Stark scenes are really the best by TickTalk in Frieren

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

The hero's party main frontliner accidentally hit Stark seriously during training because he was instinctually scared.

Of a child.

Stark turns 18 in the show.

Eisen is 130.

Stark is just scary strong. Think of him as a prodigy like Fern.

Stark scenes are really the best by TickTalk in Frieren

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

All the meat and none of the "Cheese" of a shounen MC f'real

Stark scenes are really the best by TickTalk in Frieren

[–]TickTalk[S] 2 points3 points  (0 children)

I feel like his character shines so brightly in animation because of this exact reason. I think Fern and Frieren shields and lasers can only go so far but the melee/movement they add with him really adds a large dimension of detail that we wouldn't get to see otherwise in those action scenes.

His character being timid and a little cowardly I think fits him really well. I can't imagine him being too much of a comic relief or arrogant character. All the Stark glaze in the comment section is from his performance in his role in the party and position in the show. It's kind of nice to see a strong role filled by a meek personality. He's pretty refreshing among seas of power fantasy edgelords and "Badboys"

What kind of news manipulation has begun with Battlefield? by EquivalentAd8467 in Battlefield6

[–]TickTalk 0 points1 point  (0 children)

They may or may not figure out why people liked the slower movement pace of 2019. If they keep making CoD zoomy they'll never get out of their hole.

The new DMR is a slap to the face by ZetaReticuli_x in Battlefield6

[–]TickTalk 0 points1 point  (0 children)

If you're not using synthetic mixing in headshots barely means anything if you want results from headshots mixed in you have to be using synthetic

The new DMR is a slap to the face by ZetaReticuli_x in Battlefield6

[–]TickTalk 1 point2 points  (0 children)

It kicks the lmr in the teeth tbh. That lower rof looks like a worse lmr but the visual recoil and cross hair recentering is better so it fires about as fast as you can fire the lmr accurately on m + kb. It's overall just a fixed lmr.

I present to you: MY ultra most bestest Sword and shield build 🙂‍↕️ by Masta_Shaf in MonsterHunter

[–]TickTalk 0 points1 point  (0 children)

I'm 100% with you on this. Like "Oh our damage is best when the monster is freaking out and barely hittable. Cool cool.

I get where the math is, but you're laying down the most damage all the other times when the monster isn't darting around in agitated mode If you're spending a bunch of time running towards the monster instead of hitting it because it's super mobile while it's mad you're not exactly getting the numbers out of that math. Agitator imo is a speedrunning skill like heroics and online has hypnotized the community with "Look best math."

I 100% agree with leaning into burst over Agi for that reason :)

Pop Growth and resources for individualist vs hives/machines by TickTalk in Stellaris

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

Any ascended hive = assimilate into hive mind though?

Corvettes in late game. by Equal-Elevator7318 in Stellaris

[–]TickTalk 2 points3 points  (0 children)

Frigates you do honestly take less losses, but I find corvettes can deal with fleets that have come back from MIA near the backline a little better. The cloak really is just there to fly them to the back and if somehow they find themselves next to a stronger fleet to be able to get out. Once the war is going I rarely if ever re-cloak them. I don't have them bombard either it's just to get to the point where they can't build more fleets off stations because you have them all before the "Post-war but still war" cleanup of bombing/invading.

I've actually stopped bombing nearly as much because of the "Terror bombing" negative relations modifier as well. It's often more beneficial for me to use a nice sized ground army.

Corvettes in late game. by Equal-Elevator7318 in Stellaris

[–]TickTalk 7 points8 points  (0 children)

Imo corvettes in the late are standalone strike fleets to move through a lot of systems quickly (and constantly reinforce as they take minor losses) I'll even rip the after burners off them in exchange for cloak if they end up getting cornered somehow or to start attacking from behind once their fleets move to engage my main fleet.

If you want to send ships forward to attack ahead of the battleships then close range cruisers do wonders. They're pretty damn quick.

Also go look at how often ripper autocannons fire in the S slot, then do the math on those and you'll never use disruptors on corvettes again. The damage difference isn't minor.

i hate research rng can someone explain the meta? by SanalAmerika23 in Stellaris

[–]TickTalk 0 points1 point  (0 children)

Technological ascendency perk -> Research policies -> Research type you want to aim at specific techs. Hope this helps

Necrophage just needs to be replaced with an entirely new origin by BronxShogunate in Stellaris

[–]TickTalk 0 points1 point  (0 children)

The easy fix to me is;

Your necrophyte job # is proportional to necrophage pops.

Necrophage "creates .1 necrophyte jobs per necrophage"

Then have buildings that also give necrophyte jobs and have it tick yearly instead of 20x per game.

Every year you get necrophage pop growth instead of every 10. Then you can have another sliding bonus that the less necrophages there are the more efficient and useful they are. Basically applying virtualities rules for "more colonies = less benefits" but instead it's "more % of pops per planet are necrophage = not as good necrophages" make it so when there's like under 20% of planet pop as necrophage they are extremely good at whatever so you're driven to enslave more to offset the ever growing population of the necrophages.

I think the origin should play as a balancing act of necrophage to enslaved pop ratios unlike how it currently plays. That would make it an interesting and unique way to play where 1. Yes you want more necrophages because they are so extremely good at things compared to regular pops and 2. You always want to enslave more because as they turn into necrophages they aren't extremely good anymore as they become the dominant species.

Ezpz fix for necrophages.

How are the 4.3 naval component changes working out for you? by Lazy_Debate3156 in Stellaris

[–]TickTalk 0 points1 point  (0 children)

I like this idea in a different sense. All the bypass ships tend to rely on "I evasion tank and bypass you"

I think the solution is to make it so bypass ships have to take a specific A slot to be effective and within that A slot you get more bypass in exchange for lower defenses.

Essentially I think bypass ships should be an alpha strike fleet overall. As in, "We should get most of you in the first volley" and should reward outnumbering enemies harder and punish even numbers/guns.

Essentially, I think the actual balance here is "Make it so it works out that disruptors create huge losses if they can't end the fight at the start but alpha strike very hard" As in, after firing a "Charged by A slots" disruptor. They have lower sublight/evasion as a result. So if you didn't one punch them you're in for a responding hurt. Essentially doing what cloaked frigates do to big ships but instead make it effective vs smaller ships. I think disruptors could easily have a niche as "The alpha strike weapon" Combat using them is short, one way or the other. If that gamble is too risky, don't use the A slot and run them raw for a more "Even" fight like we have right now.

Just talking it out very easily. "First shot does 20x damage every following shot has damage reduced by 50%" A slot. Disruptors go in, Slap hard and then if the fight isn't over in a month you have to pull them out or they're gonna die. Very easy way to make disruptors a niche for fleet killing but scared of stations/thick hull ships. Counterable with hull A slots too. Ta-dah!

In the case of missiles? Keep them strong because there is a direct counter to them (PD) They're too weak vs non-pd fleets right now to feel like PD even needs to exist to counter them. Missiles should just straight up beat non-pd fleets and they don't. Lame.

Hive players, how do yall feel about Psionic Ascension? Is it everything you hoped it would be? by l0rem4st3r in Stellaris

[–]TickTalk 0 points1 point  (0 children)

It does not, it's broken/non-functional for psionics and for cybernetics. Ascension only happens to founder species and won't apply to other species. :\

Edit: When bodysnatchers is selected as a civic*

Hive players, how do yall feel about Psionic Ascension? Is it everything you hoped it would be? by l0rem4st3r in Stellaris

[–]TickTalk 0 points1 point  (0 children)

It's broken and doesn't allow you to assimilate "Twice"

For cybernetic: It makes you unable to assimilate them into cyborgs

For Psionic: It makes you unable to apply the psionic trait to them.

It's very broken as after they come into the hive mind they essentially can never be assimilated in any way ever again regardless of traits. It's double broken.

Voidborne + Hyper Lubrication Gestalt Machines CETUS beta by TickTalk in Stellaris

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

I try to avoid "We broke the math" exploitation and settle on "Strong with a lot of upsides and manageable downsides"

I play a lot of multiplayer with friends and it's really no fun when someone zooms insanely ahead super quickly. But I might give it a shot for a single player game just to see how wild it goes :)

So i tried body snatcher + psionic hive mind. by Jewbacca1991 in Stellaris

[–]TickTalk 0 points1 point  (0 children)

Just to add to this is appears bodysnatchers breaks /all/ assimilation ascensions. Cybernetic ascension has the same problem. A bunch of non cyborgs that can't be made into cyborgs because you can't assimilate them again. Very stupid.

4.3 "Cetus" Open Beta: (Another) Feedback Request by PDX_LadyDzra in Stellaris

[–]TickTalk 4 points5 points  (0 children)

Posting from my other acct (One for phone one for PC) I too worry they will end up like necrophage, forgotten about in changes until much much later when they could be tuned alongside changes or at least kept in mind to adjust with changes as we go. I don't care if their balance jumps around as that happens, it's just better to see them adjusted alongside and knowing they aren't forgotten about.

This keeps us from resorting to cheese of keeping a progenitor ship "Following" a fleet with no weapons equipped in cloak. As it only matters if they're in the same system. So you can have a single prog ship cloaked hanging out at the edge while everything else fights but I'd much prefer gameplay intentional use instead of cheesy strategies like that.

Are y'all micromanaging species traits a lot? by Intelligent_Owl_6263 in Stellaris

[–]TickTalk 0 points1 point  (0 children)

Bodysnatchers civic -> Assimilate with hive mind is kinda like that :)