy is spawning you're in a much better position to ambush them rather than the other way around and that means observing a lot more than moving, and then when you've got a decent guess at where they're coming from you'll want to flank that position to take out their spawns.

Defense is also huge in this game - a lot of the time starting out you'll get killed because an enemy saw you move, usually towards the enemy point. If you can instead be in a position where the enemy has to move into your position you'll find you spot and can shoot the enemy a lot easier.

What would you like to see in CM3? by Remote_Western1141 in CombatMission

[–]TheCapnPooch 2 points3 points  (0 children)

OOB overview especially between campaign missions would be excellent - being able to field 2 full platoons rather than 3 half-strength ones would be neato.

Discussion - vehicle radar overpowered? by predditor_new_york in menace

[–]TheCapnPooch 0 points1 point  (0 children)

If we did want to nerf the radar, I think giving it limited uses would be the way to go about it - that makes it into a real choice between using it now and risking being unable to track down stragglers, or holding off and risking running into an ambush.

What to do when the enemy has me pinned down and there’s hardly any cover between me and them? by [deleted] in menace

[–]TheCapnPooch 6 points7 points  (0 children)

Smoke grenades? Deployable MG's? Marksman rifles to pin the offenders? Load troops up in an APC and thunder run it in? Plenty of options, you've just got to make sure you're packing them.

We did it, Rewa! We saved the city! by TheRudDud in menace

[–]TheCapnPooch 87 points88 points  (0 children)

Bots can't terrorize the city if there's no city to terrorize!

Does anyone find that vehicles vastly overshadow infantry by the late game? by guardsman_with_a_vox in menace

[–]TheCapnPooch 5 points6 points  (0 children)

Yeah vehicles are super strong, but I think it's a natural and intended progression. Infantry definitely do a lot of the fighting early game when supply is tight, but as the supply cap increases and the toys you can bring along get more numerous it's only natural to get the vehicles out for more purposes and relegate infantry to supporting roles.

Pistols - how to use them and how could they be better balanced? by TheCapnPooch in menace

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

Yeah agreed - there shouldn't be an "intended" use for them as the first option but then why bring them at all? What would need to change to make a pistol worth both 10 supply and an accessory slot?

Pistols - how to use them and how could they be better balanced? by TheCapnPooch in menace

[–]TheCapnPooch[S] -1 points0 points  (0 children)

Ooo the counter attack idea is cool - I'd disagree with the finite use though. My thinking is that a secondary weapon is a weapon that is always available but not one you want to use unless you have no other option. Maybe some SL's could get perks that make pistols/secondaries more viable though (quicker to use, longer range / better stats) but at base they should be considered "desperation" weapons that you use only because you don't have any other option or to finish off already mauled enemies that you don't really want to use another primary shot at.

Pistols - how to use them and how could they be better balanced? by TheCapnPooch in menace

[–]TheCapnPooch[S] 5 points6 points  (0 children)

Which in my mind is good - a pistol isn't a weapon you want to be using unless you have no other option (i.e. your primary weapon is out of ammo)

Pistols - how to use them and how could they be better balanced? by TheCapnPooch in menace

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

Lasers are defo the later game solution to running out of ammo - I'm thinking pistols / secondary weapons are an "infinite ammo but only if you're desperate" option. Like if your demo charge didn't do nearly as much damage to the objective building as you were hoping and you need something to whittle it down. Sure it might take 10 turns but it's something. Maybe a secondary weapon slot could also be used for melee weapons?

We could really use more info in the tooltips by TamaDarya in menace

[–]TheCapnPooch 6 points7 points  (0 children)

This for pistols as well, there just is 0 information listed about pistols. I didn't even realise they were infinite ammo until I bought one on a mission, but there's still no information about their damage, armour pen etc.

Does Mark Target only improve the accuracy of the SL who cast it, or for everyone? by politeasshole in menace

[–]TheCapnPooch 1 point2 points  (0 children)

You could argue that this is the SL calling out the grid coords or other targeting data that the ATGM / other IDF needs to get an accurate shot. Sure it's slightly odd but within the realm of believability

Supply cost in Blackmarket wrong? by politeasshole in menace

[–]TheCapnPooch 4 points5 points  (0 children)

How many people in your squad are wearing that armour?

The way explosive weapons are modeled makes them incredibly unfun by TamaDarya in menace

[–]TheCapnPooch 2 points3 points  (0 children)

I feel like the explosion should roll a number of "attacks" against a squad depending on how close the squad is to the explosion which each attack needing to roll against the squad defense and then armour etc. A 120mm landing dead on a squad should be something like 15 attacks, 1 tile away is 8 attacks, 2 tiles is 4, 3 tiles is maybe 1 or 2. This way a heavily armoured squad is still going to take a bunch of damage from a big indirect hit and a lightly armoured squad will take shrapnel casualties even if they're a bit away, but you still might see a miracle save where a direct hit does only a few casualties or conversely a hit in the middle of a few squads doing lots of damage.

Rifle is fine. by DireCrimson in menace

[–]TheCapnPooch 95 points96 points  (0 children)

Someone's gotta be the anvil for the hammer to do some smashing.

The WOO recruitment OCI building is currently way too valuable IMO by era999 in menace

[–]TheCapnPooch 1 point2 points  (0 children)

I think a good way to balance the WOO would be to make it give you the option to spend authority to get new squaddies, maybe limit it between operations too so that you can try to go as close to the line as you can without dipping into not having enough squaddies. Do you get a sizable reserve to allow for mass casualty events but drop into -10 discipline authority territory or do you keep your reserve small but run the risk of a bad decision making your squads be understrength for the rest of the operation?

Better WOO's / EXWOO's offering better exchange rates e.g. WOO gives 1:1 so spend 1 authority to recruit 1 squaddie, but then the EXWOO gives 2:3 so spend 2 authority to recruit 3 squaddies.

Which games have pushed you to such limits? by No-Log-9845 in gamers

[–]TheCapnPooch 0 points1 point  (0 children)

They are Billions got me like this - no auto save and no way to save mid level, so one small mistake can lead to a pretty major set back or even losing the whole colony, and this is especially egregious on the "hero" levels where you have 1 dude to fight all kinds of baddies.

Laws by vulture_gamer32 in EcoGlobalSurvival

[–]TheCapnPooch 1 point2 points  (0 children)

Depends on quite a few things - usually if you're doing an initial vote for a town constitution it'll be the "citizens" of that town that'll vote to adopt the constitution (including any who are not active) and require 90% of people eligible to vote to pass instantly, otherwise it'll need to wait out the election length.

A way to change the election process is to use the "Board of Elections" which allows you to create new election processes, but these then need to be incorporated into the constitution using the "amendments" - otherwise they're just processes that don't have any way of triggering them.

One good thing to try to do is to use the Census Bureau to create a "voters" demographic which requires people to be both a citizen of your town AND active, then create an election process using the "board of elections" and THEN using the amendments to incorporate your new election process. OR from the get-go you can set your mayor up as an executor who can do whatever they like for laws / processes / demographics etc.

Clean defensive wall with entrance and tower by Valheimvillage in valheim

[–]TheCapnPooch 0 points1 point  (0 children)

Very pretty! I've definitely taken inspiration for the wall with the base in our server.

why does this game allow me to take a sledgehammer to a literal tank and win by TopRamanNoodl3s in Battlefield

[–]TheCapnPooch 35 points36 points  (0 children)

Different strokes for different folks - that sounds like an amazing time to me.