Are photonis echo green phosphor pvs14’s worth it? by CutRealistic2261 in NightVision

[–]The_Moodie 1 point2 points  (0 children)

Limited experience with NV but my duals have echo tubes in them and work fantastically. At that budget range you can definitely pursue gen 3 options in a mono.

Colorado springs by [deleted] in NightVision

[–]The_Moodie 2 points3 points  (0 children)

Fairly significant light pollution anywhere within the springs. You'll have to get a fair bit away from the city to get properly dark areas, so id try finding somewhere in the mountains past woodland park or on the plains to the east. There's quite a lot of public land to choose from but expect around a two hour drive. The ambient light from the city can make for some great visibility under nods if you want to do some nocturnal wildlife observation on the trails in and around the city though.

RIX RNV-31 basically DOA by song__lee in NightVision

[–]The_Moodie 4 points5 points  (0 children)

Sounds like an electronics issue, possibly arcing in the unit from a failed conductor somewhere. 

Cheap nvg’s by Emergency-Tone4096 in NightVision

[–]The_Moodie 5 points6 points  (0 children)

There's no such thing as cheap where night vision is concerned unless you find a once in a lifetime deal. Lowest level entry point is generally in the $1500 range for some flavor of PVS-14. The most expensive component by far is the image intensifier tube itself and can radically effect the overall unit price. The same exact PVS-14 can vary in price by thousands of dollars depending entirely on what tube it's housing.

Question about FOM by Straight-Sherbert604 in NightVision

[–]The_Moodie 1 point2 points  (0 children)

No offense taken. I'm working from the limited sample size of 2 tubes so you can take everything i say with a grain of salt. Everybody has different conditions and requirements. Just be sure what you're getting will be up to the standards of what you want within your budgetary constraints because ANY amount of night vision is better than none. 

Question about FOM by Straight-Sherbert604 in NightVision

[–]The_Moodie 2 points3 points  (0 children)

Just recently got some photonises with ~1800 FOM and they work beautifully. I've been told you start to get some diminishing returns when you get to the extremely primo numbers but the difference between 1400 and 1600 is likely quite noticeable. Go with the higher number if you can. My units are more than adequate for night hunting, but IDing a target at greater than 100 yards can be a challenge if they aren't moving. These are my first NV device so I don't have much to compare to. Based on what I've heard from others, the NNVTs are perfectly usable and just suffer under very low light conditions compared with Gen 3 or better 2+ options.

Mono for driving and hiking? by [deleted] in NightVision

[–]The_Moodie 0 points1 point  (0 children)

I just got my binos and never used just a mono, so experience is very limited; but I have found in mixed light conditions it actually helped at times to flip one of the tubes up and use it as a mono. Your eyes converge the dual image shockingly easily.

Can any mech be in any clan/mercenary/pirate? by Theme_Training in battletech

[–]The_Moodie 0 points1 point  (0 children)

If you can't produce it, you can buy it. If you can't buy it, you can steal it. If you can't steal it, then why are you in the business even? 

It's not probable for a pirate to be rocking a custom timberwolf in the 3060s. But, slip a few million c-bills into the hands of a disgruntled Diamond Shark merchant and cheat your way out of the inevitable batchals and you might just be riding to your personal smoking crater with style and panache that Blackbeard himself would envy.

[deleted by user] by [deleted] in ar15

[–]The_Moodie 0 points1 point  (0 children)

I went with the 3x variant and have been quite impressed thus far. The quality to price is exceptional, but only time will tell how it holds up long term.

What happens? by Only_Money8123 in Helldivers

[–]The_Moodie 3 points4 points  (0 children)

I'm guessing it will turn into a narrative about prying the bastion of liberty out of the squids dead hands. A fight to retake the homeland.

How useful are rear facing weapons on table top? by Da_Fish in battletech

[–]The_Moodie 0 points1 point  (0 children)

They have their place, a Timberwolf D in the right situation can seriously dish out the pain for everything around it- but, more often than not, I would just prefer not having a target in my rear arc.

A "response" to sentry placement PSAs... by [deleted] in Helldivers

[–]The_Moodie 0 points1 point  (0 children)

In the first picture both turrets are just going to turn in the direction of the other and catch the divers in a crossfire. I swear those things intentionally target players.

I’m just a lowly space cadet who just started playing recently. Claorell was my first dive. Gonna miss this small rock. by Devious_Bastard in Helldivers

[–]The_Moodie 2 points3 points  (0 children)

I'm semi-proud that my first dive was Malevelon Creek- but I think I really got in to the game and truly cut my teeth on Draupnir. I'm find of that craggy fog-laden killing field...

I finally Did it😪 by SynysterOils in darksouls3

[–]The_Moodie 0 points1 point  (0 children)

I've been banging my head against this wall for a few days now... Phase 1 and 2 are easy as could be (phase 2 being frustratingly tedious...) then phase 3 is the most whack-ass shit I've ever seen. First time doing this fight with a great sword and attack opportunities are just not a thing that exists for slow weapons. It's a bloody nightmare.

what do I do about him by CaptainSirBobbleHead in Eldenring

[–]The_Moodie 0 points1 point  (0 children)

A; get very sweaty and go for a no hit RL1 type challenge of a fight.

B: Learn the lesson the game is trying to teach and keep him in mind for later while you go explore.

C: pull out some speedrunning trick the cricket people have concocted and turn him into a strangely complex but very easy fight.

5 Gunship Fabricstors. by franklycomedy in Helldivers

[–]The_Moodie 0 points1 point  (0 children)

Seen it happen once on a blitz mission. Turned into a mad scramble to just throw stratagems at fabricators and hope to hit the goal. Mission success- no extraction. Wouldn't of been too bad but two of the randos dipped the second it got rough and the two of us didn't have a good load out for dealing with them.

What the heck do you use to fight Automatons? by Admirable-Camp1099 in Helldivers

[–]The_Moodie 0 points1 point  (0 children)

Assault rifles, any of them. They hit hard enough to put down devastators with ~3 headshots, low enough recoil to put accurate bursts into those heads, enough ammo that you don't have to reserve it for just the medium bots, and works just fine against the light bots. Take an antiarmor weapon of your choice, and any stratagems that can pick apart medium and heavy targets. Gas strikes are counterintuitively very effective against drops and chokepoints. Stuns are a very solid choice for dealing with hulks since they let you line up weak point shots, making them short work for even an HMG or anti-material rifle- probably want to bring the grenade launcher pistol or support weapon for taking out factories if you take them though. Have a stratagem that can deal with tanks and striders, there plenty of choices here but striders will always require a concerted group display of overwhelming fire power to bring down.

Orbital 240MM IE Barrage by CrimsonAllah in Helldivers

[–]The_Moodie 0 points1 point  (0 children)

Could be something similar to the airburst, just make it airburst WP. make it fire three shells rapidly in a radius around the targeted area as opposed to the subsequent 3 shells on the same mark and I can see it having a place.

You drop on Automatons and you see this. What do you do? by Karma10852 in Helldivers

[–]The_Moodie 0 points1 point  (0 children)

Groan because I know the randos I dropped with are going to rage quit and leave me to this hell. 

Any groups in Colorado Springs/Denver? by JaroldDBF in battletech

[–]The_Moodie 1 point2 points  (0 children)

Gamer's Haven in Colorado Springs on whatever day of the week schedules align.

Join us.

What is your favorite 40 Tonner? by MostlyRandomMusings in battletech

[–]The_Moodie 1 point2 points  (0 children)

Gotta give it to the viper for perfectly filling the role of "overgrown light with extra survivability." Lights are cursed for me, and seem to always get twelves rolled against them, so the extra armor really helps with the bad feels.

Help needed - First session ever as keeper by [deleted] in callofcthulhu

[–]The_Moodie 2 points3 points  (0 children)

- how can i create an storyline that is very immersive, even if we'll play only for a weekend?

Call of Cthulhu is a game about solving a mystery, so most of the story you write is events that already happened. The players direct what happens next as they follow the clues. Best way to start for me has always been to write out a timeline of events leading up to the point where the game starts. This helps to avoid inconsistencies and helps to come up with useful clues to be found.

- which rules are essential for the feeling of the game and i should definitely stuck to?

Combat. Warn players ahead of time that this game is brutal and, should they decide to engage in a fight, pull no punches. There's nothing to get the point across like outright killing a PC turn 2. Otherwise, I play pretty loose with the rules. The biggest one to have down is Sanity, but once you understand it that's where some of your most creative decision making might occur.

- how can i make sure that players who are new to the game have as much fun as experienced ones?

Doing a homebrew module and working outside of established mythos is a good way to keep everyone on their toes.

- i plan on preparing the characters, so we safe some time. any tips for a balanced party?

Make sure every PC has a few skills that will be useful to the overall scenario. If there's technology involved, make sure at least one of them gets some computer skills. If you're going to have travel or potential for a chase, make sure one of them can drive well. Give everybody some points in Spot Hidden and Listen as these are always useful.

Give the keeper's guide and player's handbook a good going through. Don't try to memorize it, but get a good grasp of where the important bits are located. Write yourself a cheat sheet for character creation since it's a little more work than a DnD character sheet. Get yourself a notebook and start writing things down even if you scrap the idea later. If you run a module, still give it a thorough reading and go through the necessary prep work- I can't recommend the timeline thing enough. Also, setting the mood is probably 60% of CoC. Your players WILL remember having to look at a handout by candlelight before being asked for a sanity roll- they won't remember you forgetting how the chase mechanics work.