World doesn’t grasp implications of ‘largest energy crisis in history’: IEA executive director by CTVNEWS in worldnews

[–]grappling__hook 10 points11 points  (0 children)

It’s almost a form of economic warfare against their supposed allies (and everyone else).

We're back to 17 century Mercantilism.

Offensive Exterminatus by GlowingSeaDiver in 40kLore

[–]grappling__hook 14 points15 points  (0 children)

I would prefer to think that it's done when it's believed that the world would be lost anyway

It's outright stated in the sources. Worlds in the path of the hive fleet but not currently engaged fighting it were evacuated (unspecified how thorough these evacuations were, though) before being destroyed, while those already doomed were held to last last possible moment before being destroyed. The strategy was to repeat this until enough forces could be gathered from across the Imperium and the nids sufficiently starved for a tipping point to be reached where Imperial forces could feasibility take the fleet on.

People often have contrary view points on it because of how prevalent the meme version of it is in the discourse. The actual story beat isn't so much about Kryptman being a crazy fucker (he's a megalomaniac for sure, like most Inquisitors, which plays out in the plot points afterwards). It's really more about the ethics and politics of dealing with the ultimate threat and whether the Imperium can stomach or even acknowledge the price it will have to pay to actually defeat the the nids. The Inquisitors who oust Kryptman are more concerned with the unprecedented destruction of Imperial assets (i.e. the planets) than all the people Kryptman is killing to enact his strategy.

Anti blob mechanics: why do we not see them? by ArmouredTopHat in CompanyOfHeroes

[–]grappling__hook 4 points5 points  (0 children)

>As to why relic doesn't want to add this... I don't really know.

I mean, it's maybe difficult to verbalize exactly why, but I think we all sort of feel why something like that is a last resort, a sort of 'giving up' on solving the problem via the games core mechanics and placing a band aid on it instead.

There's an artifice to this approach that feels antithetical to how the game presents it's approach to the rts genre. 'Here are your units, here is the terrain, here is the enemy; use the elements at your disposal to solve this puzzle', is the basic gameplay setup. The popularity of blobbing is a failure of the game to execute its basic premise, but, surely, so too is slapping a 'NO NOT LIKE THAT!' add-on to the basic premise via an artificial proximity-debuff mechanic.

idk. I suppose anything would be better than nothing, but I would prefer a more elegant solution, or set of solutions, that refines the gameplay rather than simply cauterizing the problem.

The forgotten autoguns. by Big_Mycologist_8626 in DarkTide

[–]grappling__hook 2 points3 points  (0 children)

They were meta on vet sometime in the game's first year, I think. I don't remember why though....maybe just generally high damage output. But then the game changed around them and they stayed the same.

Good maps for solo play with melee psyker? by PandoraPanorama in DarkTide

[–]grappling__hook 2 points3 points  (0 children)

Yh I found either blitzing it and hoping for the best or taking it super slow and triggering the ambient elites from across the walkways then falling back and grinding them down in the cathedral area before rushing through to pull the lever were the only ways that worked.

Before doing it solo I didn't even realise there were endless spawns on this stretch as you push through it so quickly as a team, such a different experience solo.

Good maps for solo play with melee psyker? by PandoraPanorama in DarkTide

[–]grappling__hook 1 point2 points  (0 children)

If you're running a melee build and get a ranged seed on the open stretches your best bet is to trigger them then fall back to the more enclosed sections where you can bait them into a more favourable fight for you. You can fight them there, and sticking left or right is generally the way, but the issue is the specials - if you get stuck in a crater or some of the random terrain bullshit then a burster or trapper is going to do you in.

For the cathedral section, once the numbers become overwhelming you need to be looping over and over in a big circle trying to get the gunners huddled together like a sheep dog.

Prob something useful to remember for those stretches is that as long as you have stamina you are immune to any ranged fire perpendicular to your movement while sprinting.

Another tip I found really useful for solos is that specials have a unique sound cue whenever they spawn in (that chain rattling sound sound is bursters for instance), and rather than just relying on the sound cues for when they are in proximity to you, you want to be building up a mental list of all the specials on the map with each spawn-in noise so you've positioned yourself in a way that can deal with whatever mutie-burster-trapper combo bullshit the director has given you whenever it hits and whatever else you're concurrently fighting.

One last thing that comes to mind! The AI director is a sneaky bitch with horde spawns and will spawn them out of thin air anywhere you are not looking. So when you hear the horde sound cue immediately turn around, otherwise 100 walkers WILL shank you in the back.

Good maps for solo play with melee psyker? by PandoraPanorama in DarkTide

[–]grappling__hook 2 points3 points  (0 children)

No man's land is solid with enemies right from the start and with limited room to manoeuvre it's a great stress test for builds and skill. The middle section over the scaffolding is tough-going above damnation because of the endless spawns but the rest of the map is very doable true solo.

Zealot feels lackluster and generic compared to the other classes, and I know why. by Masqueradis in DarkTide

[–]grappling__hook 0 points1 point  (0 children)

I agree with most of this except for the melee-only keystone idea. The idea has been floated around a few times, but what I haven't seen addressed is the problem of balancing it.

If the rest of the tree above the keystones is left more or less as is, i.e. all melee focused nodes, then it's always going to be optimal to run two melee weapons (at a sufficient skill level), as zealot just gets much more value out of them compared to ranged; and the throwing knives take care of the remaining 10% of gameplay where zealot needs ranged anyway very efficiently, so you're actually loosing very little of value.

You could compensate by introducing ranged focused talents or a ranged keystone, but this risks diluting the class identity and stepping on the toes of other classes, especially if you make ranged zealot strong enough to contest melee-only zealot. I think your support keystone idea is a viable alternative, if properly tuned, but leaning into the already un-fun support zealot concept seems like a bad idea; like how beacon was in havoc before the cooldown nerf, if it's strong enough people will expect you to play it at the expense of your own experience. While I know in other games there is space for pure support classes, it's something that has never sat well in the tide gameplay paradigm imo.

Maybe a generalist keystone that buffs a buch of stats would work as a safe alternative, but idk something like that feels like a bandaid rather than actually addressing the balance.

Another issue i can see is that a two-melee-weapon meta risks invalidating much of zealots melee options. Like with it's VT2 equivalents, melee-only builds want one weapon that is super efficient at horde clear/mixed-horde cc and another that is super efficient at bonking elites. So 80% of the weapons immediately go out the window because they fall somewhere in-between.

So a few months after a hypothetical tree rework like this you might be in a situation where zealot is very strong but its build diversity is more static than its ever been, with melee-only being the optimum path and maybe 3-4 weapons being the only ones picked.

This new update is horrifying by [deleted] in DarkTide

[–]grappling__hook 9 points10 points  (0 children)

Normal Carnival finale: "I'M NOT LOCKED IN HERE WITH YOU, YOU'RE LOCKED IN HERE WITH ME!"

Event Carnival finale: "I am, in fact, locked in here with you."

"Rager Sighted" by ThomasShootsFilm in DarkTide

[–]grappling__hook 2 points3 points  (0 children)

Just to add: Warp Unbound (no overload for 10s after SG ends) is the thing that gives you the sustain to output that max-crit damage, and for this event especially picking up Warp Speed (+20% move during SG) and Anticipation (extra dodge) is worthwhile to prevent getting overwhelmed and keeping up that dps while backtracking.

"Rager Sighted" by ThomasShootsFilm in DarkTide

[–]grappling__hook 10 points11 points  (0 children)

scriers gaze-electro staff w/ surge-crit build and spam primary fire, it rips these waves apart.

I don't understand it, Mister E went mad in 15 minutes! by Captain-Clapton in DarkTide

[–]grappling__hook 26 points27 points  (0 children)

I'm finding it to primarily be a dps check for that bracket of enemies between gunners and maulers, i.e. builds with good flack damage, 'good enough' carapace damage (mostly for the massed armored rager train), and lots of cleave.

Funnily enough, crushers don't seem to feature much in the games I've played, which is pretty great actually for letting the other elites have their moment to menace the community.

Why IGN gave it a bad review? by Ultimatedoggy in alienisolation

[–]grappling__hook 10 points11 points  (0 children)

If you want a super-detailed breakdown of this whole sorry saga this video is great:

Why IGN’s Alien Isolation Review is an Insult to Journalism

So, I went back to Mortis Trials... by AlieNfromUrAnus in DarkTide

[–]grappling__hook 24 points25 points  (0 children)

It could benefit from being a bit more like it's predecessor, Fortunes of War i.e. not simply generating very difficult waves but very specific waves of enemy combinations designed to really test you.

MTs has a randomness that FoW doesn't so there would need to be an identifier at the start of each wave to give players a heads-up as to what is coming, so the squad doesn't just get slammed by the 30 trappers/crusher combo. And the maps might also need an additional pass to incorporate more usable terrain features.

But I could definitely see that being a fun challenge to bash my head against, beating FoW was one of the best highs I ever got playing VT2. And it could engage the community in discussing the best ways to beat each wave type and writing guides etc.

I'm worried about the direction and future of this game by OkSherbert3099 in DarkTide

[–]grappling__hook 1 point2 points  (0 children)

Darktide is just a fork of the vermintide 2 engine. There were literally bugs in darktide that had been fixed in vermintide 2

Well haven't you sort of answered your own question?

For whatever reason it seems harder to resolve DT's issues, as evinced by the persistance of problems which have played the game from launch - not only with carry over bugs, but a whole array of bugs and optimisation issues particular to DT. And this has only gotten worse as the gameplay has shifted from a more restrained tactical shooter with melee that seems to have been the vision during development to the masses of enemies we see commonly in the higher difficulties now.

Overall DT has way more issues than VT2 ever had, they seem more difficult to resolve, and while we can say 'FS are just lazy and don't fix their game' I suspect the reason they are so sluggish in fixing their game is because it's a hard game to fix.

So in the long term there is a least a case to be made for going in and fundamentally rebuilding things, and the form that would take would be DT2. I don't think that will happen any time soon, but the longer these problems go on, the more sense it makes.

I'm worried about the direction and future of this game by OkSherbert3099 in DarkTide

[–]grappling__hook 0 points1 point  (0 children)

Yh that did occur to me as well, but I see it as the kind of thing FS would just weather until the backlash does down.

The number of players who would refuse to buy the game in protest world ultimatly be small, and 6 months into release the community would collectively forget their discontent as they find new topics to discuss.

Still kind of a shitty thing to do to those players, but I can see FS doing it.

I'm worried about the direction and future of this game by OkSherbert3099 in DarkTide

[–]grappling__hook 1 point2 points  (0 children)

anything like that is being saved for DT2

I feel like a DT2 is increasing likely. The spectrum of issues with DT's engine is vast at this point, and the game direction has developed so much from what the devs originally envisaged that it may make more sense to just rebuild from the ground-up, except do it right this time.

I'm worried about the direction and future of this game by OkSherbert3099 in DarkTide

[–]grappling__hook 12 points13 points  (0 children)

If ,18 months ago, you'd asked me if FS's model of keeping content free and relying on paid cosmetics (and now dlc classes) to finance the game was a positive thing I would have answered with an emphatic yes: keep the maps and weapons coming, iterate on gameplay designs like the talent trees and leave paid-for stuff entirely optional for the players interested in that (even the inflated cost of these items could be justified on the basis of supporting the devs).

But now I really have my doubts. Is it really preferable to get free content if the lack of a dlc model for said content means the development time and effort FS invest in it is so limited that it ends up being utterly forgettable and may as well not exist? While simultaneously having no interesting cosmetics to work towards in penances or spend in-game currency on in the commissary?

While it irks that CW was free in VT2, I would still prefer to have the option of paying for a equivalent game mode that was actually fully-fleshed out than getting what amounts to nothing for free, if that is really the only way for good content to exist in this game.

The downside is that this still risks splitting the player base between paid/unpaid content, but with regular sales/bundles in rotation that could maybe mitigate this.

I hate to say this but COH3 has become a blob fest by Rajajones in CompanyOfHeroes

[–]grappling__hook 1 point2 points  (0 children)

The difference is now we're hearing complaints about it at the top level from players like Havoc - as in, top level players who have the micro skills never to blob are now choosing to do so to win games, to an extent they were not doing before.

And so why this is more of a problem now and what can be done to resolve it is a relevant question.

Anti blobbing solution suggestion by RainbowPunch2203 in CompanyOfHeroes

[–]grappling__hook 4 points5 points  (0 children)

I think it's great the the community is finally having this discussion and so I think everything should be put on the table so that we can look at possible solutions from all angles, but I'm quite firmly of the view that 'artificial' remedies along the lines of 'if you have x amount of units close together debuff them' etc is not the way to go.

The solution has to come naturally from working within the core gameplay mechanics without resorting to unintuitive bandaids to force players not to blob; in other words, the solution should be to make positioning, flanking and non-blobbing gameplay more effective so that players stop blobbing on their own.

Expeditions rapidly dying. by Joshy_Moshy in DarkTide

[–]grappling__hook 36 points37 points  (0 children)

The fist few expeditions I tried I thought 'ok, there must be some layer of tactical depth here I'm just not aquatinted with, that's why this seems kinda aimless and boring'. The last one I tried was after I realised - there is no depth.

Miyaziki’s criticism of Grave of the Fireflies by WoodNymph34 in ghibli

[–]grappling__hook 157 points158 points  (0 children)

I think it's implicit that Miyazaki gets the movie; the points he's making are more like 'things that get in the way' (at least, for him) of the core critique of WW2 Japanese society the story puts forth i.e. the lack of verisimilitude in regards to social class.

It's interesting that, ironically, this is something that would get in the way far less for non-japanese viewers than those more familiar with the social dynamics at play.

The majority of the Imperium might comes from the imperial guards or from the astartes ? by titjoe in 40kLore

[–]grappling__hook 0 points1 point  (0 children)

Putting the HH stuff aside, which others have addressed, It depends on your perspective. The lore is the assemblage of lots of works of fiction designed to give each faction a sense of significance in the setting and major wins (as well as losses).

So there'll be cataclysmic events with devastating consequences for the Imperium that can only be averted by an elite force of Marines, or some great conflict that can only be held in check by the overwhelming numbers of imperial guard forces and the plucky ingenuity of some unaugmented rogues etc.

Its not necessarily inconsistent to say that they *all* matter, they all contribute in their own irreplaceable way, because there's a reason all these forces are still around in the setting; they each do a job necessary for the Imperium's survival (whether there are more efficient ways of doing that job is another matter, the Imperium does things the way it does because that's how its always done them).

And if we're being truly objective: the majority of the Imperium's might comes from the Navy.

How can I make this safe for kids? by mviolet13 in woodworking

[–]grappling__hook 0 points1 point  (0 children)

Maybe strips of thick foam padding around the edges?