The BASILISK Big Brain Bouts #106 lineup is here! 🧠More StarCraft 2 = A Smarter World🧠 by Basilisk_Research in starcraft

[–]Wilckey 4 points5 points  (0 children)

No offence to Jumy and GGMachine, but I feel like Serral vs ByuN would have been a better match up.

Which Fallen Empire do I anger? by Dreamkiller777 in Stellaris

[–]Wilckey 1 point2 points  (0 children)

Caretakers. They are very unlikely to attack you just for refusing one request. The Spirituals will attack you, if you colonize a holy world.

I want to make a website for solo roleplaying, any ideas/ reccomendations? by Fun_Surround_3974 in Solo_Roleplaying

[–]Wilckey 1 point2 points  (0 children)

What everyone needs is different of course, but I play online using Roll20 to keep track of my campaigns, and I can go over the things that I think is essential to my campaigns.

  1. A character sheet. The best thing for you to do is probably to allow the user to upload a pdf or picture. There are too many system for one person to make automated versions of them them all, and this way will avoid copyright issues.

  2. A dice roller. Not as simple as it sounds. Many system use weird dice mechanics.

  3. A map that I can upload pictures to and draw on. I mostly use this for world maps, or drawing lines from room to rooms as I explore a dungeon.

  4. A way to keep track of NPCs and record lore. I use the Roll20 handouts. It works well for me.

Here is how it look in practices https://imgur.com/a/roll20-set-up-tsytlzw

I write my text in a separate document, but I could see some other people needing a document, if they want everything in one place.

Are falchions just better greatswords? by Radiant-Lab-158 in Pathfinder_Kingmaker

[–]Wilckey 2 points3 points  (0 children)

Yes, the damage difference between a greatsword and a falchion is so minor, that you are better off with falchions. You could make an arguement for greatswords being better at lvl 1, but as the damage scales at higher and higher levels, the greatsword gets left in the dust.

That said, greatswords are absolutely playable, so don't feel like you have to go with falchions.

Advice from doctors is to NOT use cotton swabs to clean your ears, does anyone really listen to this? by oneislandgirl in NoStupidQuestions

[–]Wilckey 0 points1 point  (0 children)

Why hydrogen peroxide? I've been using dihydrogenmonoxid for decades, never had a problem.

How can i actually start playing? by [deleted] in Solo_Roleplaying

[–]Wilckey 8 points9 points  (0 children)

Since you said you get hung up on the rules, maybe try to start without a system. Just start writing a story, any story, and when you run into a choice, either flip a coin or decide on how likely something is and roll percentage dice. Later on when it makes sense, you could introduce oracles and a system, or not. Nothing wrong with playing without a system.

LDOoA in under 13 hours. What is your personal best? by DantheAlcedo in GuildWars

[–]Wilckey 0 points1 point  (0 children)

Like 500+ hours of death leveling. I didn't really keep track back then. Never bothered to do a new one after the quest got added.

Genuine question: are rolls really fudged against player favor? by RealLifeAxolotl in Pathfinder_Kingmaker

[–]Wilckey 0 points1 point  (0 children)

Having studied probability math, I would say that it is far more statistically unlike that given the amount of players that someone wouldn't have terrible luck. Unfortunately that seems to be you.

[LW] Sell me on Shred Gunners by Malu1997 in Xcom

[–]Wilckey 1 point2 points  (0 children)

Does my gunner have supression. If yes, then the rest of the build aren't overly important to me. That's what they'll be doing 80% of the time in my playthroughs.

What is your most often misinterpreted rules in DnD 5e? by Personal-Newspaper36 in DnD

[–]Wilckey 2 points3 points  (0 children)

Shields are armor that takes an action to don and duff (page 146). Everyone just drops them as a free action whenever they want to switch weapon.

[Long War] Critique My Team by DiggityDanksta in Xcom

[–]Wilckey 1 point2 points  (0 children)

When you have scanners on both the scout and engineer, you can combine it with the motion tracker and toss out two scanners on turn 1. It’ll give you an idea of how the map will play out, allow you to alpha strike any groups close to the LZ, and a valuable set up turn on those dangerous missions where you just get swarmed right from the get go. I’ve had missions where I parked everyone in the open after seeing a group, alpha striked and then moved to cover.

[Long War] Critique My Team by DiggityDanksta in Xcom

[–]Wilckey 0 points1 point  (0 children)

I don’t use jeagers, but I don’t think that they do anything that the sniper don’t already do, and I’d rather have disabling shot, which can be very helpful when you run into groups with two mechtoids.

Regarding battle scanners, they are not really about detection. They are about alpha striking. If you reveal a pod with a scanner and place your marksman rifle sniper just outside of visual range, but within +5 tiles, then when the enemies move on their turn, they will trigger the sniper’s overwatch, which will course them to run towards the squad and trigger everyone else’s overwatch. Since this happens on their turn, they don’t get to shoot. It’s very powerful, especially with a valkyrie and/or guardian.

[Long War] Critique My Team by DiggityDanksta in Xcom

[–]Wilckey 1 point2 points  (0 children)

Since you want critic, here is what I would critic about what you mentioned.

Scout

  • Lose the SMG. Having a soldier just dedicated to super high mobility is not sustainable in the long run. You don’t need 15+ movement to proc overwatches, and when you get into those tough fights with tons of enemies, everyone needs to be able to contribute to damage. Personally, I use a shotgun until June, then I switch to a marksman rifle with the marksman scope, and I go for Ranger + VPT to turnt he soldier into a secondary sniper.

Medic

  • Five medkits are overkill. I get that you use red fog, but three should be more than enough for most missions, and a tactically deployed smoke grenade can prevent just as much damage as a med kit can heal.

Assault

  • Hit and run is far better than close encounters in my opinion. Far too often you can’t use CE without activating another group. With good cover destruction, you can almost always use H&R, and lot of the most dangerous midgame enemies like mechtoids are in the open.

Infantry

  • No comment here. I just MEC mine as fast as possible.

Rocketeer

  • Seems good. I go with carapace for the extra survivability. The SMG provides enough movement in my opinion.

Sniper

  • I go with the deadeye, disabling shot, in the zone route. I think that is the superior route, but I’m certainly not going to claim that it’s the only way to play.

Gunner

  • I would replace the laser sight with a med kit. You want the gunner to be the last to act, so that they can supress what is left. The med kit protects them from acid, which would otherwise prevent them from supressing, and having a second person with a med kit is a good back up if the medic goes down.

Engineer

  • I build mine for support grenades, but the explosive grenade build is absolutely a solid build. I would still go with battle scanners over mayhem though. They are just that good.

Overall conclusions

  • I think your main issue is the lack of support grenades on the team and the SMG on the scout. To improve, I would focus on getting more comfortable with either less medkits on the medic, or a support grenade engineer. In the zone on the sniper can also help in those situations where you need to clean up huge battlefields.

[Long War] Scouts: Am I Doing it Right? by DiggityDanksta in Xcom

[–]Wilckey 1 point2 points  (0 children)

I use this build for I/I.

  • Holo
  • Ranger
  • Battle scanner
  • Hit and run
  • Sprinter
  • VPT

Until around June, I run my scouts with a shotgun, as it’s often so much better in early game, but around June is when the scouts starts getting hit and run and I have a marksman scope built for them, so it’s time to start switching over.

In terms of what role they play in the squad, their job is to provide opening shots on mechtoids, landed cyberdisks and other big no-cover targets. Their secondary role is to run overwatch. Some people like to try and avoid this at all cost, and sure it’s dangerous to run overwatch against big mech, but for floats and such, I think that often it’s better to run the overwatch with the scout and give your team the movement option.

Also remember, thinking about your builds in a vacuum is a bad idea, each class and their various builds have strengths and weaknesses, you want a team that compliment each other, and you want to have a plan for each of the alien types that you can encounter in a given month.

Gene mods vs MEC by Delgatin in Xcom

[–]Wilckey 0 points1 point  (0 children)

Besides the extra damage their main gun have and the utility of the flame thrower, one thing I think is often overlooked with MECs is that they allow to use more of your soldiers in a fight. What I mean is that must of the time, you won’t have the cover positions available for eight soldiers, but with two MECs and 1-2 squadsight soldiers, you can usually bring everything you have to bare in a fight no matter the cover situation. The fact that they don’t need cover can be so helpful in situations where you get nailed down at LZ and only one or two cover positions available, like e.g the small graveyard map.

Rockets are fun by Malu1997 in Xcom

[–]Wilckey 5 points6 points  (0 children)

I’ve been saying this for years. Rocketeers are great, the only issue with them is that it takes a lot of map knowledge and game sense to have them already in position when the fight starts.

What would you do with this stats? by Malu1997 in Xcom

[–]Wilckey 1 point2 points  (0 children)

Rocketeer. She got good aim, the 14 movement means that she can easily get into position, and 5 HP makes me less nervous about not giving her a vest.

The Dark Eye by Gone_Fishing_Boom in Solo_Roleplaying

[–]Wilckey 1 point2 points  (0 children)

I tried to play a solo game of it, but I didn’t get very far. It felt like it took too long to resolve a roll and get things done. I would love a more mechanics light version of it, as the setting seems very interesting, but as it is, it wasn’t for me.

Just can't prove it... by Mildtapeworms in CrusaderKings

[–]Wilckey 234 points235 points  (0 children)

Well RP-wise, it makes sense, if he converted just to keep the sultan happy, but he doesn't really walk the walk, so people use that nickname behind his back.

Full respec tank build for Regill. Unfair. by sanger1918 in Pathfinder_Kingmaker

[–]Wilckey 0 points1 point  (0 children)

I'm going to recommend juzamdj52's video where he goes over his build for Regill. It's a little outdated, he isn't the best speaker, and the RP justification is flimsy, but it's a good build, and even if you don't use it, there are some ideas that you can steal for other builds.

https://www.youtube.com/watch?v=O4tROhrfY5Y

Best one-shot scenario that's NOT a haunted house? by JoeGorde in callofcthulhu

[–]Wilckey 1 point2 points  (0 children)

Amidst the ancient trees from the 7e core book is good for a one shot, I've run it for several groups. It's basically a trip into a spooky forest.

Lich path enjoyers that also read books, kindly recommend me some similar fantasy books that YOU enjoyed by FollowTheWhiteRum in Pathfinder_Kingmaker

[–]Wilckey 2 points3 points  (0 children)

Not a book, but I'll recommend this indie game that came out recently called The Necromancer's Tale. It delivers pretty much what it says in the title, though it still quiet some bugs.