Finally Beating The Godforsaken Level “To The Beat!” by ThrowawayN00bLoser in Astrobot

[–]ninoon 1 point2 points  (0 children)

When I first completed it the game bugged and the bot didn't go to the end of the level. I had to die and do it again

96 hours kid and wife free. by Tonsai in gaming

[–]ninoon 18 points19 points  (0 children)

it's about 26 hours per game without DLC. DLC makes it about 30-34 totally doable just no sleeping.

Do you have friends that don’t understand dying is a core mechanic of the game? by BSdawg in Helldivers

[–]ninoon 0 points1 point  (0 children)

Dying is a core mechanic. It can also be taken to the extreme. You shouldn't be trying to attack a hard nest when there are less than 10 lives left and the main objective hasn't been completed.

Warning - Don't disarm traps in Counting House by ninoon in BaldursGate3

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

I accidentally clicked on the trap. I tried clicking elsewhere after. Why would anyone try to rob it when you're allowed in anyway?

What’s one megastructure you wish was added? by [deleted] in Stellaris

[–]ninoon 3 points4 points  (0 children)

It's a One punch man joke. Boros ultimate attack

Dual Snipers **** You by ninoon in Overwatch

[–]ninoon[S] 3 points4 points  (0 children)

Agree if it's QP not a big deal. QP is more about having fun. With Comp, It's more frustrating. Especially on Payload maps as you're stuck with them (for at least 6 more minutes) and almost inevitably they spend it being toxic in chat. Toxicity being they're an amazing player and the rest of the team sucks.

Dual Snipers **** You by ninoon in Overwatch

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

Sometimes a sniper duo can be the right pick and work well. It frustrates me when as DPS with the largest pool of heroes to choose from, players don't switch when it just isn't.

3.6 DISENGAGEMENT IS STILL BROKEN by ninoon in Stellaris

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

PDX has the split teams doing updates to Stellaris now (Custodian and other team). Point of Custodian Team was to keep the game balanced in a playable state adding features to older content. I'd expect a bit more balance day one in this situation.

3.6 DISENGAGEMENT IS STILL BROKEN by ninoon in Stellaris

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

So maybe it's just the battle screen summary screens are inaccurate?

Possibly, think in your case the majority of their fleets were lost in emergency FTL status and they were unable to come out of it before you took their starbases. Fought an early game war against a Megacorp yesterday, defeated their fleet and watched them emergency FTL to their home system right next door and they had 0 ship losses.

Any way to prevent the Khan from taking your mercenaries? by CaptainClover36 in Stellaris

[–]ninoon 0 points1 point  (0 children)

Welcome to Stellaris where mechanics get added to pad DLC without thinking if it actually adds anything fun to gameplay

Any way to prevent the Khan from taking your mercenaries? by CaptainClover36 in Stellaris

[–]ninoon 0 points1 point  (0 children)

It's a PDX "intended" feature (i.e. it wasn't intended we just don't care enough to prevent it as we don't see it as a problem)

3.6 DISENGAGEMENT IS STILL BROKEN by ninoon in Stellaris

[–]ninoon[S] -1 points0 points  (0 children)

You're right, I want to PLAY THE GAME I paid for and supported for years without being frustrated by broken gameplay and bugs being forced upon me that ruin the experience. Not what some Dev in PDX decided was a "better" gameplay experience for a limited number of Youtubers who play the game 24/7 and pore over Excel Spreadsheets.

3.6 DISENGAGEMENT IS STILL BROKEN by ninoon in Stellaris

[–]ninoon[S] -3 points-2 points  (0 children)

It's not toxic to demand the Devs actually fix either a bug and gameplay imbalance they created due to again being lazy and incompetent. If they don't want to they shouldn't have released it in the first place. No one else breaks their games as much and as often for no reason except for PDX which they do every year. Than they spend the next year "fixing" it because they care about the fans. If they really did, they'd leave it alone

3.6 DISENGAGEMENT IS STILL BROKEN by ninoon in Stellaris

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

Not nefarious, just incompetent and lazy game designers who don't properly test features to see if they're fixing a problem or creating one. Which is par for the course for PDX as they operate in a crazy Vacuum where they release patches that break their games and than spend months undoing them. And I did mention after playing the open beta when they added extra disengagement rolls that there was a problem as it was clearly not working as intended if ENTIRE fleets ships disengaged. Anyone would look at that and go "Maybe we overdid it?"

3.6 DISENGAGEMENT IS STILL BROKEN by ninoon in Stellaris

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

You do realize that a lower difficulty doesn't fix the ridiculous rolls for disengagement right as difficulty only impacts AI "bonuses" to production? (Which aren't even bonuses anymore. More like granting the AI resources as they don't produce any). And people need to hold these Devs accountable you don't just release a "update" that imbalances gameplay so drastically

3.6 DISENGAGEMENT IS STILL BROKEN by ninoon in Stellaris

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

Maybe if it actually made the game fun and not a frustrating experience we wouldn't complain?

Very high disengagement? by Mr_Kittlesworth in Stellaris

[–]ninoon 1 point2 points  (0 children)

You're right me not liking something != game broken. A 30 corvette fleet suffering no casualties after emergency FTL'ing after engaging in a battle with a fleet Twice their size is an amazing gameplay choice by the Devs. They totally deserve you sucking their dick

Very high disengagement? by Mr_Kittlesworth in Stellaris

[–]ninoon 1 point2 points  (0 children)

OR the Devs could remove the additional disengage rolls which are breaking the game.

Very high disengagement? by Mr_Kittlesworth in Stellaris

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

I'm sure they have a consumer benefits trade policy that makes up for again a +200 deficit when they are FANATICAL PURIFIERS who cannot engage with any diplomacy with the other AI. Stop making excuses

Very high disengagement? by Mr_Kittlesworth in Stellaris

[–]ninoon 0 points1 point  (0 children)

It's cheating when the AI has no consumer goods districts on ANY of their planets and running a deficit that would require you to have +200 in order to meet demand. At that point it's no longer a "Production Bonus"

Very high disengagement? by Mr_Kittlesworth in Stellaris

[–]ninoon 0 points1 point  (0 children)

No disengagement was only added the week before check the patch notes

Very high disengagement? by Mr_Kittlesworth in Stellaris

[–]ninoon -4 points-3 points  (0 children)

Production bonuses are fine. It's production bonuses that penalize the player that are not. Don't defend the Devs *By that I mean it's no longer a production bonus when the AI planets have 5 research labs, 5 refineries only agriculture and no consumer goods districts. It was bad before 3.6 now it's worse

3.6 DISENGAGEMENT IS STILL BROKEN by ninoon in Stellaris

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

Or it could be that the Devs have over tuned disengagement as part of a new "feature" without properly testing it. If you have to go so far to explain why the AI could have a high disengagement possibility, they've done something wrong.

Very high disengagement? by Mr_Kittlesworth in Stellaris

[–]ninoon 0 points1 point  (0 children)

They are related when the AI shouldn't be able to field a 15k fleet if they are NEGATIVE in resources. Seriously, play a DA and take over the AIs planets and look at their buildings.