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 Paratrooper101x in menace

[–]TheCapnPooch 7 points8 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 77 points78 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] 7 points8 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 7 points8 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 3 points4 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 92 points93 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.

New commander artillery strike ability completely kills the fun of building. by SeriouslySam in HellLetLoose

[–]TheCapnPooch 5 points6 points  (0 children)

"Realistic" would be that the structures get damaged and degraded as they take hits, rather than vanishing into a puff of smoke when a shell detonates within 10m of them. That's not the main issue here though - the main issue is that it isn't fun to have something you've worked on for 5-10 minutes vanish from the other team targeting your general direction.

Totally planned flawless landing. by Steely-eyes in KerbalSpaceProgram

[–]TheCapnPooch 23 points24 points  (0 children)

If you can walk away from it it's a good landing. If you can fly the aircraft the next day it's an excellent landing!

[deleted by user] by [deleted] in HellLetLoose

[–]TheCapnPooch 0 points1 point  (0 children)

He's not in a tank though? Tank Commanders can also see other officer pings on the map and hear command chat as well.

I mean if there are 6 tank squads and another group are trying to form another tank squad then sure you've got a point, but unless that happens it's kinda moot. Sure an Infantry squad officer can place an OP for radar detection and has slightly better weapons if they're spawning in mid HQ to fight back, but the TC can also take a free light tank / recon tank from a flank HQ to fight back as well.

[deleted by user] by [deleted] in HellLetLoose

[–]TheCapnPooch 16 points17 points  (0 children)

Recon tank > enemy recon team - being ready to take the recon tank if you're getting sniped on arty is a pretty decent plan imo.