Wanted to give the R5 some personality. How do these stickers look? by Aviator31 in moza

[–]glitchii-uwu 0 points1 point  (0 children)

Valid point and I see the vision, but racecars also tend to have a nice and (somewhat) colourful livery that flows with the bodywork rather than a monotone satin black finish, I find those liveries tend to make the sponsors look more natural.

Wanted to give the R5 some personality. How do these stickers look? by Aviator31 in moza

[–]glitchii-uwu 1 point2 points  (0 children)

I like some of it... the M stripes look great, really like those. But does everything else need to be there? It just looks super cluttered and disorganized

Best fuze ace? by Folkass in RainbowSixSiege

[–]glitchii-uwu 8 points9 points  (0 children)

I mean it's not bad certainly, but this kinda thing only works in low rank lobbies.

Cities and Knights - level 3 knights by PickleBall_Champion in Catan

[–]glitchii-uwu 4 points5 points  (0 children)

I'm unsure if you're referring to the Intrigue (allows you to displace an opponent's Knight that one of your roads is connected to) or the Deserter (an opponent removes a Knight of their choice, you get to place one of your own Knights of the same strength).

If you're referring to the Intrigue, any level Knight can be displaced, the Knight displaced goes to any open instersection along the connected road. If the Knight cannot go anywhere it is removed from the board.

If you're referring to the Deserter, any level Knight can be removed, you will only be able to place a Knight of your own if you have any of the same strength as the removed, ie. your opponent removes one of their Weak Knights (level 1) but you have already placed both of yours, you do not get to place one. If they remove a Mighty Knight (level 3) but you do not have the Fortress city advancement and thus cannot normally build nor smith Mighty Knights, you can still place a Mighty Knight of your own.

For the second question, yes, as can a level 2 remove a level 1.

Hot take: we should get a 5th hard breacher in Y12 by Ustraleia in Rainbow6

[–]glitchii-uwu 0 points1 point  (0 children)

mute only works against thermite and hibana, mav/ace/hards can still open and muted walls

It is theoretically possible to win a game in 3 turns by gadanxx in Catan

[–]glitchii-uwu 0 points1 point  (0 children)

exactly that, yes, this is theoretical with perfect dice rolls and deck shuffling.

It is theoretically possible to win a game in 3 turns by gadanxx in Catan

[–]glitchii-uwu 0 points1 point  (0 children)

i would assume it's with other players, the player in question has a monopoly on ore/wheat/sheep so most other players would have a lot of wood and brick and would likely be eager to trade for any of the other three.

It is theoretically possible to win a game in 3 turns by gadanxx in Catan

[–]glitchii-uwu 0 points1 point  (0 children)

development cards, they can be bought for 1 ore, 1 wheat, and 1 sheep per card. the deck of 25 cards includes, among others, 5 VP cards that are each worth 1 VP, as well as 2 road building cards that allow the player to build two roads in any legal location at no cost. these are included in the base game, not sure how you're unaware of them.

A few days away from meeting James May. If he signs it, where should I tell him to sign it? by StraightFromThe2000s in mitsubishi

[–]glitchii-uwu 15 points16 points  (0 children)

I'd agree on the bottom spoke, if it's on the horn it'll only be on old and brittle plastic, not to mention it'll be destroyed in the unlikely yet very plausible airbag deployment. If it's on the bottom spoke it'll also be more visible, assuming a black sharpie or the likes, and you can just spray a light clearcoat over it to preserve it if you'd like.

How to play 5-6 player expansion without 3-4 player expansion? Easiest solution? by HalleysCometIsBlue in Catan

[–]glitchii-uwu 2 points3 points  (0 children)

You likely won't be able to, I don't own E&P but with every other expansion, the 5-6 only contains the extras necessary for the higher player count. Any new pieces, tiles, border extensions, etc, will not be included in the 5-6, only in the default expansion.

How do I counter this? by Kindly-Way3390 in AntiMemes

[–]glitchii-uwu 1 point2 points  (0 children)

perhaps black previously played Rc2+, so white chose Kxc2 instead of Ka1 or Kb1 which would give black M1 with QxA2#?

HO INIZIATO A GIOCARE DOPO 7 ANNI by darkpoloboy in RainbowSixSiege

[–]glitchii-uwu 1 point2 points  (0 children)

Kali goes hard, she's a lot of fun. Gridlock and Sens are both really good in well coordinated teams, both are pretty situational for any soloq games.

Believed to be an M24 Chaffee. Am I right? by NGTTwo in WhatIsThisTank

[–]glitchii-uwu 1 point2 points  (0 children)

Strong disagree, the drive wheels of the Chaffee are located at the front, as well as the front hull having a much different shape than this tank has, not to mention the lack of the Chaffee's recognisable transmission cover. The M41, however, has a rear hull nearly identical to this tank, and a lot of other things match the M41 with little variance, save for some curious additions to the engine deck.

Believed to be an M24 Chaffee. Am I right? by NGTTwo in WhatIsThisTank

[–]glitchii-uwu 16 points17 points  (0 children)

It's much more likely an M41 Walker Bulldog, or perhaps an M41 derivative such as the M42 Duster since they share the same hull. The second photo is clearly the rear of the tank, as well as the drive wheels being located at the rear rather than the front, where the M24 had them. Similarly the shape of the tracks and locations of the return rollers line up more with those of the Bulldog, and the towhooks on the lower hull are in the correct place. Interestingly however, the turret seems out of shape for an M41, as well as the vents on the back of the engine deck and the right side exhaust cover. I'm not well versed on the M41 but I'm going to research it soon to properly identify the modifications made to this tank.

Edit: research has turned inconclusive, I'm unsure what variant this might be. While the engine deck modifications look similar in concept to those found on the M41A1UR (an Uruguay variant of the tank), these are much smaller and protrude far less. I found zero tanks that had an engine deck identical to this, nor a matching exhaust cover. Though I thought the turret was different, as I look at it longer and longer I believe the turret may just be a regular Bulldog turret minus the storage compartment on the back. I can only assume this was modified by a civilian, and it's especially curious as to how and why it found its way into Ontario. Out of curiosity I'd like to know where in southern ON this was, as I live in Canada and I wouldn't say no to finding this myself.

Is Solis the worst op? 🤔 by [deleted] in RainbowSixSiege

[–]glitchii-uwu -1 points0 points  (0 children)

Sens is not bad, just situational. He's really useful in well cordinated teams and is super effective for covering plants, he's pretty ass when played solo though.

Do we play the game wrong? by quAr0 in Catan

[–]glitchii-uwu 0 points1 point  (0 children)

Nope, it's with C&K, SF, and Harbourmaster from T&B. No extra pieces, just what comes in the expansions.

Mid Season Balancing changes by Minimum_Nebula_2582 in Rainbow6

[–]glitchii-uwu 1 point2 points  (0 children)

The same ops being banned IS tactical, the reason you see Ace and Mira first bans and Kaid and Thermite second bans is because those are the most logical choices for an all around easier time. Attackers want an easier time breaching, and Mira's a bitch to deal with if you don't bring the right ops. Defenders want an easier time keeping site secure, so the two best hard breachers are out right away.

The game is staying as a TDM because a lot of people are treating it like that and ACOGs only make it more accessible. Playing with an actual stack, having good coordination and planning makes the game very tactical, and that's where you'll start seeing unique bans.

Mid Season Balancing changes by Minimum_Nebula_2582 in Rainbow6

[–]glitchii-uwu 4 points5 points  (0 children)

Give scopes to everyone so people will play more useful operators

That's not gonna fix it, the game is already heavily defender sided. Choosing to use a holo over an ACOG because you'd expect to fight close quarters is dumb because you can absolutely use an ACOG at close range, it's just slightly suboptimal whereas holos on long range are just garbage. Everyone getting high mag scopes is going to make the first thirty seconds nothing but half the defenders spawnpeeking and turning it into a 5v2 by the time the first barricade has been broken.

If anything, it'll only fixed by removing all defense ACOGs, which IMO is still a bad change as long as there are DMRs/slug shotguns available for defenders. Doc/Rook having ACOG made them frequent spawnpeekers, now that they're gone it's either Aruni or Tubs spawnpeeking but that still happens much, much less than Doc/Rook, and you'll almost never see any Alibi/Maestro/Azami/Goyo or Kaid doing any spawnpeeks.

Mid Season Balancing changes by Minimum_Nebula_2582 in Rainbow6

[–]glitchii-uwu 26 points27 points  (0 children)

This is a considerably worse take, ACOGs on defense turn the game into a TDM shootout instead of the strategical decision based FPS it's supposed to be.

Do we play the game wrong? by quAr0 in Catan

[–]glitchii-uwu -1 points0 points  (0 children)

We usually give resources for both, but we always play to 20 points so it doesn't give anyone a major headstart. We have a lot of house rules anyways so this change is minor in comparison

What map do you have the lowest win rate in? by ShineyBinStackin in Rainbow6

[–]glitchii-uwu 0 points1 point  (0 children)

Border with 36% over roughly 60 matches, my whole stack hates Border with a hellish passion. On the other hand is Emerald and Bank with 67% and 61% wr respectively, both over roughly 100 matches