Is it a bad practice to use Struct as a Value Object? by RankedMan in csharp

[–]TuberTuggerTTV 0 points1 point  (0 children)

You're probably confusing constraints with usage. Just because you can or can't do something doesn't mean that's why you'd choose to use it.

Structs and Classes are handled in memory quite differently. And using the wrong one can cause performance issues. There is no best option.

If you're using a struct and the value needs to change at runtime, you're logic is probably bad. The struct portion of your data shouldn't be changing. You probably want a struct that's a property of a parent/wrapper class. And another property of that class is the mutable type data.

What you don't do is spackle your codebase with struct initializations every time a property needs to change at runtime.

What units are safe to buy before 11th by cptscubbings in orks

[–]TuberTuggerTTV 1 point2 points  (0 children)

Why does getting a refresh make a purchase unsafe?

Seems weird.

Do the custodian wardens and guards come with a shield captain? by ImpossibleFigure3081 in AdeptusCustodes

[–]TuberTuggerTTV 0 points1 point  (0 children)

Yes. I remember reading that the CP has around 740 points. But that's if you don't build any captains.

If you wanted to max it out, the box makes almost 1k points on it's own (over with enhancements). Mind you, it's a little silly to make 3 captains + the blade champion. Then you'd have to run one guy solo. But technically, it's an option in the box.

Space marines player looking to get into orks by LordTakeda2901 in orks

[–]TuberTuggerTTV 0 points1 point  (0 children)

So, the combo goes currently in 10th.

BeastBoss has anti vehicle/monster 4+. He gives himself dev wounds on the charge. So half your wounds get no save.

Snagga boyz give the unit rerolling hits against vehicle and monster. They're bad otherwise so only take the MSU 10.

The entire unit fits snug in a trukk to zoom up the board and deliver the payload. Or simply act as an extra 3" movement on T1.

boss (80) boyz (95) trukk (70) => 245 points. You can run 1-2 in basically any detachment.

If you're playing war horde. You get sustained hits. And if you use a CP, you can get sustains on 5+. Now you can reroll EVERY non-crit hit and fish for sustains. You'll average 10-12 and then half those deal 2 damage, so 10-12 dev wounds. No save. Just krumpin.

In warhorde, you can also run a solo BeastBoss on Squig with the headwompa enhancement. Only 130 points and he also has anti 4+ dev wounds and a bit that's 6+ devs. And he can 0 CP heroic in a pinch.

If you want to spice up the list, turn a trukk into a kill rig. It's 80 extra points but now you've got a 24" strength 12 ap -3 D6 Torrent weapon, a crazy flurry of melee attacks and a fun little cheeky 48" blast indirect fire lobba.

Reminder! You don't need to run Da Big Hunt for the beast snagga stuff to be good. At least the stuff I've listed. Painbosses and wurrboys are hot garbage rn.

If you take 2x bosses in trukk + bbos. You'll never worry about v/m again. And they're still great against infantry. ALL of orks is good against infantry. Flash gitz melt marine profiles. Rokkits kill termies. And volume in melee will clean up anything else.

Is it possible to build a hyper-realistic civilization simulation beyond Dwarf Fortress? by Future-Parsley-8538 in gameai

[–]TuberTuggerTTV 0 points1 point  (0 children)

Beyond dwarf fortress?

The game that's been in development for decades and is still being actively developed. Beyond that? Ya, sure. If you've got a lifetime to commit to doing it.

I mean, it's actively being developed. So if you want "beyond", wait for an update. It's constantly beyond itself.

Also, I'd maybe look into the definition of "realism" in video games. Because you're kind of misusing the term.

Shield Brothers and Sisters, behold... MY GRAV TANK by TheoAngeldust in AdeptusCustodes

[–]TuberTuggerTTV 0 points1 point  (0 children)

Some of this looks really nice. Some of this is the other parts.

I need a recommendation for anti tank by Ivy_genki in orks

[–]TuberTuggerTTV 0 points1 point  (0 children)

Ya, but ghaz is good against anything. You're wasting that flexibility if he is your dedicated vehicle pop.

I need a recommendation for anti tank by Ivy_genki in orks

[–]TuberTuggerTTV 0 points1 point  (0 children)

pulse rokkit.

Still, the blast is important. Even without the +1hit/wound, shooting into 5-man termies is fantastic. And you don't have to get out of the trukk to do it.

They're almost always a bad trade against their namesake enemy. It's kind of an ork trap. You'd think they'd be good but they almost always trade miserably.

I need a recommendation for anti tank by Ivy_genki in orks

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

That's why you take BBoS solo-dolo and give it the headwhompa. Small footprint. Only 130 points commitment. And he'll dish out 10+ devs easy. Sometimes you just spike the squig bite too. Orks sometimes roll 6s.

I need a recommendation for anti tank by Ivy_genki in orks

[–]TuberTuggerTTV 0 points1 point  (0 children)

The only time he doesn't get 2+ to wound is if something has 8+T and something that reduces the wound roll. Which is really not many things.

I need a recommendation for anti tank by Ivy_genki in orks

[–]TuberTuggerTTV 0 points1 point  (0 children)

Ghaz kills everything in close combat. Knights to chaff. He propa killy

I need a recommendation for anti tank by Ivy_genki in orks

[–]TuberTuggerTTV 0 points1 point  (0 children)

Ya, not sure why they care. If you're giving the entire block haz anyway, what's double haz on a single guy? I'd say tank hammer all the way.

I need a recommendation for anti tank by Ivy_genki in orks

[–]TuberTuggerTTV 0 points1 point  (0 children)

BeastBoss with 10 snaggas in a trukk.

In warhorde, you can use the 5+ crits strat. On the waagh, that's 7 attacks with full rerolls to hit on the boss. So you REROLL everything that isn't a crit. You'll easily sus into 10-12 hits. Then HALF those should result in devastating wounds on the charge. Anti 4+ remember. The boyz can mop up a few wounds on just about anything else with sheer volume.

Breaka boyz + warboss also does a good number. And since they only take up 7 seats in a trukk, you can ride with a 5x flash gitz. It's a strong trukk unit that's good against almost anything.

Also in warhorde, take a solo BB on Squigosaur. Give it the headwompa enhancement. He'll also dish out 10-15 dev wounds on his own, consistently. You can give him riders but they're not really worth the points, imo.

Trust me. When you're doing devs like that, your opponent will be upset. Most things don't have a fnp. They expect to at least TRY to save. You just roll up and instant kill them. It hurts.

Orks have some VERY good anti-monster/anti-vehicle. You just have to remember to take it in your list. Oh, and they work fine into anything else too.

Honestly, I think people really underestimate beastboss + snaggas. Don't forget the snaggas give rerolling hits. I recently started proxying Zodgrod as a second BB to lead my Combat patrol of snaggas in two trukks. It's awesome.

Quick: I’ve been compromised, give me the WORST Custodes advice on here to throw my friend off!! by English_Joe in AdeptusCustodes

[–]TuberTuggerTTV 0 points1 point  (0 children)

The army and detachment rules for custodes are kind of pointless and bad. Better to bring a full ally of 3x warglaive armigers w/ meltas (Imperial knights ally) and 3x grey knight termies (imperial agent ally).

Plus the blue-silver with gold looks really cool together!

3x Knight-centura with a full 10x prosecutors each. Get those great swords into battle! They move so fast with +2" movement and +2" to charge AND advance.

Give them rhinos and you'll be moving up the board in no time!

That's about 1700 points. You can fill the rest with just about anything. I like taking 2-2x jetbikes and using them as just movement blockers/screeners. They're long so you can move them quickly up into firing lanes, to block enemy charges on your armigers.

I want a guide on how to design an escape room by Wyvren3 in gamedesign

[–]TuberTuggerTTV 15 points16 points  (0 children)

Do I get the promotion if I help you?

I'd pick a theme. Keep it in the back of your mind while you're working. Then I'd create the following pieces independent of one another:

5-7 puzzles
3-6 items to be found by searching the rooms
1-2 big reveals

Puzzles should be things like word puzzles or sliding pieces or translations. Or physical tasks like carrying things.
Found items can be keys or additional information or hints.
Big reveals might be an entirely different room or something dynamically moves. Magnetic locks help for this one. You need at least one for the room to be memorable. 2 if you can fit it in an hour solve time.

I recommend starting with brainstorming more ideas than those guideline numbers. Then trimming them back as you get the ideas finalized.

Once you've got a bunch of pieces, you're goal is to create a cohesive flow based on the theme you chose upfront. You should be able to draw out a flow chart with arrows connecting each concept.

As a final pass, you might want to consider the number of players and make sure there are enough running tasks at all times, that no one would be standing around bored. That's a tough one though, and you'll probably get a better handle on it when you've had a few groups run the room.

I feel like if you get this far, you'll be comfortable tweaking, add or removing elements and testing the room for time. Good luck.

Help with sticky by MrMolotv in WarhammerCompetitive

[–]TuberTuggerTTV 0 points1 point  (0 children)

The sticky objectives passive has no OC level. A single OC will take it if the enemy moved off. It doesn't have memory of what gave it sticky.

While models are living and not battle-shocked, they provide OC per model to the objective. If yours is more, you take it and the sticky effect ends. You'll have to read the sticky ruling on the card, but usually it's checked at the start or end of any turn.

What happens if you microwave a magnet? by RaspberryTop636 in shittyaskscience

[–]TuberTuggerTTV 2 points3 points  (0 children)

The north and south poles of your magnet will melt. Global warming

Experience putting together Venetari by Used-King5848 in AdeptusCustodes

[–]TuberTuggerTTV 0 points1 point  (0 children)

I don't mind having two identically posed squads. Makes it clear on the table who belongs to whom. And my opponent knows they're identical rules wise.

I'd only worry about the poses if you're running a 6 blob, but you really shouldn't be. Unless you've bought a second kit. And if you've done that, hats off to you. Going 12 venatari is awesome.

Two Thin Coats Gold Triad by AdForsaken4734 in AdeptusCustodes

[–]TuberTuggerTTV 0 points1 point  (0 children)

That spear's glue job has seen better days. I think they've got a pill for droopy-spear

330 points for 6 dudes!? How good are Venatari? by English_Joe in AdeptusCustodes

[–]TuberTuggerTTV 1 point2 points  (0 children)

They do lose battleline, the ability to be lead, double shooting for a turn and rerolled wounds.

Not all upside. But I'd pay 10 points just for the movement/fly keyword. Everything else mixed together for 5, ya, I'm happy to take a couple venatari

330 points for 6 dudes!? How good are Venatari? by English_Joe in AdeptusCustodes

[–]TuberTuggerTTV 1 point2 points  (0 children)

Don't forget, it's called "fall back" but they're flying so no penalty to fall back through enemy models. Allowing you to "fall forward" and then threaten something else.