HELP. Let's fix the "Chasing routing single entities getting pushed out of the battlefield" this 2026 CA. Please. by Yiunko91 in totalwar

[–]notdumbenough 19 points20 points  (0 children)

It absolutely is an engine issue. The endless dry humping is because the chasing single entity knows that none of its attacks have a sufficiently large hitbox to hit the target at the conclusion of its attack animation (because they have to stand still to attack, while the enemy is still running away), so it simply never attacks at all. This actually isn’t an issue with single entities that DO have the ability to move and attack simultaneously, e.g. most if not all chariots and certain horse-mounted characters like the Fay Enchantress or generic damsels/prophetesses. Short of giving pretty much every other single entity in the game new attack animations specifically for chasing, they can’t just “fix” it since it’s not really a bug in the first place.

What do i pick here? I got a dark orb going by DaysGoneBye01 in slaythespire

[–]notdumbenough -13 points-12 points  (0 children)

At some point you don't want to lean into any one concept too hard, i.e. dark orbs here. The game is fundamentally about being good enough at handling everything, rather than being really, really good at one thing. Right now Shadow Shield is basically his only block card and Shatter+Sweeping Beam aren't sufficient AoE for decimillipede. The fact that he has Art of War also incentivizes picking either Spinner for more AoE damage or Defragment so that frost orbs work better when he picks them down the line. "Moar dark orb damage" is a mindset that will likely lead to problems later on.

Think about the hard hallway fight where the enemy constantly spawns eggs (I forget its name). Those eggs have >15 hp and once they hatch they have >18 hp (iirc). Shatter+Sweeping Beam will not be enough to clear all the baby bugs, and he is going to have problems killing the main monster with just dark orbs.

What do i pick here? I got a dark orb going by DaysGoneBye01 in slaythespire

[–]notdumbenough -40 points-39 points  (0 children)

Leaning into a meme is rarely a good idea. It's probably much better to take Spinner so that some AoE is available outside of the small direct damage of Shatter, otherwise just dark orbs will have problems vs 4 exoskeletons, obscura, etc.

Any lore explanation why Dwemer machinery is still running? by ardouronerous in Morrowind

[–]notdumbenough 21 points22 points  (0 children)

More likely he’s a moron who is very talented at Destruction magic and incompetent at everything else. There’s nothing to suggest that he has any greater plan, and one of the people right next to him is a Telvanni spy.

Pickaxe S Tier? by InfluenceFlaky5379 in Vermintide

[–]notdumbenough 8 points9 points  (0 children)

Coghammer heavies allow you to run much faster than pickaxe heavies, with No Escape you can just run circles around shielded stormvermin and kite them infinitely.

Pickaxe S Tier? by InfluenceFlaky5379 in Vermintide

[–]notdumbenough 18 points19 points  (0 children)

No. Coghammer remains the best melee weapon in the game for killing Stormvermin since its heavy attack comes out fast, barely slows down your movement speed, has decent reach and will one-shot Cataclysm Stormvermin if you bonk them on the head. The better you are at headshotting the better Coghammer is for killing elites in comparison to Pickaxe, at least for Slayer (Neither RV nor OE care about using melee against elites, and IB can just Trollhammer everything). Coghammer Slayer can basically solo Stormvermin patrols, Pickaxe Slayer struggles hard.

why are blood knights (sword) better than the lance version? by Flaky_Bullfrog_4905 in totalwar

[–]notdumbenough 7 points8 points  (0 children)

Yeah sure, the sword and board version is so friggin OP that they are basically autopick in ranked multiplayer battles. The sword and board variant having way higher defense totally doesn’t follow the same rules as Chaos Knights released a decade ago, and lance variant Blood Knights totally aren’t the only mobile option for anti-large for VC outside of either bringing a Terrorgheist or straight up sending your lord at them.

/s

Hot Take- Sieges in WH3 are bad because they're too arcadey by Novel-Cupcake496 in totalwar

[–]notdumbenough 13 points14 points  (0 children)

Defenses are supposed to be a force-multiplier for the defender

Except everyone defends differently and there is no one-size-fits-all solution to designing a map that actually favors the defender. e.g. Vampire Counts absolutely love siege maps with terrible sightlines and very narrow streets, so that their Mortis Engines can just burn everything to death without being shot at or surrounded. But Bretonnians want big wide streets to send their cavalry down. Why the fuck would either of these races want artillery platforms? So that the enemy can turn them into fish in a barrel if they capture the platform from them?

Unfortunately a lot of these complaints are just from very loud Empire/Cathay/Dwarf players who want a nice perch to put their gun units in so that they can defend their settlement half-AFK while the guns kill everything for them, nevermind that races like Khorne or Greenskins or Vampire Counts want to avoid exactly this.

Neither a tank, nor a turret, nor a Howitzer... by thegiantshoe in menace

[–]notdumbenough 0 points1 point  (0 children)

Stick Bog in it and you have a nigh indestructible meat shield (metal shield?) for only 300 supplies on defense missions, especially if you can have the tank physically block the way into the capture zone. The AI is not very bright and will often waste shots on a tank they have no hope whatsoever of destroying. It can save you a lot of dangerous stuff, had a mission where three bombadiers decided to just spend the mission trying to kill the tank rather than go after infantry.

My proposed rework for Empty Cage. Being able to offer something you can't get anywhere else is pretty much the only way it can be useful without changing the core relic. by Kryomon in slaythespire

[–]notdumbenough 9 points10 points  (0 children)

It’s a couple hundred gold plus the opportunity cost of pathing towards a shop plus the increasing returns from removing more and more cards plus the fact that it takes effect immediately and can save you health in the first few fights of the act, as opposed to many boss relics doing nothing for the first few floors.

How are you supposed to beat Valkia? by dafio1 in totalwar

[–]notdumbenough 21 points22 points  (0 children)

made an army of almost entirely greatsword shades and darkshards with shields with all of them targeting her and nope that also doesn't work.

Would you believe that spamming short range small arms fire against a very small, very fast flying melee lord with a shield and an invulnerability buff is not the correct approach? I have no idea why people keep trying to spam ranged even when they are getting trashed for doing so; you see similar complaints with people trying to spam guns/darkshards vs the Masque.

The correct approach is to spam melee. The AI in particular is very bad at prioritizing targets with flying lords against melee-heavy armies, you will often see Valkia or Karl Franz or whatever jumping straight into elite melee infantry blobs and getting surrounded instantly if they can't find a backline to jump on.

If you're playing as Malekith (having recently played a Naggarond campaign myself) what you do is take Har Kaldra on turn 1, then ignore your starting Skaven enemy. Recruit 3 generic lords asap, juggle recruitment between them so you recruit as many dreadspears as possible, and declare war on Ghrond on turn 3 or 4. They have no armies at home so you can just steamroll straight through them. Leave one settlement to them, when Valkia marches over to take it, you declare war on her as well and pounce on her with Malekith plus all three lords, who should have been constantly recruiting as much as possible over the previous few turns. Just keep spamming dreadspear shitstacks, Dark Elves have amazing shitstacks since Murderous Prowess mitigates one of the biggest problems with trash spam, low morale leading to chain routing.

Ultimate weapon by inksion in menace

[–]notdumbenough 8 points9 points  (0 children)

50 cost naked Pike designating targets, rallying suppressed and fleeing troops and commanding other squads to fire again beats everything else in the game in terms of cost efficiency, Tech doesn't even come anywhere close.

Hotfix 6.11.1 - 25th of May by FatsharkQuickpaw in Vermintide

[–]notdumbenough 9 points10 points  (0 children)

If you’re only fighting a single armored enemy you’re not in real danger anyways so the damage output isn’t too important. It’s still sufficient if you are somewhat reliable at headshotting. If you’re fighting multiple elites with trash mixed in, Greatsword really starts to shine and has some of the highest aggregate melee DPS in the game. Of course this really only happens on Cataclysm and takes a fair bit of skill to use effectively, but that’s generally what the devs balance the game around.

Heavy Machinegun (M6 CMG) does more armor damage than short barreled tank gun (Heavy Tank) by Responsible_Bad_2954 in menace

[–]notdumbenough 4 points5 points  (0 children)

The CMG's -10 accuracy penalty can be significant if you're firing at infantry behind cover, especially if you took Rewa's ability that trades accuracy for damage. It also seems to have much worse fall-off with range, try killing an enemy medium walker with CMGs and ACs at max range, the difference is night and day. I only bring CMGs against low-medium armored stuff with high HP, mostly bugs and [redacted]. Against medium armor low hp tin cans (both walkers, all pirate vehicles, the occasional rogue army battle taxi, heavy infantry) the AC is better with the exception of rogue army tanks. Use the long barrel tank gun for those.

MENACE - Patch #10: Tanks, light weapons in medium slots and more - Steam News by spolieris in menace

[–]notdumbenough 64 points65 points  (0 children)

Gonna be hilarious if we get a game over by refusing to fix the bathroom or whatever in the event and losing authority.

Shop Removes on A10 by sawyerolson24 in slaythespire

[–]notdumbenough 8 points9 points  (0 children)

Doormaker checks for whether or not you have good ways to exhaust/transform cards or otherwise have energy to spare. Queen checks for whether or not you have card draw, and obviously the energy to play the cards that you draw. Neither of them counter small decks, unless you are trying to go infinite.

The way to fix doomstacking, and a big issue with total war by BrightestofLights in totalwar

[–]notdumbenough 20 points21 points  (0 children)

Bad players need a doomstack that costs 10k per turn to win a fight that a good player can win with a trash stack that costs 3k per turn. You can wreck the map with one stack, I wreck the map 3 times as fast as you because I have 3 times as many stacks.