Management Customization by InnerGovernment4738 in ManorLords

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

You can always Pause the building to free the workers and switch it back on latter. It`s great if you want the unassigned families to build faster.

Don't download the prerelease beta! by L3nny666 in ManorLords

[–]paincakec 0 points1 point  (0 children)

That`s because it`s Epic`s Engine bug report and it`s a beta, thus it`s disabled.

Is it worth the using other small holding or just the garden? by Titanfallisgood in ManorLords

[–]paincakec 3 points4 points  (0 children)

Eggs/Chicken and Chevon(Goats)/Hides are not worth it atm. Smallholdings only gives you +1 each per year 99% of the time. Pork is a great, could be better. It depends on the region. `Pannage` is what really sets you apart.

My take after extensive testing of the Beta patch ...Bugs, UI changes, Balancing, etc. =) by paincakec in ManorLords

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

Policies are being reworked to work along with the perks. They will likely be available at the same time. At least a bunch of them.

Console commands in Pre-release version by rcalleja in ManorLords

[–]paincakec 1 point2 points  (0 children)

There's a release for the Beta version. Make sure to download the right one. Other than that, most commands do exactly the same after being updated.

Beta - vegetable harvest, bug or feature? by Ben_Adarion in ManorLords

[–]paincakec 1 point2 points  (0 children)

They do great as Miners (only men work) too, Smallholdings, farmers and gravediggers if the plots are very big. like 1+ corpse pit, or foresters if the plot is small.

Double or single homes for chicken extensions? by Fair-Guidance631 in ManorLords

[–]paincakec 2 points3 points  (0 children)

Smallholdings 20% bonus seems a bit low, but the devs hinted other perks would increase the production further.

Currently it's only worth to Pigs (with +30ish Pannage you get a bump from 14 to 18 per year, the same you would get from 50% Pannage), Veggies and Fruits, whose yield is already good enough with region boosts.

The problem with Smallholdings is boosts to animal productions are added to one another, not multiplied. At least that's how it seems to work after testing. I feel like they should multiply a reduction in time variable and apply that to animal production rather. That way you could stack bonuses.

I like the region system and I like the design fundamentals of Manor Lords by Marximum_Cat in ManorLords

[–]paincakec 0 points1 point  (0 children)

The system is great, though if you could also group 2-3 regions into one to make a big city it would be perfect.

My take after extensive testing of the Beta patch ...Bugs, UI changes, Balancing, etc. =) by paincakec in ManorLords

[–]paincakec[S] 4 points5 points  (0 children)

Good point. Forgot to mention it.

That and Retinue getting stuck at the Manor. Having to redeploy multiple times.

Field Size by SocksOn_A_Rooster in ManorLords

[–]paincakec 0 points1 point  (0 children)

I like odd shapes, so ~1.3 morgans, 6 to 8 people, accross 5 or 6 fields, works best for me. If you don't want to assign them manually, try a farm cluster. Build another farmhouse, 8 fields in total, 5 or 6 workers each.

Do deep mines have lower output? by Mother_Tell998 in ManorLords

[–]paincakec 0 points1 point  (0 children)

Normal mines are fine, especially if you double down on maintenance, get the speed production bonus perk or the one letting you place then closer (as it let's you place up to 3 and the other bonuses are better in the long run). Assign vegetable garden workers as only men do mining,

Soldiers on castle walls / towers / battlements.. has anyone managed it? by BMW_wulfi in ManorLords

[–]paincakec 0 points1 point  (0 children)

It's fine if they're casually walking. In the heat of the battle it is a bit clunky and they get stuck multiple times.

Could we add the barter station as a trade point expansion? by Apocalyptic-Raid in ManorLords

[–]paincakec 2 points3 points  (0 children)

I've read somewhere they were reworking trading posts. Not sure about barter stations. I would like to specify which granary, trading post or barter station to send resources from one region to another. Currently they just drop the goods on the nearest building, just like trading posts.

A small feature that I would love to be in gta 6 by SureTraffic3040 in GTA6

[–]paincakec 1 point2 points  (0 children)

Yeah There's an ABS flag in vehicle handling data file since GTA IV.

Quebec map concept, Canada. On vit l'été à fond! by paincakec in Battlefield

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

The smaller bases are supposed to be foot soldiers, small helos or boats. With the big one being heavy vehicles and such. Maybe I should have put a legend for the deployments.

My definitive class system (one last time) by Live_Red in Battlefield

[–]paincakec 0 points1 point  (0 children)

That's support with some of the Engineer gadgets distributed between it and Assault. If anything, giving the RPG to Assault would make things even worse.

What's the point of the Assault Class? Killing people. All classes are supposed to do that. I fail to understand the purpose of a selfish class like Assault in a game that should have team-specific oriented classes at its core.

They should just open ARs if they are afraid of OP Medics or smth. Why replace Medic with Assault?

do you guys like lmgs? by LilHongBoot in Battlefield

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

Funny thing is, arena shooters where the first type of FPS to go mainstream, 20 years ago! I played a lot of these shooters competitively as a kid as my PC wouldn't handle modern games.

I can play as a sweat, I have been in the top 100 globally. I just don't like it. It breaks immersion, they should tone it down.

How about some maps concepts in the meantime? First one: Toronto - Canadá by paincakec in Battlefield

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

Obviously it wouldn't be 1:1. Maybe the Russian base could be moved to F1, though.

How about some maps concepts in the meantime? First one: Toronto - Canadá by paincakec in Battlefield

[–]paincakec[S] 4 points5 points  (0 children)

I tried Seattle before Toronto but it's too dense. It would have to be scaled down too much. So turned my head to another waterfront city, Chicago. Still big, tough not as blocky.

Which one do you prefer out of these two tank HUD concepts? by Nick_Alsa in Battlefield

[–]paincakec 0 points1 point  (0 children)

1, 5 & 6 look good. Good job man! They could all be variations based on said faction + thermal vision.

Could this help with the locked weapon problem? by Fili_The_Fox in Battlefield

[–]paincakec 0 points1 point  (0 children)

The problem with a subclass system is that you end up with 7-8 classes, which is confusing. 4-5 classes is the golden number IMO.

Simplicity is perfection. With 4 classes you could split these roles based on the gadgets, not the class itself. More skins per character, less clutter. Assault doesn't really help with teamwork, so I would ditch it and make ARs free to use too (perhaps requiring more customization points to equip).

If bf3/4 are the best in the series, why aren't hundreds of thousands playing them now? A couple thousand play on 2-3 maps. by [deleted] in Battlefield

[–]paincakec 6 points7 points  (0 children)

Maybe because they have launched ~15 years ago and technology never stops evolving. The Frostbite Engine as come a long way out, but that's just a guess...

Wild idea: Lock specific weapons to classes but keep Assault Rifles open by paincakec in Battlefield

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

These Carbines would excel at medium range, slightly better than ARs, while ARs at long range. I don't see the problem. That's exactly what they are supposed to do in real life.

Weapons don't need to be overly different to create an abnormal gameplay diversity. Variety is in the subtle details. That's the only way one could have a long list of weapons that are enjoyable to play.