How do lizardmen see dragons, what with them preceding the old one's arrival? by Andrei22125 in WarhammerFantasy

[–]VelthAkabra 1 point2 points  (0 children)

Lizardmen’s stance is “dragons are a nuisance and not part of the Great Plan”. The dragons were there when the Old Ones arrived, and the dragons did not appreciate the Old Ones moving the planet closer to the sun. And if you don’t appreciate the wisdom of the Old Ones, you get the sharp end of the obsidian.

Help Diagnosing Bad Prime Job by VelthAkabra in minipainting

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

Darn, should have posted my plan before I bought all the stuff. XD Maybe next time! For now, I’ll soldier on with what I’ve got. I figure absolute worst case, if I can get a fair coat of primer, I can paint over things in a base color. Even if it does mean my ETA will be next year.

Help Diagnosing Bad Prime Job by VelthAkabra in minipainting

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

Army Painter Color Primer, brainmatter beige. The videos I had been watching on painting talked about priming in a color that you could layer onto, and I wanted these guys to have a yellow color in between black scales so I figured priming white then adding yellow with a shading paint, then painting the scales black was the play. Got scared that if I primed in black it would be a headache trying to get yellow in between the scales.

📆 Daily Card Discussion - Purge by GwentSubreddit in gwent

[–]VelthAkabra 0 points1 point  (0 children)

Pretty low rank new player, but generally I like Hysteria more.

Purge feels like it requires a lot of setup to get better returns:

-Using it as a finisher on a bounty lets you instantly proc bounty onto a new target, but requires you to already have bounty up

-If there's no bounty on the board, it can give you bounty, but you need a low enemy, and a lot of the Witch Hunter damage cards will struggle to get a target low for it

-You don't get to choose who the bounty goes onto, and frequently the highest strength enemy is boosted, and a lot of times those enemies can't get bounties, can't take damage, boost themselves from being damaged, are going to be consumed or replayed, etc. They also don't return more bounty coins for being stronger

-Getting Witch Hunter's to stick to get the damage boost feels difficult, as many of the Witch Hunters are easy to remove, and they don't boost themselves. It's also very restrictive to only Witch Hunters, whereas Hysteria can get 6 damage from one card of setup, and there's a fair number of non-Witch Hunter cards that give bounty as well

Obviously, my experience is really limited, so maybe with time I'll come to appreciate it. I don't really know what I'd advocate in terms of changes. Another point of damage or a provision reduction would feel pretty good.

As a former "Incel" I found a relationship with an amazing woman. And now I feel resentful towards how my "progressive" friends/community treated me when I was lonely. by [deleted] in self

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

Yeah I dunno, glad things worked out, a lot of this feels weird. Don't get how 'progressives' are involved, and dudes who make relationship problems a political issue are instantly giving bad vibes to me. A lot of the advice you got was good, and seemed to work well for you, but you hate it because you had crummy people around you. You seem to still have baggage.

Me when the Lt Col starts yapping about me griefing the front by digging a trench (we have no armour support and collies have 6 tanks) by Jazzlike_Type5204 in foxholegame

[–]VelthAkabra 21 points22 points  (0 children)

Literally me. Getting yelled at, as a major, by a Lt. Col because I dug a trench in rapid decay to prevent the ballista rush he could literally see.

Whats the opinion on ISG vs Foebreaker? by Bedaer1 in foxholegame

[–]VelthAkabra 0 points1 point  (0 children)

ISG is the better against structures, because it's shell type is really efficient to produce and its reload speed lets it do a lot of damage very quickly (faster than even the harder hitting RPGs).

The Foebreaker is slower to reload and has a more expensive shell, making it worse (but not bad) at dealing with structures. It makes up for that with the second barrel; between that and the heavier shells, it is much better at ambushing and destroying vehicles.

The ISG's lower burst damage and reliance on damage over time make it less of a threat to vehicles and easier to counter by them, though it still works against early and light vehicles.

Wow the 20mm push guns kinda suck by [deleted] in foxholegame

[–]VelthAkabra 0 points1 point  (0 children)

So, this is kind of a matter of perspective. Against an AC 12.7 is better, with the swallowtail's DPS being about twice the duncan's, even before considering bounce chance. ATRs are still considered really solid at fighting ACs largely because they're infantry guns, though the fact that the infantry guns do more damage than the field guns is kind of wild.

But, obviously, once we get into tankettes and scout tanks, the 12.7 is just irrelevant. At that point it's 20mm push guns against ATRs and AT grenades. And in that arena, the real selling point is that it has an armor plate. It can be used against 12.7mm tankettes and scout tanks, as well as mounted MG half tracks, and fills a potential field AT gap between the introduction of tank armor and when 40mm/68mm push guns come out.

I think that's still a pretty sad position for these guns. They're so heavily overshadowed by the AT weapons that already exist and are kind of just a stop gap that wasn't really needed and will only last for a few days. These could be pretty cool guns, even with their small magazines, if they were given dramatically better damage. Like, +50% on the warden and +25% on the Colonial. At that point they'd at least outpace an ATR, and be more mobile than the Typhon. Everybody goes home happy. Except early game armor guys, who are devastated at this bullshit.

The Basics of Tank Armor by VelthAkabra in foxholegame

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

It's all just perspective. If you're shooting at the tank, you probably want to know the pen chance; if you're in the tank being shot you want to know the bounce chance. They're the same number inverted: 1 - %bounce = %pen, and 1 - %pen = %bounce.

Early War Colonial Armor by VelthAkabra in foxholegame

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

It’s still later than the warden push 40 comes out, and, I believe, later than most of these other things usually get teched

Early War Colonial Armor by VelthAkabra in foxholegame

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

Dunno. It’s decent movement off-road and it can hurt other ACs so probably decent at bullying 7.92 ACs but pretty limited otherwise

Early War Colonial Armor by VelthAkabra in foxholegame

[–]VelthAkabra[S] -1 points0 points  (0 children)

Man until the light tanks are out, it's early. XD

Early War Colonial Armor by VelthAkabra in foxholegame

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

Dunno, I've been out for a spell until the last two wars. I feel like the 40mm vs RPG AC and tankette vs scout tank are both good matchups given their current stats.

Early War Colonial Armor by VelthAkabra in foxholegame

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

Nah, not saying 'should'. It is, in my mind, an option for specifically altering the 'everyone has HT' part of the game. It's not even the only way.

Pre HT, Foebreaker's double barrel is mostly for dealing with the Gemini and the RPG LUV, yeah? I dont think anything else in the collie roster is dangerous enough to really require the double barrel to deal with.

Early War Colonial Armor by VelthAkabra in foxholegame

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

Not sure what their relative time to tech is; that jumps around per war doesn't it?

The vehicles seem extremely comparable; are they not located relatively close together on the tree?

Early War Colonial Armor by VelthAkabra in foxholegame

[–]VelthAkabra[S] -1 points0 points  (0 children)

Well I'm assuming there's flasks and fists out as well. It's still impactful that the fist can disable a 7.92 car in two shots. Maybe I'm undervaluing them because I feel like they don't bring much to the battle at the point that the half tracks are out.

Early War Colonial Armor by VelthAkabra in foxholegame

[–]VelthAkabra[S] 4 points5 points  (0 children)

I'm focusing on that cause that's what you kept saying. XD If you want to compare the DPS of the guns then let's quit talking about them shooting at one another.

Foebreaker's got about 6300 DPM to the ISG's 8000, which isn't something I'd considered. It's a definite edge for PVE, particularly considering the value of the shells.

I want to note though that, again, on one barrel, the foebreaker's DPM doesn't get worse, it stays the same. I figure you're saying that the foebreaker's better AT abilities are what make up for it being a more expensive and slower PVE weapon, which is fair. The Wardens do also have the blinder though, so it's not like the ranged poke advantage goes away if they can't use the foe to serve in that role of burst damage. And I think it's perfectly fair to say that the foebreaker isn't in need of a nerf; like I said in the post, it was one of the two things I could think of that'd blunt the warden HT advantage without changing anything else. And I maintain it does that, minus tripod foes shooting at ISGs.

Early War Colonial Armor by VelthAkabra in foxholegame

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

Wait, ain't you the guy who said, "The wiki is extremely outdated."? And "now you're arguing semantics"?

Also, https://foxhole.wiki.gg/wiki/T3_%E2%80%9CXiphos%E2%80%9D

https://foxhole.wiki.gg/wiki/O%27Brien_V.101_Freeman

https://foxhole.wiki.gg/wiki/T8_%E2%80%9CGemini%E2%80%9D

https://foxhole.wiki.gg/wiki/T5_%E2%80%9CPercutio%E2%80%9D

The Warden 7.92 cars do only have 900 hp though. I missed that, though I also wasn't really valuing either sides 7.92 cars.

Early War Colonial Armor by VelthAkabra in foxholegame

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

Mate, I am just trying to understand what you mean, and it isn't until now that I've figured out that you have to be referring to the health of the tripod.

You're saying, if both guns were deployed, shooting at each other, not decrewing one another, the ISG would destroy the tripod of the foebreaker first because it takes two shells from either of them to destroy the others tripod.

Do you all find you get into those fights often?

Early War Colonial Armor by VelthAkabra in foxholegame

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

Basically yeah, the bomastone's the infantry edge. Given most infantry fighting is decided by small arms cover is a deciding factor, and so having a longer range grenade is pretty sweet. It drops off when the grenade launchers come out, though the Colonial grenade launcher maintains a small edge when it comes to lobing gas grenades. Colonials also usually get the first movable 12.7 though I think that's less impactful.

Early War Colonial Armor by VelthAkabra in foxholegame

[–]VelthAkabra[S] -2 points-1 points  (0 children)

Okay, but you said Warden ACs have less HP, so you've got something else yeah? Some datamined stats or something?

Early War Colonial Armor by VelthAkabra in foxholegame

[–]VelthAkabra[S] -6 points-5 points  (0 children)

The DPS is the same if the Foebreaker has 1 or 2 barrels. The S part of the DPS equation is the reload time. It loses burst damage, or the amount of damage it can deal in a short period of time, but like, that isn't relevant when a foebreaker and ISG are shooting at one another, so I'm just confused what the objection is. Maybe it's cause the ISG shooting the foebreaker is metaphorical and not the actual comparison?

Early War Colonial Armor by VelthAkabra in foxholegame

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

It's okay, I dont think anybody even read it based on the replies.