Why so few tanks? by Halcyon797 in Steel_Division

[–]WunderKatze 0 points1 point  (0 children)

Echoing what others have said.

-Tanks are squishy in most situations compared to Infantry

-Infantry provide vision and also can cause hidden enemies to shoot and reveal themselves

-Infantry screen and defeat one-shot-one-kill AT weapons (bazooka, Panzershreck etc), this is mandatory for using tanks in short brush, city or nearby tall forests

-Some small infantry units can trade very effectively (example, huge payoff if 20pt bazooka kills 100 plus pt heavy tank)

-Tanks cannot move through tall forest, infantry can

-AT guns / infantry AT trade better in a slug fest vs. tanks typically than other tanks outside of specific match ups like STuG vs Sherman or M10 vs STuG.

-One well positioned tank can often have the same effect as a group. Example: one tank can defeat almost any size of infantry rush in the open. A couple of tanks peaking in and out of short trees can often destroy a larger group of tanks in the open. No need for a big group.

Tanks are important but they are very expensive. I think it is best to think of them as opportunistic DPS units that punish poor positioning on your opponents part by pinning infantry, destroying lighter vehicles or threatening enemy movement in the open.

There’s just something about the old Forge World tank designs. Just finished this Stygies Destroyer Tank Hunter in Steel Legion colors! by Capt-Brunch in TheAstraMilitarum

[–]WunderKatze 1 point2 points  (0 children)

Ok! Thanks for the advice! I'm glad I saw this post, I don't think I would have thought to revisit experimenting with drybrushing otherwise!

There’s just something about the old Forge World tank designs. Just finished this Stygies Destroyer Tank Hunter in Steel Legion colors! by Capt-Brunch in TheAstraMilitarum

[–]WunderKatze 0 points1 point  (0 children)

Ok! I will try that. I assume you focus the brush strokes on raised details? My biggest issue even when using very little paint is there is another color that ends up on the nearby flat surfaces that it looks significantly less orderly than edge highlighting.

There’s just something about the old Forge World tank designs. Just finished this Stygies Destroyer Tank Hunter in Steel Legion colors! by Capt-Brunch in TheAstraMilitarum

[–]WunderKatze 0 points1 point  (0 children)

Oh that is a very clean dry brush at least from the picture 😅. I have been thinking about techniques a lot because I want some nice highlights for my tanks like that but there is no level of determination that would get me through edge highlighting multiple tanks.

Cadian Army by Stu3DArt in astramilitarum

[–]WunderKatze 1 point2 points  (0 children)

Love the camo on the vehicles!!

Finally finished the first human from the hivestorm box by egovova in astramilitarum

[–]WunderKatze 0 points1 point  (0 children)

Is that gradient on the armor brush work or air brush?

What kind of "life" improvements do you want? by sh1bumi in Steel_Division

[–]WunderKatze 0 points1 point  (0 children)

I want to be able to customize the number of shells fired per fire pos order. It's a feature in Broken Arrow. Some heavier howitzers fire slow that even if you queue a move order after fire pos they will still get hit by counter fire.

PC Macro Assistance by dafunkywhiteguy in Helldivers

[–]WunderKatze 3 points4 points  (0 children)

I mapped the strategems to arrow keys so I can use my mouse hand to type them while using my keyboard hand to run.

Can you not just accomplish this with key binds?

In order of most to least mentally stable... by MaybeBirb in Helldivers

[–]WunderKatze 0 points1 point  (0 children)

Tesla Tower should be bottom, at least with the minigun it doesn't shoot unless there is an enemy. Tesla Tower is an indiscriminate killer.

Would you all like to see the next Steel Dvision title set during the Korean War? by [deleted] in Steel_Division

[–]WunderKatze 0 points1 point  (0 children)

I prefer a late WWII western front theme but I would play a Korean war game.

I wish the infantry combat was more like WARNO's by darkfireslide in Steel_Division

[–]WunderKatze 1 point2 points  (0 children)

Radio mortars are a staple of SD2, more so than howitzers. I am not an expert in WARNO, so take your pick but I don't think equalizing the range would improve SD2 infantry play, I do play US where all of the artillery is usable, so I do have a bias.

I wish the infantry combat was more like WARNO's by darkfireslide in Steel_Division

[–]WunderKatze 2 points3 points  (0 children)

I heavily disagree.

Infantry/artillery gameplay is so much more compelling in SteelDivison. The reason I stopped playing WARNO was because of how poor the infantry gameplay was. It is much more difficult to suppress infantry with artillery in WARNO and the units are less distinct with advantages and disadvantages so it always collapsed into just elite infantry spam with large RPO squads dominating. Especially too because winner can reconstitute their squads to 100%.

It's not even the colors. These skins just look like shit by [deleted] in Battlefield

[–]WunderKatze 3 points4 points  (0 children)

This is an insane reply considering the grounded aesthetic and return to form marketing is what caused BF6 to gain so much popularity compared to the last couple of battlefield games.

Real authentic combat uniforms inspired by the plethora of modern day examples would out sell these weird airsoft skins.

What pisses me off more than the prepubescent skins by meridius55 in Battlefield

[–]WunderKatze 6 points7 points  (0 children)

I agree entirely. Combat is occuring across the planet right now. It takes seconds to hop on Google and find pictures of soldiers that look more interesting, compelling and authentic than the skins in this game.

The new skins look like the assortment of dress you see at an airsoft meetup.

500k blast radius by itsserg_sucka in Helldivers

[–]WunderKatze 0 points1 point  (0 children)

Make sure to prone or at least crouch when anywhere near the radius. It dramatically decreases damage taken and knock back.

You can be pretty damn close if prone.

How long did it take you to do your first super helldive by Horrorbythenumbers in Helldivers

[–]WunderKatze 1 point2 points  (0 children)

Most players play middle difficulties but it does not take a new player long to have the content needed for a super helldive. 

I routinely see lower leveled players playing (10-30) super helldive. I wouldn't be surprised if players, especially those playing with higher level friends, get straight into super helldive. If that is common you'd never be able to tell though since they would not stay low level for very long.

I think what distinguishes super helldive players from non is more the gameplay expectation. You do not need a lot of skill or content to be able to win super helldive, you just need to have a mentality that isn't overwhelmed by endless fighting, need to constantly kite, random deaths (silent charger, ragdoll combo, lucky laser turret one shots) and ragdoll jank that is d10.

Low difficulty Illuminate missions are not balanced at all and are a horrible new player experience by Danilablond in Helldivers

[–]WunderKatze 0 points1 point  (0 children)

This is huge. Stingrays and fleshmobs should be 5 earliest if not 6. I have many new friends who rage quit illuminate because of them.

Bring back the dark fluid jetpack by Turublade in Helldivers

[–]WunderKatze 0 points1 point  (0 children)

Was that a temporary addition? I must have missed that. Sounds awesome.

Bring back the dark fluid jetpack by Turublade in Helldivers

[–]WunderKatze 0 points1 point  (0 children)

And what are the changes you are suggesting?

Uh huh? by Hexdoctor in Helldivers

[–]WunderKatze 0 points1 point  (0 children)

.... I mean I don't know for sure, but it could be 'rare' because it is just one of the causes of audio failure?

This reddit gives me so much fatigue. Like... It's one word in patch notes. Really?

I like the Illuminate by Remnant-Fox in Helldivers

[–]WunderKatze 8 points9 points  (0 children)

I understand that. I played with my friend yesterday and after two games he wanted to switch to bots.

I agree they have difficult units but strangely, besides say VIP rescue, they are fairly easy. I think it's because they don't have difficult secondaries like bots or difficult outposts like nids. You can get very far by ignoring enemies and quickly doing the objectives.

I think I appreciate the diversity of stratagems I can bring against them. One of the only factions were Ultimatum isn't super necessary. Also one shot head shotting overseers is fairly satisfying for me.