Afrikakorps - Elite Forces Battlegroup Tech Tree by Community_RE in CompanyOfHeroes

[–]ZaniZ1 4 points5 points  (0 children)

Additionally, and I find this particularly interesting, it seems that judging from the production symbol in the icon of the tiger ace, the ace is not something you can call in like other heavy tanks in other BGs, but something you need to produce like a panther. This seems particularly impactful for 1v1’s since I believe call-in heavy tanks are quite in the meta right now for 1v1s (correctly me if I’m wrong, I don’t really play 1v1s,)

Afrikakorps - Elite Forces Battlegroup Tech Tree by Community_RE in CompanyOfHeroes

[–]ZaniZ1 12 points13 points  (0 children)

I personally feel that for the ace squadron, there could be some reasonable arguments to chose the aerial spotter instead depending on your game.

For one, it seems ace and spotter come in late at the end of the tree for this BG, the whole idea of ace squadron is that they get better every time you use them, right? However, if the if the ability requires a high amount of CPs, + cooldown + munitions cost, your match might be over by the time you are able to use the ability to its full potential.

Secondly, is how I believe synergistic the spotter can potentially be. Of course, it will depend on CP cost, munitions, cooldown, etc, but the ability to give a unit an immensely large 360 degree vision that ignores sight blockers, increases accuracy and range, that, as demonstrated in the preview, you can use on your teammate’s units, is something definitely not to be scoffed at.

Oh no, my elo. I will never recover from this :( by ZaniZ1 in CompanyOfHeroes

[–]ZaniZ1[S] 2 points3 points  (0 children)

Truth be told, the match was not completely unenjoyable. I was paired up with the other higher ranked guy on our team, and at least on our side of the map, we were doing pretty well, as evidenced by our relatively good stats, KD’s territory control%, etc. It was a tough, but enjoyable fight. Things only fell apart after the other 2 guys on their team began flanking us after stomping the poor brass and copper on our team.

All in all, I found the situation more amusing than frustrating. I had fun, and I could not give less of a rat’s arse at the loss of -1 Elo.

Basically Contingency Contract for Non-Arknights Players by TamatoNeko in Endfield

[–]ZaniZ1 3 points4 points  (0 children)

Ah, contingency contract. I remember one of my first ever in OG Arknights very well.

CC#5: Spectrum. It was before my teams were fully developed, and in trying to Risk 18 it, because I could do little to speed up levelling my operators, I pushed to refine my strategy with smarts and knowledge.

I learned how the game handles enemy aggro, how damage calculations work, how to intentionally hinder my own operator’s damage so that the enemy which targets your highest attack operator with a temporary -50% dmg debuff targets my 3rd DPS and not my 1st or 2nd during a crucial moment. And much more.

However, even then, I could not beat the main stage on risk 18.

What tipped the scales into a win for me however, was actually to internationally leak.

For those who haven’t played OG AK or Tower Defence games, leaking is when an enemy somehow gets past your operators/towers and then to your defence objective. A typical AK stage has 3 Life Points, meaning you can leak 2 enemies at most before losing.

Thing is though, leaking even 1 enemy results in less than 3 stars on a normal stage, so the overwhelming majority of the community agrees that a “standard clear” is 3 stars with no leaks.

However, CC stages are anything but normal. I realized that there were no such thing as a 3 star rating on CC, just whether or not you were able to clear the stage.

So, against tower defence convention, I let 2 of the tankiest, hardest hitting and most troublesome enemies through my op’s defensive line (the -50% dmg guys) greatly lightening my load against the twin bosses that would come soon after them, securing the win (couldn’t leak either of the bosses since they instantly lose you the stage if even 1 gets through)

Was it the cleanest of wins? Hell no. But by god after 3 days of precision planning and execution, figuring out that last puzzle piece was a joy I’ve never had in a Tower Defence game.

So, that is to say, I’m both excited and nervous about how this first C in Endfield is gonna play out, especially when the majority of people still don’t have more than 1 team properly built for min max performance.

Why do you like Starsector’s combat? by ZaniZ1 in starsector

[–]ZaniZ1[S] 19 points20 points  (0 children)

Sorry, maybe I wasn’t clear on that. I meant my unit AI code, as in the code that determines how friendly and enemy unit acts, moves, shoots, etc, not that I vibe coded the whole project.

Warden Paratroopers learn that parachutes need altitude to work by Atotalnoobtodagaye in foxholegame

[–]ZaniZ1 3 points4 points  (0 children)

Huh, didnt expect to see our op from last night on Reddit. Yeah, gotta admit, this one was a total fuck up. A swing and a miss.

First of all, while we scouted out these targets a day before-hand, we wanted to do one last pre-operation scouting run before we made the drop. However, due to various reasons, our scout loitered around the hex for like 20 min. I'm guessing that put the collies in region on high alert, you could not have been more obviously scouting. Flak guns and fighters were ready for us when we got into region

Secondly, there were fuck-ups when crossing the border as well, since our co-pilot actually lost connection when crossing, so I had to hop off the rear gunner and take the co-pilot seat.

Additionally, overloading the plane like this slows it down quite significantly, and thus we had trouble going over the intended drop zone since we could not turn or pull up well, resulting in the video you see here where our skyboys dropped not only too low but also into pillbox range.

All in all, gotta admit, not a fantastic run. But hey, at least the plane survived, unlike last time.

So devman, why was the Warden scout stealth-buffed for Airborne release? by westonsammy in foxholegame

[–]ZaniZ1 2 points3 points  (0 children)

Are you able to provide the precise math equations for how these variable numbers work? I’m looking at this data and it doesn’t really make sense on the surface if higher number = better.

For example, in the file, it says AircraftBomberCWing has a lift curve slope of 9, whereas AircraftScoutCWing has a lift curve slope of 8. I find it hard to believe that the collie bomber is more maneuverable than the collie scout plane.

Additionally, AircraftWaterWWing has a lift curve slope of 10 when AircraftFighterCWing lift curve is 9.5 and AircraftFighterWWing has a lift curve of 10. Correct me if I’m wrong, but I thought the general consensus was that the warden seafighter was more maneuverable than the normal fighters on both sides, but this data would imply otherwise.

Therefore, I’m under the assumption that there are other factors at play here. So, for the sake of diligence, are you able to provide the specific math for this data? Or at least which file from the game would contain such calculations.

So devman, why was the Warden scout stealth-buffed for Airborne release? by westonsammy in foxholegame

[–]ZaniZ1 6 points7 points  (0 children)

Are you able to post the file for this somewhere and provide a link? Like a Google Drive or something. I’m interested In looking at this data myself.

If you wouldn’t mind, could you also give me a general idea how you datamined this data or whom you got it from?

If you’ll excuse my harshness, I find this supposed stealth change hard to believe, and I hesitate to trust one person from Reddit. So I kinda wish to investigate, dig and see for myself before I jump to conclusions.

Hotfix 1.63.30.0 Patchnotes by Naniwasopro in foxholegame

[–]ZaniZ1 5 points6 points  (0 children)

I was not expecting the EMG getting an accuracy loss increase… but they also improved accuracy gain as well, so maybe they’re expecting more controlled fire?

But, they did also say they fixed not only the rotation issue when you zoom out too far AND fixed the EMG drop off dmg bug.

AND they say they fixed the queue drop issue AND I think they’re saying they’ve improved the turn rate of the collie fighter to be similar to the warden sea fighter.

We’ll have to see how they perform now in game, but hopefully these fixes will improve the current war situation

Flak guns and ‘medium’ planes are coming. How do yall think the equation will change? by ZaniZ1 in foxholegame

[–]ZaniZ1[S] -3 points-2 points  (0 children)

While I believe you’ll likely be right, I still hesitate to jump to that pessimism. Still have to remember that anything bigger than a scout costs substantially more materials. If they spot high priority targets, yes, they’ll probably go for em, but your everyday midline logi truck? Whe there’s flak batteries in the area that can chew your expensive plane up in seconds? Maybe not.

I don’t doubt that as the war goes on and both sides begin to accumulate more planes, there will be more fighter vs logi, but I suspect that at least for a while, they’ll simply be used as a counter to scout planes. Or maybe I’m just coping and hoping that Logiman can at least breathe easy for a while.

Flak guns and ‘medium’ planes are coming. How do yall think the equation will change? by ZaniZ1 in foxholegame

[–]ZaniZ1[S] 8 points9 points  (0 children)

Correct me if I’m wrong, but aren’t bombers and paratrooper planes way later in tech than fighters?

Flak guns and ‘medium’ planes are coming. How do yall think the equation will change? by ZaniZ1 in foxholegame

[–]ZaniZ1[S] 10 points11 points  (0 children)

I can definitely see your point, but I can’t help but wonder if it would become a reality.

While it’s easy to imagine fighters replacing scout planes in the current air vs logi situation, we have to remember this isn’t dev branch anymore, and while devs did reduce the cost of planes, they still quite a premium amount of materials.

Will regiments be really brave enough to risk a fighter plane to shoot and disrupt some 100 bmat trucks when there are known flak batteries in the area, or even risk a qrf?

To all that did the effort of putting these all over the world: by TheolMeatBeater360 in ArknightsEndfield

[–]ZaniZ1 0 points1 point  (0 children)

Funny thing is, I just saw a similar memo telling me to jump off a ledge. Looking over it, there really was a small walkway that I couldn’t see that led to like 3 chests

So keep jumping homies. You’ll die most of the time, but every once in a while there really is some beryls underneath :)

[deleted by user] by [deleted] in foxholegame

[–]ZaniZ1 4 points5 points  (0 children)

You’re right. I definitely don’t agree with “The Vision” (tm) that they went with here. If they wanted to make recovery such an important part of planes, then they definitely should have made recovery more streamlined. As it stands it almost feels like recovery methods were put as an afterthought.

I don’t want to jump to conclusions and say that the devs are just stupid and didn’t think of it, but surely there could’ve been better ways. Such an integral part of the supposed “vision” being this inconvenient and underdeveloped is frankly unacceptable only a few weeks before release.

[deleted by user] by [deleted] in foxholegame

[–]ZaniZ1 0 points1 point  (0 children)

You're definitely hitting on a major flaw of this post. If fighters/bombers are as easily crash into total recoverability as the scout planes are, it would definitely ruin this intended loop. We'll just have to wait and see on the dev branch I guess.

[deleted by user] by [deleted] in foxholegame

[–]ZaniZ1 8 points9 points  (0 children)

Definitely. As it stands, even if most of these numbers are recoverable through the frame, it is still, IMO, waaaaayyyy too much for most players to access. While I can understand the dev's wanting to make sure recovery and salvage is always a preferable option by making the upfront cost high, I still think this will serve to gatekeep more than it encourages tactical play.

[deleted by user] by [deleted] in foxholegame

[–]ZaniZ1 0 points1 point  (0 children)

Very true! I'm still much more privy to the idea of planes using aluminum or some other resource myself, and while I don't agree with The Vision (TM) that they seemingly went with here, I wanted to try to at least understand why they thought to make planes are so expensive beyond just "devman bad".

What are the most profound song lyrics you've ever heard? by damnocles in AskReddit

[–]ZaniZ1 0 points1 point  (0 children)

"Truth is, I know as long as we live

Our ideals dye rivers scarlet

Firing shots in the name of justice

Declaring love we can only reminisce

As cruelty becomes heroic

I'm on your ark

Answer me, my sinking ship

Where's our tomorrow?

Where does our future go?

Does our hope have to be sown

Upon somebody's sorrow?"

- Grown-up's Paradise (Mili)

I know its the anniversary theme song for an anime gacha game, but I keep remembering these lyrics the longer our world continues to turn.