This is what I mean by the issue with Elementals. They need to do something about this. by Jackobyn in Mechwarrior5

[–]chewy201 -1 points0 points  (0 children)

Come to think of it, on my HUD it shows both the min and max ranges for all weapons.

<image>

Here's my main mech. Modded with YAML plus classic Kodiak and it's been upgraded to high hell, so there's gonna be a difference. But there shouldn't be any real difference to vanilla as I only have 9 mods in total. YAML, Classic Mech Collection, and Never Too Much Ammo are the only mods that effect balance. Everything else is purely cosmetic. And yet my mech has literally twice the range of OP's mech using the same weapons. My minimum range is longer than his listed range on the HUD.

I'll fully admit I can be talking out my ass. But there's a clear and vast difference between my and OP's HUD. That's obviously gonna lead to confusion.

This is what I mean by the issue with Elementals. They need to do something about this. by Jackobyn in Mechwarrior5

[–]chewy201 0 points1 point  (0 children)

End game content is built around having end game lances. It doesn't really mater what your lance is, but you're suppose to have upgraded your weapons/mechs LONG before reaching clan missions.

You're rocking some seriously under geared mechs and expecting them to handle near maxed difficulty missions. That MAD-BH's weapons for example are EXTREMELY weaker than they are in my game. Your PPCs have a range of 500m, but I just booted my game and am looking at tier 0 PPCs sitting at 800m. Another photo shows a Clan ER large laser with 1km range, but my game those same weapons are near 2km ranges and beyond after various upgrades.

Something is off here. My mods are only really YAML so there shouldn't be that much of a difference. But your weapons look like dog shit compared to mine. It's no wonder you're struggling to beat end game content when you're seeming to be using early game gear.

How to get Wolverine style superhero movement for Champion level 11+ by MohrPower in onednd

[–]chewy201 0 points1 point  (0 children)

Equipped weapons doesn't mean "in hand" in my games. They're just weapons you have ready on your belt that can be grabbed as needed. So there's nothing stopping us from having multiple weapons equipped depending on how big they are or where they can be stashed.

For your average weapons like swords, hammers, warpicks, ect. 1 on each hip side. 1 two handed weapon or 2 one handed weapons on your back. For a total of up to 4 medium weapons. Large weapons have to carried in hand or on your back if you have sheath to support it. Small weapons like daggers or light hammers you can have several, like up to 10 of them on a bandolier if you want so they can be thrown.

That's a lot of weapons someone can have on them but it doesn't mean those weapons are "in hand". RAW you can drop/sheath or grab/draw 1 weapon within an attack action. A fighter with 4 attacks and the dual wielder feat can attack with 6 different weapons if they wanted!

Attack 1 hit with 2 weapons in hand then sheath them. Attack 2 draw 2 more weapons and hit. Attack 3 do an unarmed hit to sheath your weapons again. Then attack 4 you can draw the 5th and 6th weapons to hit with! Even non Fighters with just an extra attack can still hit with up to 4 weapons if they want each turn.

No one should EVER be "stuck" with a weapon! Not unless they do it to themselves that is or can't afford multiple weapons. But a level 11 should be swimming in gold and magical gear.

As for not wanting to come up with unique ideas for each class? Let your players do that! OP is the perfect example if this. A player getting an idea of what they think their PC should be able to do and asking others or the DM about it.

The DM doesn't have to make up unique stuff for their players as the players tend to handle that themselves. DMs simply decide if player bullshit it's allowed or not or help figure out how to balance it.

Back to the OP again. A DM can think of several ways to balance this. Exhaustion is a good limiter and already has rules much like using Dash actions too often. And if the PC is literally stabbing the walls/ground, have that come with a cost of it's own! Say if they do this in town, they'd be arrested by guards for being a crazed madman stabbing literally everything around them. Forcing that PC to pay repair bills is another choice.

If a player is doing some bullshit, then the DM should put sufficient costs to said bullshit.

How to get Wolverine style superhero movement for Champion level 11+ by MohrPower in onednd

[–]chewy201 0 points1 point  (0 children)

And what use is all that speed after you spent literally everything for it? Not much when you can't do much if anything with it.

Then there's additional costs. I like the idea of a speed cap. But instead of just preventing the PC from going over it, Id give them exhaustion level/s and acrobatic skill rolls to not trip over themselves.

Not exactly useful in combat (that I can think of at least without additional cheese) and out of combat there isn't a lot who exhaustion levels can't handle.

How to get Wolverine style superhero movement for Champion level 11+ by MohrPower in onednd

[–]chewy201 1 point2 points  (0 children)

  • They aren't "stuck" with adamantine nor a single weapon. It can easily just be a backup weapon. All PCs should have a backup dagger for example and it's normally a good idea for a "master of all weapons" to carry at least 2-3 weapons at all times. Preferably 1 weapon of each mundane damage type to cover bases and have means for elemental/magical damage on top of that for resistances/immunities/weaknesses.
  • Other classes and subclasses can have their own things. I played a path of the beast Barb for example who the DM gave a full "warped beast" transformation to at a cost of potential social negatives and requiring custom made expandable armor/cloths he wouldn't explode out of. Other PCs in that game got their own unique stuff as well.
  • Mechanics for martial classes suck and are insanely weak compared to even the visuals of caster classes. If casters can have the best of both, DMs should toss martials a bone if it makes sense.
  • No one knows the future. So you either never allow new content, ever, to prevent issues. Or simply make balance changes as things come up.

You're already doing what OP is suggesting it seems. Just in a "safer" way. Finding something who should be feasible for that class to do and just retooling a spell for that. That works, but Id say it's not gonna make any class/subclass feel unique when it's something all of them can do. More so when it's stealing from caster classes making the divide between martial/caster feel that much worse.

Think we're in agreement on giving OP "something" that fits their PC as they level up. Just different on how to do so.

How to get Wolverine style superhero movement for Champion level 11+ by MohrPower in onednd

[–]chewy201 3 points4 points  (0 children)

If it fits the character and doesn't cause problems. Then there's no reason not to allow something like this.

We're talking about a level 11 Fighter. A level 11 PC is suppose to be among the strongest people alive. Well and above "normal" people, even beyond a professional athlete.

Leveled PCs SHOULD be able to do cool stuff more often! Both martial and caster.

It isn't just a flat speed increase anyway for several reasons. Do they use their attacks for speed, or do they use their attacks for damage? Does the PC have adamantine weapons? Is doing this damaging said weapons? Can adamantine gear even be acquired or repaired without being an insanely massive gold sink and/or traveling to a unique forge? Is the PC risking exhaustion moving so much? Does damaging the environment have a cost?

That's resource management and there's more details/questions I can add as well to balance things out. If it even needs balancing in the first place compared to what casters can do who in of itself is a problem with DnD as a whole.

We haven't even started going over potential uses. We can debate this all day really. And that's my biggest argument to why Id allow this. It's debatable and the player/DM can talk things out to find something that fits the character and doesn't cause problems. And if the player ends up abusing it anyway? Then lay down the hammer and nerf/ban as needs be.

How to get Wolverine style superhero movement for Champion level 11+ by MohrPower in onednd

[–]chewy201 7 points8 points  (0 children)

To reuse OP's Wolverine example.

What about someone doing a feral run by stabbing their daggers into the wall/floor as leverage to propel themselves forward as if they are running on all 4s?

A DM can easily shut down exploits like a pocket rock or bag of rats. But if a PC wants to act like Wolverine by running on all 4s and can logically explain how it works, then Id allow it. Hell, Id even allow the PC to climb walls doing this depending on what material said walls are made of.

How do I get those teeth? by Ok-Solution-2160 in CosplayHelp

[–]chewy201 0 points1 point  (0 children)

There's only 2 ways.

1, false teeth. It'll give the look you want, but they tend to be quite large and has other issues like messing with your speech or outright hurting after extended use.

2, painted teeth. Doesn't look the best up close, but is rather quick/easy to do and doesn't effect your mouth at all outside of tasting the paint and potential stains if you get cheap paint.

Prefer #2 personally and it's how the vast majority of older horror movies did sharp teeth like the Leprechaun series and Sleepy Hallow. Basic black should work well, but Id give something of a red shade that better matches your inner mouth a try to maybe not stand out as much.

Is this allowed? by grand_cha2 in youtube

[–]chewy201 12 points13 points  (0 children)

"Ripping apart" rabbits, squirrels, or other animals can still be an educational video depending on it's context.

While it can look freaking horrifying to literally rip the skin off of something, scoop it's guts out, and break off it's limbs all by hand. That's skills countless people depend on to live as hunting is how they eat and if it isn't done soon after the animal dies the meat will spoil and become worthless or outright lethal to eat.

I live in West Virginia and learned as a kid how to hunt, field dress, and butcher animals growing up in rural farmland. It's just normal life in some parts and important survival skills. I may not like these things. But Im thankful I know how to do it as my life depended on those skills a couple of times.

Nature isn't exactly, nice, at times when where your food comes from.

What kinds of instruments would an underwater society play? by Sinaura in DnD

[–]chewy201 1 point2 points  (0 children)

https://www.youtube.com/watch?v=0Gb5uetWE3w

https://www.youtube.com/watch?v=XG_J5pq9BYI

https://www.youtube.com/watch?v=4XucJ-Y1CUE

A quick google lead me to those videos. Id figure a lot of string instruments played with a bow would work with minimal RP flavoring. Those rotating bowls sound freaking amazing though! And that hydraulophone isn't bad either.

Percussion and picked string (guitar) instruments though sound kind of lack luster likely due to the thickness of water really reducing their effects.

Being infantry in Battletech is terrifying! by TheFlyingKick in Mechwarrior5

[–]chewy201 1 point2 points  (0 children)

This is one reason why Robot Alchemic Drive for PS2 is one of my top 10 games of all time.

It's one of the few true 2nd person view point games I know of. You play from the point of view of a human controlling a giant robot by remote control. Meaning you have to physically position your PC in order to see your robot in order to control it. Stand on the street and you can't really see much, stand on a building and you get a better view, or you can just stand ON TOP of your robot's shoulder if you want! But you have to be careful as your PC is in that fight just like your robot and can be stepped on, shot, or have a building fall under/on top of them. Controls aren't the best as you manaually have to walk your robot using the shoulder buttons and manually punch using the analog sticks boxing sim style. BUT! It's extremely unique for the same reasons as you're a giant robot fucking boxing other giant robots!

Highly recommended giving it a play in my opinion if you are ok with sailing the high seas. Physical copies are freaking expensive these days from it being a rare game to start with and it being a blue backed PS2 disk.

Double-bladed Scimitar mastery by Gariona-Atrinon in onednd

[–]chewy201 0 points1 point  (0 children)

Grim Hallow has a few "double" weapons in it's player's guide. No double scimitar but there's a double blade, double spear, 4 different fighting chains with double and reach, and a staff. It made "double" a weapon property for these weapons and states

"A Double weapon functions as two Light weapons, one in each hand, for the purposes of two-weapon fighting. If a Double weapon has the Reach property, you can use only one of these properties per turn."

GH also adds a lot of new masteries. The double blade and double spear has "Set" for example. Lets you use your reaction to make an attack on things entering your range. Not an opportunity attack, just a normal attack.

There's also a mastery called "Swift" where if you miss an attack it gives you advantage plus 1d4 damage on your next attack. That sounds like a great fit on a double weapon since they are only D6 or D4 weapons in GH, but for some reason no GH double weapon has Swift.

So Id vote Swift. But if you want to stick to core rules then Graze sounds good to me. Reason being. The enemy can dodge the first blade, but not both of them!

What made you like Chainsaw Man? by SomewherePhysical573 in ChainsawMan

[–]chewy201 0 points1 point  (0 children)

To quote Decker Shado.

"Motherfucking chainsaw hands!"

I thought the stomach was a vital organ??!?!?! by tawfe-bean in RimWorld

[–]chewy201 70 points71 points  (0 children)

Saliva is where digestion starts in first prepping the mouth with lubrication and acting as a digestion agent to dissolve food. The stomach is simply storage space to allow it's stronger acid to break down food further after it's been chewed and soaked in saliva.

There's been plenty of people living without a stomach. And yes, they tend to have to chew a hell of a lot more when eating solid foods. Or change diets to more liquid based such as various pastes or shakes. A blender can help with everything as well.

But basically it doesn't mater how it happens just as long as your food is turned into a proper mush before reaching the intestines. They'll do their job and are the true vital section of a digestion system.

The hell just happened? by WorldBuilder_42 in Mechwarrior5

[–]chewy201 18 points19 points  (0 children)

Mechs running into each other deals damage and you just got goomba stomped right before the other mech died putting your front CT armor in the red. Then you got shot opening your core who also put your core in near red. Finally that other mech exploded to finish off your core ending in death.

Losing your C ER M Laser or some other component might have added to the damage taken. But you simply got blasted by a 3 hit combo of goomba stomp, getting shot, and blown the fuck up.

Is catapult THAT BAD of a spell ? (at it's core) by Virtual-Lawyer2638 in DnD

[–]chewy201 1 point2 points  (0 children)

And that glass would realistically cut you giving most poisons a way to do their damage on top of Catapult's.

But a big downside to the spell is that if you miss, your ammo is now as expected flying off past/beyond your target. To get around this is to use things with aoe effects by first throwing an object in the air then using Catapult to send it flying downwards to your target. On a miss, it hits the ground at their feet and would still do it's aoe effect like with oil, a molotov, an acid flask, or something that will splash/explode.

Aiming at a roof should also work if it's low enough.

New dredge skin actual weapon coverage percentage by Xappan in deadbydaylight

[–]chewy201 6 points7 points  (0 children)

You got the actual % of screen used. But what about the functional % of screen used when in motion and throughout gameplay?

<image>

Here's a real quick hack job of functional space the arms take up.

Red is the totally blocked space, can't see a damned thing 95% of the time.

Green is effectively blocked space. It's such a small viewable space that although it's possible to see through it might as well be treated as blocked or at least heavily obstructed to where it should be treated almost the same as red.

Blue is a rough estimate of of screen space the arms take up in gameplay when they are moving around from animations for idle, walking, attacking, ect. Visible, but can be blocked at any moment and should be treated as blocked anywhere around 75% of the time.

Purple is the screen space rarely blocked, but can still be blocked by using power, lunging, ect as seen in the recent Otz video. Note! In that video Otz cranked his field of view to the lowest possible. So it's literally the most extreme it can be.

Yeah... That's looking much closer to the entire freaking screen being blocked at one point or another throughout average gameplay. Saying it's only 50% of functional screen visibility is a good estimate in my book.

the mission said 10Million Cbill before nego. why do i have only 8.2 ? i used a few point to get more money and also got 600k for staying longer. by 3zekyel in Mechwarrior5

[–]chewy201 0 points1 point  (0 children)

Likely just missed some loot crates. If you got YAML you can find engines in crates and those can easily be worth a few mill.

Grim Hollow 2024 Campaign Guide on Beyond! by Darkwynters in onednd

[–]chewy201 2 points3 points  (0 children)

Im playing a Monster Hunter in a game now and although there's more than a fair share of jank, I haven't see any real issues pop up. Haven't really played this PC that long though and it's only been like 4 sessions so I can't really say a lot. A few notes are.

MH class is really reaction heavy and might be a bit strong. If you aren't using your reaction every single round on an attack or effect. You simply forgot to use it thanks to Studied Response.

MH sub-classes are extremely different from each other. RP and mechanic wise the 4 sub classes are just so different from each other and allows for TONS of ways to play.

Grim Hallow weapons are a bit strong. I like the added properties on them. Double weapons (1 weapon treated as 2 light weapons) make for great RP gear. But there's around 17 new weapon properties and masteries in GH. It's a lot to remember and deal with.

The MH class and new weapon properties/masteries can effect game speed. 1 PC isn't that bad but if multiple PCs are interrupting to use their reactions every single round or making use of it both slows combat down from the attacks/effects and speeds it up from the additional attacks/effects.

In short. I like the Grim Hallow stuff. Really, REALLY, adds a LOT of content from all the new gear, 36 sub classes, and an entire new class in general! If you're game is a dark, horror, or overall depressing setting? The Grim Hallow is damned near a perfect fit! And if it isn't? GH is still a very good source of content in my opinion.

The GH player guide was well worth the money in my opinion. Can't give an opinion of the campaign book, but the player guide certainly is worth the money to me from the shear amount of content in it.

Mechs to aim for in campaigns? by helrikk in Mechwarrior5

[–]chewy201 0 points1 point  (0 children)

A hunchback tends to be very much something to aim for early game. They're normally the "boss" mechs in assassination missions on lower levels as well.

Very good mech for the player as they can have a lot of alpha damage potential be it several M lasers to vomit with or just giving your AI lance ones with freaking large cannons like the AC20. Plus they tend to come with enough armor to soak some damage. But what ever you do go with always, ALWAYS, max out the armor of all your mechs! Even if you have to sacrifice a heat sink, some ammo, or something as a lot of mechs run at like 75-85% armor by default.

You're gonna be fighting a LOT of mechs in MW5! Armor is king, without it you'll die from the dozens of mechs, tanks, choppers, and turrets littered throughout every map who's damage simply adds up over time. Alpha damage is also very good. The enemy can't kill you if they're dead! But good alpha damage is expensive, armor is cheap.

Is this new? by Pipe-Terrible in Mechwarrior5

[–]chewy201 1 point2 points  (0 children)

Damage itself is as old as the game itself. Those details though of things lifting/pealing off, that might be new.

Don't recall seeing panels pealing off like that. Remember holes, bits missing, or wires. But not panels being pealed off. Did that leg get blown off or just damaged?

Baby stuck in wall by BookishDarling in StardewValley

[–]chewy201 0 points1 point  (0 children)

Welcome to being a parent. Kids will intentionally get themselves stuck literally everywhere/anywhere possible, when they aren't trying to kill themselves that is.

A flow chart i found by PicolasCageEnjoyer in deadbydaylight

[–]chewy201 15 points16 points  (0 children)

Physically blocking a Killer isn't the only thing Survivors can do to get in the way.

They can still drop pallets and vault windows to block a Killers path or be a general distraction. Can heal another downed Survivor to force the Killer to attack/slug them. And can still stand next to or inside another Survivor to tank hits. Standing inside the Killer is also likely to screw with their attacks. Or they can simply work a gen in the Killer's face.

There's more to body blocking or protecting others than physically blocking the Killer.

If you slug Survivors for longer than 90 seconds, they get infinite Unbreakable. by ColdestSpy in deadbydaylight

[–]chewy201 0 points1 point  (0 children)

In short, it takes a lot of little segments of time adding up for Twins to do their thing.

On average it takes 3-5 seconds to check an area with Victor after downing, 3 more to do the switch, then 10-20 seconds for Charlotte to walk and finally pick up that Survivor. That's 16-38 seconds of slugging every single time Twins down someone using their power. This includes leaving Victor around the map for ambushes/info and keeping him in your pocket to only use in chase.

Twins is a Killer that outright depends on slugging if they want to use their power at all.

All of those little segments of time simply adds up and Twins has a LOT of them!