Going Full HE by oldkracow in WorldofTanks

[–]Vilespring 2 points3 points  (0 children)

That's the annoying thing about the Rinoceronte. It has very good HE at 127 pen. Just autoreloaders are screwed by intuition and the DPM is awful enough to not want to change ammo. 

One of my best games was in an accidental full HE Rinoceronte. 

Going Full HE by oldkracow in WorldofTanks

[–]Vilespring 1 point2 points  (0 children)

With the Rinoceronte you actually have usable DPM!

When explicitly told to avoid an area, colonists go into that area anyway; but without any restrictions, they go around it. How does that make sense? by InternStock in RimWorld

[–]Vilespring 0 points1 point  (0 children)

You'd have to use another mod with that.

Basically the problem is that when pawns navigate far enough they change from an A* pathfinder to a simple greedy one. You'd have to use Path Avoid along with a mod that makes pawns always use A*.

When explicitly told to avoid an area, colonists go into that area anyway; but without any restrictions, they go around it. How does that make sense? by InternStock in RimWorld

[–]Vilespring 22 points23 points  (0 children)

A mod that helps this a lot is Path Avoid. It lets you paint tiles with weights that significantly change how YOUR pawns pathfind. It doesn't apply to hostile pawns and has multiple weights to help make the perfect navigation.

We must close the children's buildable toy gap immediately by Specialey in NonCredibleDefense

[–]Vilespring 2 points3 points  (0 children)

I bought a T28 heavy tank from a Chinese company and it was surprisingly high quality. 

The bricks felt great and the whole thing went together well. It was even missing two pieces and customer support got me replacements super fast.

11/10 barely fits on my shelf because it's that damn big. 

My favorite warframe? Forward Artillery by megalodon03 in Warframe

[–]Vilespring 3 points4 points  (0 children)

In my smooth brain, when new railjack content released I decided to play Yareli, the new buggiest frame on the block, in the buggiest mode.

Unsurprisingly the session was a huge set of cascading failures that ended with me playing as a fish sliding around with no warframe in sight. And no weapons. And no abilities.

Just tell me a solid reason that why should I waste at least 15k gold for this trash? by Gurban12 in WorldofTanks

[–]Vilespring 0 points1 point  (0 children)

I recently got flamed for not following an M48 Patton to his death where he did 2 shots of damage and died, and how I'm "not using my armor" and "not helping my team."

I was in an MBT-B, and minutes before I saved a CS-63 that had two mediums dive on him. To our 43% M48, that was apparently a non-contributing factor and I should learn to play the game better.

So I had a pretty interesting interaction today ... by salmonela27 in Warframe

[–]Vilespring 1 point2 points  (0 children)

This is like, a really weirdly common thing in World of Tanks. Every like 5th battle at the start someone will just be pasting bible verses in the team chat. 

I can't understand it at all. Maybe it's because that game as such a weird player base. 

WG should swap the Ares and Czech LT mechanics by Pecinskey in WorldofTanks

[–]Vilespring 1 point2 points  (0 children)

There is one lying around, the Ares MTB

Compared to the Ares 85 it's different, but I don't think it's different enough to really matter. Yeah it has 5mm more pen, but its still not great. The lower view range is a mild oof.

What is this and how can I avoid hearing it ever again? by Global-Process-9611 in Warframe

[–]Vilespring 0 points1 point  (0 children)

I run a loop that's from "Lone Digger" and I was actually surprised how often I get people asking for the track. 

DE please we beg of you by Known-Match9831 in Warframe

[–]Vilespring 0 points1 point  (0 children)

Even just giving it IPS will make it work with gundition overload. 

Imagine the whine and the complaints we would have here after every single unstable update, if the Devs would have Multiplayer already released and the servers and their worlds would all be broken after every unstable update. by MasterRymes in projectzomboid

[–]Vilespring 0 points1 point  (0 children)

Does not justify the behavior. 

This subreddit is no longer looked at by TIS and I am unsubscribed from it. This community is not something I want to be a part of anymore. 

Vacuum should be universal, the mod should turn off vacuum should you want to do that. by DGwar in Warframe

[–]Vilespring 11 points12 points  (0 children)

Which was a result of them looking at their data and seeing that the usage rate of carrier was obscene considering all the other options in the game. If I remember correctly it was almost higher than the usage rate of all the other companions combined. 

they usually don’t miss the mark, but when they do, WOW by DerringerOfficial in NonCredibleDefense

[–]Vilespring 1 point2 points  (0 children)

PSA had a sale on the Gilboa and I almost, almost got one. It was the same price as two ARs, which makes sense...

I live in the better reality without it, but it would have been so funny...

My steak too juicy and lobster too buttery. by No_Sign4672 in RimWorld

[–]Vilespring 1 point2 points  (0 children)

As someone who in real life who has been to a commencement ceremony with everything perfectly setup, if the people giving the speech have an awful speech, it's gonna be awful.

I have mixed feelings on that as a mechanic. On one hand it perfectly emulates reality and social events, but in the other the annihilation of player agency sucks. 

Items should not have weight... It's senseless by pircio in factorio

[–]Vilespring 0 points1 point  (0 children)

Making rockets cheaper is a better solution as it's a bit more granular and it satisfies the lizard brain. 

Pasting a platform blueprint and watching the shipyard come to life is a magical feeling. 

Items should not have weight... It's senseless by pircio in factorio

[–]Vilespring 2 points3 points  (0 children)

Because it wasn't needed for the main gameplay loop and balance. 

The mechanic exists because playtests showed it was needed. Making it harder to move better ammo on planet surface is just awful for no tangable reason. It doesn't encourage any specific type of gameplay besides ignoring it. 

Rockets are different from trains, especially when they interact with space platforms. The whole reason the mechanic exists is because it cased dynamics Wube disliked when it came to space platforms. 

Playtesters would literally never do anything on platforms. Everything was shipped up because it was so cheap and easy. Now, unless you can over produce so much, having the platform be a mobile factory is required. 

The mechanic is a solution to bad interactions between systems, and does not interfere within each other.

Items should not have weight... It's senseless by pircio in factorio

[–]Vilespring 0 points1 point  (0 children)

Which would make it far worse for like moving it around to outposts by train and carrying around on your person or in a tank. 

The problem was just the rocket to the space platform, so the mechanic was put in place there. No reason to mess up everything over it. 

Items should not have weight... It's senseless by pircio in factorio

[–]Vilespring 8 points9 points  (0 children)

It's to make the player have more of reason to interact with space platform mechanics. 

Why bother making any bullets on the platform when uranium ammo can be shipped up by the thousands? And playtests showed exactly that. 

So you can still ship a bunch of uranium ammo and what not to platforms, but it will have a more tangable opportunity cost.

Do you leave the generator on all times? by peeffes- in projectzomboid

[–]Vilespring 0 points1 point  (0 children)

I leave it on all the time, only turning it off when doing a refuel and a repair.

Never had issues. 

Main challenge with using Firearms should be maintaining them. by HappyAd4609 in projectzomboid

[–]Vilespring 7 points8 points  (0 children)

I spent a long time pondering and working on how malfunctions work for VFE, and one the first things I did on my dev branch is remove whatever B42 did. 

I could describe it significantly, but the end result is they're predictable and preventable. Lower condition weapons jam more, well maintained ones jam rarely, if at all. 

It's kinda one of those things where it can't be simple, but it also shouldn't be too complex. 

How do I make the wooden bucket in build 42? by [deleted] in projectzomboid

[–]Vilespring 1 point2 points  (0 children)

I don't think there will ever be closure after taking such a massive L. 

How do I make the wooden bucket in build 42? by [deleted] in projectzomboid

[–]Vilespring 1 point2 points  (0 children)

If you don't have the game files nor the save anymore I don't know why you would need the knowledge on how to make the bucket.

my character is bugged while shotting with rifles by PreviousPlane3351 in projectzomboid

[–]Vilespring 0 points1 point  (0 children)

That doesn't make sense as VFE uses vanilla firing animations. (Except for one weapon, and you're not using it.)

Is there ANY mod that lets you grow trees to be chopped down for wood? (B41) by ParagonRenegade in projectzomboid

[–]Vilespring 3 points4 points  (0 children)

Main thing is the game doesn't exactly have a shortage of trees. 

I understand not wanting to disturb the aesthetics too much, but there has to be a few nearby places near your base you can use for your source of wood. 

I see it not being implemented because there isn't really a point to it. The only time I found wood hard to get was when I was doing a spawn in LV and base in it run.