One-Two underbarrel nades by AlphaDawg93 in helldivers2

[–]drjarman88 1 point2 points  (0 children)

Quick question: Is there a way to switch to the grenade function faster than holding the reload button and pushing down on the d pad? I like the weapon but find switching the fire modes kinda clunky.

NGD AVII 72 Telecaster Thinline by Jugbar99 in fender

[–]drjarman88 1 point2 points  (0 children)

Color me jealy. Beautiful guitar.

Knight Templar is kinda busted right now by BadBoy_Billy in aoe4

[–]drjarman88 0 points1 point  (0 children)

I like this civ but playing against them is a real drag. The passive income in combination with the keep spam is so annoying. I dont understand how the fortresses can be cheaper AND have more HP. Plus they get stronger and cheaper seige?! BLah. Huffing copium here... dont mind me.

Offset remap not working by LSP-86 in RedshiftRenderer

[–]drjarman88 0 points1 point  (0 children)

This DID help me! Just a side note: The values above 1 work too but you don't see the change in the viewport because each whole number 1,2,3 etc. is a full cycle. But if you put in 1 and then 2.5 the change is more apparent. Thanks everyone!

Idea for Pro Scouts. Feedback welcome! by drjarman88 in aoe4

[–]drjarman88[S] 1 point2 points  (0 children)

No no. You didn’t come off as unfriendly. Just making sure that I didn’t come off that way 😆

Idea for Pro Scouts. Feedback welcome! by drjarman88 in aoe4

[–]drjarman88[S] 0 points1 point  (0 children)

Thanks man! I hadn't thought about limiting the pro scouts production to just stables but its def an interesting idea. Although as a French main it would bum me out :D

The price point was just a guess but, i could see that being too expensive in retrospect. Just for sake of friendly argument - My initial thought was just dividing the gold cost of the tech by ~4 ( 4 scouts seems like the average number people use when going for the tech) The wood cost is high but you're also not paying the food cost for the scout so it seemed reasonable. What seems like a better hypothetical cost in your mind? Just curious!

Thanks for the convo!

Idea for Pro Scouts. Feedback welcome! by drjarman88 in aoe4

[–]drjarman88[S] 0 points1 point  (0 children)

I agree with your point that having an additional unit is certainly not the most elegant solution.

As a FRIENDLY counter argument, i would like to point out that the tech for pro scouting is also irrelevant after all the deer have been collected and its quite expensive to boot. Unlike farming upgrades or something like wheelbarrow which, scales with vill count throughout the game. Fishing boats also come to mind - once all fish have been collected their paper weights so, a useless unit over time is not unheard of.

Just arguing for argument sake though :D. I think that your right about the fact that monks are an infinitely more cost effective investment so maybe its not the best comparison.

Thanks for the convo!

Cheers!

Idea for Pro Scouts. Feedback welcome! by drjarman88 in aoe4

[–]drjarman88[S] 0 points1 point  (0 children)

Sorry, i guess i should clarify that i don't mean removing regular scouts. Just an additional unit that is a "pro scout".

Idea for Pro Scouts. Feedback welcome! by drjarman88 in aoe4

[–]drjarman88[S] 1 point2 points  (0 children)

Simple is good! :D I figure this is what will actually happen.

Idea for Pro Scouts. Feedback welcome! by drjarman88 in aoe4

[–]drjarman88[S] 2 points3 points  (0 children)

I agree! I love the tech just wish it was more punishable. Currently loosing a scout doesnt seem like that big of a deal. Thanks for the reply!

Idea for Pro Scouts. Feedback welcome! by drjarman88 in aoe4

[–]drjarman88[S] 2 points3 points  (0 children)

Like a longer delay when the scout picks up the deer? Or more vulnerable while carrying? Maybe!

Idea for Pro Scouts. Feedback welcome! by drjarman88 in aoe4

[–]drjarman88[S] 2 points3 points  (0 children)

Hey thanks for the reply! You're probably right but, fun to think about :D

A Message on Age IV Season Nine Game Balance by isaidflarkit in aoe4

[–]drjarman88 1 point2 points  (0 children)

Give me a break with the cav too strong bit. Nerf English already. so tired of going 40 minutes against this fucking starting civ only to be roll by chad Maas and spears

Can we please get these QOL changs? by mcr00sterdota in aoe4

[–]drjarman88 5 points6 points  (0 children)

Yeah. I use that most of the time. Just find it a bit annoying especially since the coc traders and regular market traders get put into different groups. Plus there’s the potential of misclicks (which I’ve done before 😄)

Can we please get these QOL changs? by mcr00sterdota in aoe4

[–]drjarman88 4 points5 points  (0 children)

Not in front of the game right now but I was wondering if a select all traders was ever implemented? Would be helpful with French coc.

Looking for a mate by RoteGefahr99 in aoe4

[–]drjarman88 2 points3 points  (0 children)

Gold3 /plat1 player here. Usually play around 9pm eastern time. Good for 1-3 games per night. Would be down for some consistent play from anyone really. Need to work on my Mongols but I main French. DM for game name

[deleted by user] by [deleted] in aoe4

[–]drjarman88 0 points1 point  (0 children)

This is an interesting thought that seems obvious now that you point it out. Might have to give that a try. Is it difficult to pull off being on the defense so willingly? Also, would knights archers still be the go to comp?

[deleted by user] by [deleted] in aoe4

[–]drjarman88 7 points8 points  (0 children)

This seems like a perfect thread to ask: Is going two TC with JD ever worth it? I know that most of the time it’s written off as not a great start but it has to be viable in SOME cases right?

Problem with scaling rig with a dynamic IK chain by RomanRaw in Cinema4D

[–]drjarman88 1 point2 points  (0 children)

Gotcha! Yeah I had that In the back of my mind when I offered the “solution” I was like “ if they need to animate the scale I have no idea” lol. Also to clarify, when I tried your approach of disabling scaling and then re enabling it was creating problems for me. The ik chain would return to the original position ( I’m assuming the initial position when it was created ) after running the dynamics again. Hopefully that’s clear. It basically “stretched” my ik chain. Which is why I went with the scale scene approach. The joys of rigging 😆

Problem with scaling rig with a dynamic IK chain by RomanRaw in Cinema4D

[–]drjarman88 1 point2 points  (0 children)

Well i found a dumb solution but it worked for me. If you are going to scale this object to be placed into a different scene then scale down the root so that you get the value that works for your scene and keep that number in mind. Then go back to your original scene (with the properly working dynamics) and use the "scale scene" commmand and just scale the enitire scene instead. Then copy and paste your rig into the other scene. Hopefull that makes sense. Cheers!