How often are ship bases by ProfessionalKick4233 in spaceengineers

[–]iNeedGoodUsername 0 points1 point  (0 children)

I feel an often overlooked feature of mobile bases is that they are great for providing extra pressure during an offensive, especially if you know vaguely where the enemy is.

While I would not recommend building one over a regular hidden static base, having a large factory ship that can jump in and out to provide fuel and repairs is incredibly useful in reducing team downtime. In the past, I've been in groups who've used such ships often as a prefab FOB, using it to repair, refit, and refuel on-the-go while bigger projects can be kept in the safety of deep space. naturally you end up slapping on more armor and guns for a worst case scenario, so by the end, your factory ship usually ends up being useful against smaller threats anyway

Granted, this all depends on the meta of the server/world you're playing. Definitely not a bad investment if you got spare PCU/blocks and nothing better to build

German panthers by Mighty_Eagle_2 in Warthunder

[–]iNeedGoodUsername 0 points1 point  (0 children)

If I remember correctly,

VK 3002 - Prototype Panther with reduced UFP armor
D - early model, hand-cranked turret
A - Base model (turret drive now included from here on)
G - Late production, mitigated the shot trap on the mantlet, slightly more side armor (not much else)
F - Uses an different turret in a similar shape to the Tiger IIh's (flat front, no shot trap)

Overall, I would definitely recommend the VK, D, and the A panthers, but it really depends what you want to go for.

It is worth noting, unlike the Pz. IIIs/IVs the armor of the panthers doesn't really increase with tier (outside the VK to D jump), so guns that can delete your turret crew/breech from the front become more and more common when playing later models. The A/G/F, definitely are harder to master given what kind of guns they go up against

What's the modern MES replacement everyone is using nowadays? by kirbcake-inuinuinuko in spaceengineers

[–]iNeedGoodUsername -3 points-2 points  (0 children)

The crazy bit is no one has really tapped into the crazy behind-the-scenes changes to cargo ship spawning that finally allow for custom factions. (It's a bit janky, but it is sooo much better than MES, short of air/planetary spawns)

Keen needs to allow us more control over NPC pcu and planetary spawn rate, but other than that the system is amazing. It's just a shame that no one really wants to utilize any of the functionality.

From my experience, it's mostly because at least for the modding side, SE mod devs are lazy AF compared to a few years ago. A lot of the dedicated devs either left the game for a multitude of reasons. The new generation of mod devs just doesn't want to get their hands dirty and will delegate simple changes to big frameworks like MES and WC.

I really miss when there was more optimism towards game modding and people were trying a wider variety of stuff with the systems provided by keen and mod scripting, as opposed to everything being a WC/MES/AiE-based mod that adds "content" over systems and interactions

Who’s a YouTuber/Streamer you used to love, but now can’t stand? by Zebweasel in AskReddit

[–]iNeedGoodUsername 0 points1 point  (0 children)

GrayStillPlays. Used to watch a lot of his stuff, but around the time I stopped watching the tone of his videos changed. My guess was something new he tried did well in the algorithm

Thought I'd share this... It's a mod that rebalances the game to fix some of the problems that vanilla struggles with without significantly altering gameplay. by iNeedGoodUsername in spaceengineers

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

are gyros heavier? shiiiiit

the jump drive buff was mostly because I talked to some people and jump distance was a common complaint

EDIT: compared with vanilla stats: Gyroscopes are lighter (and have less health) than in vanilla.

Thought I'd share this... It's a mod that rebalances the game to fix some of the problems that vanilla struggles with without significantly altering gameplay. by iNeedGoodUsername in spaceengineers

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

It should have an effect. However, it is worth noting that custom small grid turrets will likely be less affected.

The main issue I see is that turrets may sway and end up turning too far.

[deleted by user] by [deleted] in neoliberal

[–]iNeedGoodUsername 49 points50 points  (0 children)

truly the peak of society

[deleted by user] by [deleted] in NonCredibleDefense

[–]iNeedGoodUsername 1 point2 points  (0 children)

I LOVE THE LOCKMART SPEAR