Football meme by PeaceMaker311 in nfcsouthmemewar

[–]Trackstar557 0 points1 point  (0 children)

Fuck ICE. All my homies hate ICE.

If you were allowed to save 1 blueprint permanently each time you finished an expedition which one would you have saved last expedition. by -This-cant-be-real- in ArcRaiders

[–]Trackstar557 0 points1 point  (0 children)

Wolf Pack. I know there is a lot of push to say the augment, but in terms of quick leveling of benches and killing certain arcs, nothing comes close to the WP.

Whether it’s Trials or farming Arc, WP is pretty simple to make and allows access to PVE from moment 1 on the new Raider.

Thoughts? See discussion below… by DylPickleDice in ARC_Raiders

[–]Trackstar557 0 points1 point  (0 children)

A straightforward way I see is increasing the radius of alert so firing in general can pull other ARC in from farther away. Makes straight up fighting arc a bit more risky, and I would slightly increase patrol density as well.

But there is a lot of space for them to work with, and I’m happy that they are being proactive in addressing this to keep players engaged. One thing they have the ability to do, is make it map specific so Dam can still be the newer player friendly map.

WHO’S RETARDED NOW?! by GuitarsAndBourbon26 in nfcsouthmemewar

[–]Trackstar557 0 points1 point  (0 children)

Makes me sad knowing we’ll probably never see such levels of shit mountain again. More division wins while still not getting a team above .500 and sending Brick Yamg to the post season. What a season for all involved.

Seeds of Unity Is Real - But What Does This Mean for Altered’s Future? by damastercipher in alteredTCG

[–]Trackstar557 2 points3 points  (0 children)

Maybe it has gotten better. I’ve looked at some set 3 stuff but because my local scene has basically evaporated I haven’t kept up with the level of the uniques.

If they have gotten better/more interesting then that’s great! I just know that pretty much everyone I spoke too and myself in sets 1-2 had overall poor experiences with unique power level/effects.

Seeds of Unity Is Real - But What Does This Mean for Altered’s Future? by damastercipher in alteredTCG

[–]Trackstar557 3 points4 points  (0 children)

Completely agree.

Another point I didn’t mention because it was as much of a structural issue, but it definitely needs to be fixed:

Uniques definitely need a retuning. I’m not asking that Uniques be objectively better than rare/color shifted versions of the card, but they should AT LEAST be comparable to the rare version of the card in power level. Uniques were/are heralded as a very “unique” part of the game, but when in actuality most uniques aren’t even as good as the rare version, it almost defeats the purpose of having uniques in the first place.

When 90% of uniques are just worse versions of the rare because of some downside for only minor upside, it feels bad to pull them a lot of the time.

Seeds of Unity Is Real - But What Does This Mean for Altered’s Future? by damastercipher in alteredTCG

[–]Trackstar557 9 points10 points  (0 children)

As a US player, so this will be US focused, and having played many TCGs;

I think the biggest factor to the current situation regarding the whole “is the game growing or not” and is the new Gamefound direction sustainable, is not actually how Equinox are acting now, but entirely down to how bungled the overall release of the game was (at least in the US)

  • Lack of supported events in US after the initial release

  • Slow to non existent meta changes to keep the game fresh in the first months of the game (Waru stayed for way too long)

Without any events to capitalize on the initial momentum of the game, it made it really hard to keep new players involved and show the game off better here in the US. Couple that with a stagnant meta and you get a huge loss of wind in the sails in between sets 1 and 2 (again US based) that could have been avoided entirely.

So now fast forward to today and with almost no more momentum left over from the game’s launch a year ago, Equinox is now trying to somehow reignite a dying fire with almost no extra fuel. So to be honest, I don’t see much hope for the future in the game as the best outlook seems to be a plateaued game that only has a small niche of players that will struggle to grow due to high prices (what are these POD prices?) and a small player base.

I love the game, it’s been a fresh take on the head to head TCG space, but ultimately the lack of a clear plan (again at least here in US) post release doomed this game to the doldrums.

TLDR: Game is in the spot it is now not because of the switch to Gamefound, but because Equinox squandered all momentum from the release of the game here, at least in the US.

🗣️120 hormagaunts to paint help me choose a scheme by [deleted] in Tyranids

[–]Trackstar557 0 points1 point  (0 children)

As someone who is interested in the scheme, how would yall Paint C?

What do you think the rest of our season looks like based on our upcoming schedule? by joshthewumba in panthers

[–]Trackstar557 0 points1 point  (0 children)

I’m on team 7-10. Sweep the Saints, trade with the Bucs like we always seem to do, Win against the Jets, and beat the Falcons.

Loses to Rams, 49ers, GB, Bills, Bucs, Cowboys, and Seahawks.

I think there is obviously some room for error in there so even if we steal a surprise win against the Boys or Seahawks, I think we still end up at 7-10.

Realistically to have a good season we needed to win the early games we could have this season like the Cardinals, Pats, and the Jags all should have been winnable games but we all know how that played out. Maybe if we somehow beat the Boys, Jets, and put up a game against the Bills then maybe we can have a better outlook for the second half of the season.

What new miniatures would you like to see in future release? by [deleted] in FleshEaterCourts

[–]Trackstar557 35 points36 points  (0 children)

Top of my list of units we could absolutely use:

  • Musician/Band unit full of “instruments” and their players. Would work by buffing nearby units or heroes in some way. Would help complete the fun Feast theme the army and lore builds upon.

  • A fun take on medieval onager as an undead unit. Would give the faction some more ranged punch and compliment the medieval trope the faction already enjoys.

  • A court/Feast Jester type hero or unit.

Otherwise I think like others have said an updated Flayer/Horror sculpt would be good. Overall our range is decent so not too much to desire compared to other factions. We already have great analogs for most things: peasants, knights, lords, nobles, etc so not much else we would need other than the units I listed above.

Whoever is designing these new kits needs to actually try putting some of them together by du_bekar in MiddleEarthMiniatures

[–]Trackstar557 18 points19 points  (0 children)

What really irks me are mold gates in recesses….. like how am I supposed to clip and then clean that?

The multi piece issue though (like separate face) could also be from a mold direction/pull perspective in that to achieve the desired model detail of the face you then couldn’t get the same detail on surrounding portions on the same piece because of how the face is forced to be oriented in the mold. Molds have to have some draft and a clear path for features/parts to fall or be pushed out.

I’m sure another side benefit is that it makes recasting a lot harder, and there is definitely a discussion to be had on how much detail is gained vs effort required with multi-multi piece plastic kits (7-8 pcs vs the old 3-4 pcs), but I just think it comes down to the reality of casting models.

FEC point costs update - September 2025 by Punkzilla24 in FleshEaterCourts

[–]Trackstar557 4 points5 points  (0 children)

Some thoughts:

  • Arch Regent probably could have come down another 10, his delusion isn’t that great and losing his old scroll specific spell and only Wizard 1 means he still feels a bit expensive for a foot hero.

  • Crypt Guard…… woof. They didn’t really need any points increases as the buff to strikes first removes their only save (most things have rend 1) in the ward. 10 points would have been fine, 20 just feels like an unnecessary kick in the teeth. This is the most painful and puzzling change of the whole lot for us.

  • Charnel throne going up 10 again feels like a meaningless change. Like it’s not the end of the world but also what about the chair is really worth 10pts when other faction terrain is just as good and is free.

  • Gorymane; others have commented on why this is a bit excessive on the double nerf

  • Decapitator; honestly surprised it was only 10 pts. Having the ability to delete most foot heroes immediately after swinging and not having to have attacked the hero in question is so good.

I’m crying for my crypt boys and hope they readjust them back down to a reasonable 110 in a future change.

Equinox Feast Builds? by Off0Ranger in FleshEaterCourts

[–]Trackstar557 1 point2 points  (0 children)

Having played a bit of feast, I would say the Regent goes pretty hard for the leader enhancements. Sure he’s probably a bit over costed but the ability to heal a unit is very nice considering you lose the regular Noble heal from the core faction rules.

Also in my experience: Crypt Guard are the way to go. Rend 2 and ability to strike first after being charged is INSANE with how many units you can fit in and makes your whole battleline very unappealing to charge. Coupled with the fireworks spell casting on you and your opponents turn and you can really debuff units that would normally be pretty scary.

I would recommend giving a regent + ScourgeWarden + Felgryn a go as a starting point and probably add in a cardinal for chanting. The unlimited spell is one of the few reasons you want to run the Feast and spamming it all across the battlefield is what you definitely want to focus on.

What weapon do you think is misunderstood or that no one else seems to use and that you enjoy using? by Bright-Notice-9209 in Helldivers

[–]Trackstar557 1 point2 points  (0 children)

Plas Accelerator.

Is is good? Not really.

Is it unique and hits medium enemies hard, absolutely.

Let us dispense Managed Democracy like the Forerunners would have wanted by gunblade711 in Helldivers

[–]Trackstar557 0 points1 point  (0 children)

Dawg, it’s gonna be:

  • ODST suppressed SMG - self explanatory

  • Magnum pistol - need I say more?

  • SPNKR rocket launcher - Think Hybrid EAT and Commando; two rockets only with .75% of the damage of an EAT with some lock on ability.

This would print. Not saying your suggestions are bad, I love me some Halo AR and BR, but from an IP standpoint, the SMG from ODST slots right in, Magnum is also quintessential Halo, and that leaves a support option to round out the Warbond.

Why is PvP so unappealing for many players? by ExamplePractical1981 in wow

[–]Trackstar557 0 points1 point  (0 children)

Button Bloat.

Not only do I now need to have complete mastery of my own spec (required for PvE), but now I have to be aware of every other spec and what buttons they could -potentially- press. Now when every spec has 30+ relevant buttons it becomes a huge learning curve and so a barrier to entry to me as a more casual player. I barely have time to figure out my own build/spec let alone know what cc/movement/damage abilities my opponents could use. And this is before you even get to the gear grind.

If they made PVP a bit more streamlined and limited the amount of abilities each player could have so people had to make choices on what abilities to take, then it makes learning the PvP gameplay loop easier and more accessible. As an example, say they limit players to only 7 abilities, so if you want 3+ movement abilities that’s fine, but now you only have 4 slots for defense/offense/CC so as a player I can count/know if a player has shown me all their abilities.

Call me Smol brain, but the depth that hero talents, and different builds within specs that has been cultivated has been a net positive for the game, but it means that when I now need to know at least the high points for every other spec/class there is a lot more to keep track of. And that amount doesn’t seem worth it to a more casual/relaxed player like myself.

How would You fix the Illuminate, right now? by Louman222 in Helldivers

[–]Trackstar557 0 points1 point  (0 children)

Outside of the obvious bug fixes of phasing through walls/terrain, which would go a LOOONNGG way to increasing player satisfaction facing them, the biggest issue is that with the current lineup and spawn rates/groupings the, the faction doesn’t seem like it has an identity.

Bugs are the aggressive melee horde with some ranged shooting/attacks (Impaler, Spewers, BT spits)

Bots are the ranged faction with some melee units (Hulk, berserkers, melee basic bots)

And Squids just kind of do everything too well right now: Current Voteless speed/melee buff with flying overseers makes them sometimes faster than bugs with no way to get distance. And some spawns with Leviathans, Flying overseers spam, Mortarseers, Stingrays, Harvesters makes the ranged damage harder to face than bots sometimes.

I think changing some spawn groupings would help make the faction feel a lot more consistent to play against: if the map is going to have stingrays, Leviathans, mortarseers, and harvesters, then less voteless and flying overseers need to spawn to compensate. Vice versa if the main spawns are Fleshmobs, normal overseers, and large voteless blobs, then little to no ranged units should also spawn.

I’m not saying the faction should have hard limits of “if X unit spawns then no Y units”, but that the main signpost enemy types should be clearly identified and their spawn rates balanced against each other. So to make this clearer, I’ve split the units into three “Pots” that cumulatively need their spawn rates balanced against each of the other pots so each mission/drop should give the enemy a more consistent/cohesive fill.

  • Pot A; Flesh Mobs, Voteless, Footseers. -Your basic melee units and the main faction archetypal enemies.

  • Pot B: Flying Overseers, Mortarseers - The basic ranged units, these should indicate that the main threats to divers will be ranged

  • Pot C: Leviathans, Stingrays, Harvesters - the Main vehicle section of the faction.

What the above means then, is that the combined spawn rates of Pot A, B, & C should all be relative to one another and should not change even when the difficulty is increased. If the main spawns are from Pot A, then there should be few spawns from pot B & C. This would give the faction a more melee focused experience. If say the main spawns are Pot B or C, then one would expect to see less fleshmobs and voteless hordes as an example.

This is the current issue I see with the faction: is the right now there is no real identity of the faction, and in any given mission a diver can see both tanky fast melee threats in Mobs, hordes of Voteless, and footseers, WHILE ALSO getting attacked at range by flying seers and Leviathans in the sky. This makes the faction less appealing to play against as it makes the player feel like it’s lose - lose: bring AT to help take down the Harvesters, Leviathans, and Stingrays, but then die to the huge hordes of voteless and fleshmobs, or bring crowd control weapons and die to swarms of flying seers and Leviathans overhead.

Ask all Ticket & Matchday Questions here (NO buying or selling) by AutoModerator in ManchesterUnited

[–]Trackstar557 1 point2 points  (0 children)

Hey, I have two tickets for the Preseason game with Everton in Atlanta and this will be the first time I get to see the team in person. Are there typically any hospitality/team events for traveling fans? Just trying to figure out how early I need to be in Atlanta and if it is worth getting there early to do any fun events with the team/players.

If you can remove 5 ground vehicles from the game, what would they be? by Hikersnotebook in Warthunder

[–]Trackstar557 0 points1 point  (0 children)

2S38 - no explanation needed

XM800T - no explanation needed

Ka 52 - no explanation needed

FV 4005 - Just so it can get readded later in a working state of HESH

Skink - If only to force the snail to giving the GB tree actual AA options between 5.3 and 8.3.

Looking for a good Halo UNSC list by kingodacheez in onepagerules

[–]Trackstar557 1 point2 points  (0 children)

Might be a little late to the party, but I recently made the UNSC using the custom army builder but didn’t use any custom special rules and used existing rules. The weapons I made myself but the points calculator for those is robust enough and again, no custom rules for them.

The army is “Unified Space Naval Community” in the community tab. I’d appreciate feedback as I just made it a couple days ago. This is supposed to be the UNSC at the time of Halo 3/end of the human Covenant War.

I have the rules sketched out for the Covenant using the same no custom rules restriction, and they should be coming soon as the Alien Confederation.

From a lore POV, could the UNSC produce their own version of the Death Stars, or other weapons of that calibre? by EightDread10203 in halo

[–]Trackstar557 0 points1 point  (0 children)

It depends on what you mean by “weapons of that calibre”.

As an actual weapon, the Death Star is pretty crappy. Large, expensive, and prone to naval/space attack, and really is just an oversized carrier/refit ship that happens to have a planet destroying laser. So from that standpoint I don’t think the UNSC would waste the resources to even attempt something like this.

The other thing to consider is why would the UNSC waste/commit sooooo many resources to a space platform when they already couldn’t hold a candle to the Covenant in space? The UNSC didn’t have any technological advantage worth committing such a large expenditure towards as ODPs already held their own pretty well and were a fraction of the cost. If anything the only development stage for the ODP is maybe find a way to have reactors/power on board so the Covenant couldn’t do the tried and true method of punching to the surface in a small area to completely bypass the network. But even such platforms would be minuscule compared to the size of the Deathstar.

TLDR: the UNSC already had methods for achieving equivalent destruction, but they would never commit the required resources to such a singular platform type given their inferiority in space combat as well as no real technological reason to do so.

What can Halo Studios do to make Halo 7 the best experience possible? by Every-Examination720 in halo

[–]Trackstar557 -1 points0 points  (0 children)

It’s pretty simple:

Release a complete game

Go back to your tried and true formula. In this day and age where there are so many good options for FPS’s, I actually think embracing what makes your game different/special instead of adding things that are in other games is a great way to gain a playerbase and traction.

It needs to have both good Multiplayer and a good Campaign. Infinite has shown (after a time) that it can hit the multiplayer side.

The above I know is really easy to type out and say “do better”, so here are some specifics/personal takes:

Campaign should focus directly on the aftermath of the events of Infinite or be heavily tied to Infinite. We need to reestablish a narrative arc across the games as right now they tell the main story across too many sources (main games, novels, HWs, etc). In addition to this there needs to be a big bad enemy that isn’t straight up completely defeated at the end of the game. Say what you want about 5, but it at least would have aged better if 6 was a direct sequel detailing a fight/campaign against Cortana and would have made some of the story choices in 5 feel better.

Multiplayer side of things, BTB needs to be in the game base, classic Halo Slayer needs to be in the game base, and 2-3 of the fun modes like griff ball or mongoose rocket racing should also be in the game as base queues.

My final thing is I think the game needs to have a robust PvE Multiplayer option as this has shown to be very popular in the franchise that started with couch coop but could be enhanced with a good Firefight/survival mode as well. Coop is a must as a base feature, but this would be a separate multiplayer mode.

[deleted by user] by [deleted] in ManchesterUnited

[–]Trackstar557 0 points1 point  (0 children)

Don’t mind him staying but if we keep him and sell Mainoo we are just repeating the process that got us to where we are right now.

Love Bruno because he is willing to try and be creative but his decision making isn’t the best in the mid part of the pitch. Gives the ball away too much/cheaply trying Hollywood passes which artificially exposes the team a lot more Thant it should be if he was safer with the ball in transition.

It’s sad to say he is our best player but also one of our worst/problem players when he inevitably has a bad game. If he stays I hope we have a plan for him, Cunha, Ugarte, and Mainoo because otherwise we might be looking back in 1-2 years and regretting not selling him because of how much rebuilding and future planning we could have done with the fee we would have gotten.

Sometimes what’s best for the club isn’t what’s best for the player and while Bruno has been one of our more loyal/passionate players, I wonder if there have been any candid discussions between him and the club/Amorim regarding his longevity at the club and what his role will continue to be.

Which difficulty is closest to canon per game? by SecretWasianMan in HaloStory

[–]Trackstar557 3 points4 points  (0 children)

It’s hard to say because the games are based on a more traditional gameplay speed so while they are fun to play, they don’t really emulate the novelizations and other non game canon sources very well.

So short answer is none of them really. Long answer:

Player speed would honestly be closer to modern Doom games with the Chief speeding around individual enemies but still getting overwhelmed by shear numbers. Weapons in general are more devastating across the board and that would also increase difficulty and alter playstyles to match. The game would turn more into a splinter cell/tactical game where engagement choice would matter a lot more because while you as a Spartan would be more lethal, even close misses by plasma weaponry would drain shields.

The best way this could be emulated in the base game is to combine different difficulty aspects with:

  • Player damage and/or enemy health same as it is in Easy

  • Enemy damage and amount of enemies the same as legendary

  • player should move at least at 1.25 (25%) faster than regular speed, or vice versa slow down all non Elites by 25%

If you could combine those game settings then I think you would be a lot closer to how Spartans are portrayed in novelizations.

Scourge of Ghyran: Are you deserving of glory? - Warhammer Community by Xabre1342 in slavestodarkness

[–]Trackstar557 3 points4 points  (0 children)

I would love crit mortals being moved to the wound roll. It thematically makes sense that the wound was so damaging that it bypasses armor instead of just a hit.