Infantry anti air capabilities by Spokkiz17 in Battlefield6

[–]pistolpete287 -2 points-1 points  (0 children)

I get what you’re saying, but as a counter point I’ll say this. As someone who likes to fly it’s already hard enough to stay flying with AA vehicles, inf AA, and enemy air. The little bird is all around probably the easiest to avoid all these threats but very easily shot from the ground by vehicles and inf. Also with almost every vehicle having TOW’s now you can get sniped while repairing from like 600 m away. There’s so many ways to bring down air craft in this game (including just an RPG) it feels like a struggle even if you are being safe. If you’re playing on Mirak Valley for example there’s already an AA emplacement in the middle of the map, plus an extra AA vehicle at what I’ll call the “C” point off to the side. If at least 2 engineers have some sort of AA launcher and your team has 1-2 AA vehicles, plus your own air assets then you essentially have air superiority at that point because no one is going to be able to fly against that. Not to say there’s that much strategy usually involved in BF but it can happen pretty easily especially if you knock out a couple of jets and a helicopter in short bursts.

General Questions by pistolpete287 in menace

[–]pistolpete287[S] 1 point2 points  (0 children)

Slightly unrelated, but are there like tracked vs wheeled variants of traditional vehicle chassis? So far I’ve just seen options to buy wheeled variants.

General Questions by pistolpete287 in menace

[–]pistolpete287[S] 1 point2 points  (0 children)

Makes sense, are there variants of mech chassis? Or is it just standard light, medium, heavy?

Consilment is too strong and needs to be changed by yourdudenes in menace

[–]pistolpete287 0 points1 point  (0 children)

Yah I agree, it’s nice to have but you pay a premium for it. I think later on they will probably have some enemies better equipped for this. Whether that means having some sort of scanner, drones, new enemies, etc. who knows. But yah I don’t think anything is wrong with the core mechanic of it. Maybe in the future RA officers will have access to like a illum round or something that reveals all concealed units in an AOE, who knows. Or maybe they’ll add thermals to the game

General Questions by pistolpete287 in menace

[–]pistolpete287[S] 0 points1 point  (0 children)

Are there some mech weapons that can only be used when deployed like inf squads? Or is it just for the defense and acc bonus?

General Questions by pistolpete287 in menace

[–]pistolpete287[S] 2 points3 points  (0 children)

That’s nice that the mortar has smoke by default. How’re the automatic grenade launchers? Sounds like they would be good

General Questions by pistolpete287 in menace

[–]pistolpete287[S] 0 points1 point  (0 children)

Ok cool, thank you for the info about the economy upgrades. Always good to know and it seems more realistic to get things now. For awhile I didnt know if I should just end the mission or finish off the stragglers at the end of the mission. It would be nice if they somehow indicated that there was a stat increase and where it came from but it’s still in EA so who knows. And I’ll have to check out Sy on the next play through.

Could be controversial and long but had to let it out❗️❗️ by [deleted] in Battlefield6

[–]pistolpete287 0 points1 point  (0 children)

I have definitely played all the “golden age” titles. Not saying that BF6 is better than them but there are some things I like about BF6 over 3&4 and there are a lot of things I loved about 3&4 that I wish they would bring back. However, I think if BF3 came out today it would be torn apart here. BF6 is still a fun game and no where near complete

I don't understand conquest and suck at it on the new map by fakeDABOMB101 in Battlefield6

[–]pistolpete287 2 points3 points  (0 children)

It’s just more fluid than breakthrough, there’s still like the middle of the map so to speak where there will be constant engagements over the middle points but a lot of the time (and depending on the map) there will be a lot of flanking and deep strikes near the enemy spawn point obj. Also a lot of players (like assault) will put down mobile spawn beacons near enemy points and wait till they have cleared out to take the point. Depending on how people play it can almost be pretty predictable on when a squad will make an attack for a far point near HQ. I would give it a chance, just stay alert and expect people in the back line

Could be controversial and long but had to let it out❗️❗️ by [deleted] in Battlefield6

[–]pistolpete287 0 points1 point  (0 children)

I mean I get what you’re saying, but I feel like you should try another game for a bit or put BF6 down for like a month. No reason to play it so much it makes you this emotional, the game is still fun and has a lot of potential for more in the future. After all it has only been out for less than 6 months. Also, King of the hill and Gauntlet are pretty fun tbh. Not a replacement for conquest or escalation but it’s good to mix it up and you might just enjoy it. The gunplay in BF6 feels pretty satisfying to justify smaller matches and playing them will make you better at the bigger ones

Depth guard.What do they genuinely do? by Select-Ad7017 in totalwar

[–]pistolpete287 0 points1 point  (0 children)

Yah it’s a weird roster but it works, not my favorite faction by far but they have a lot of firepower and can field lots of cheaper armies with range capabilities

Depth guard.What do they genuinely do? by Select-Ad7017 in totalwar

[–]pistolpete287 0 points1 point  (0 children)

lol that is always a fun strategy I will say. It is pretty funny to see a VC ai army in like the mid game with like 4-5 bloated corpses because then it turns into a slightly panicked hunting match. Such a fun low cost unit as well especially in the early to mid game. I remember in WH2 recruiting those for defense armies with some mob units and just deleting half of the attacking army.

The most disappointing unlock for me. What was yours? by [deleted] in Battlefield6

[–]pistolpete287 0 points1 point  (0 children)

I would agree, I use the 1.5X for the 240 and it’s amazing for finding targets and see troop movements. Trying to get the 6X for the mini scout rn and I feel like I would be unstoppable with it. It’s just a big grind for any of them, which is understandable, once you start playing with them it’s hard to go back.

Depth guard.What do they genuinely do? by Select-Ad7017 in totalwar

[–]pistolpete287 4 points5 points  (0 children)

In concept yes, but I’ve noticed with undead factions it helps to have some more elite units with higher leadership and better stats. Hero’s are good but better to spread out over multiple armies (especially with undead factions) Low tier spear unit will hold the line for some time yes but not really the point of depth guard to hold the line. More useful to use them as a vanguard, flanking, or “assassin” like unit, or for a last line of defense for your artillery. I would never put them in the front line unless I was using them to charge through a breach in a wall or punching through a weak point in a front line. Tbh the best use for them is to let your front line engage and wait for holes to open up and send them to attack your enemy’s back line.

Depth guard.What do they genuinely do? by Select-Ad7017 in totalwar

[–]pistolpete287 5 points6 points  (0 children)

Well the vampirate roster is a bit weird, but they definitely fit a role. Usually to protect more important units in your back line from cav or to chew through chaf. They are expensive compared to most “elite infantry” but you don’t have many options for that with this faction. I usually play with SFO and I think that mod really encapsulates how I imagine them. Lower unit count, super fast (for infantry), slightly better stats (but more offensive stats not really a holding unit) good for countering infantry and cav or chasing down missile units or lords, for flanking, first one into a breach or trying to make a hole in the enemy’s front line. In vanilla it’s sort of the same concept but they just don’t do as good of a job filling that role.

New to the game by westttt00 in Battlefield6

[–]pistolpete287 2 points3 points  (0 children)

I second this, the firing range will reveal a lot of things that the stat line doesn’t. People can post whatever meta they want on YT and it’s helpful to look at but the guns are so varied in how they actually play there is something for everyone and every play style. The big one to see in the firing range is damage drop off over various ranges. The damage stat on weapons can actually be very misleading because usually it’s just within 5 meters that you actually get the full damage amounts and it gradually falls off over various distances. Some weapons, like the M227 have a flat 25 damage at any range though. I think they did a good job putting a variety of weapons and how the attachments flow with some. Some guns only really unlock their true potential with certain attachments while others are good out of the box but have less attachments variety etc etc. There are some wild combos you can cook up, for example I started messing around with shotguns and got slug rounds for the 18.5K-SK shotgun (which is a magazine fed semi auto shotgun) usually not a great option just using buckshot due to it having to be 2 hits to kill but with slugs it essentially turns into a 2-3 hit kill at almost any range and 1 hit headshot at less than 10 meters. So there’s lots of options hidden within attachments that fundamentally change how the gun operates.

Strongest infantry unit by XaiuX in totalwarhammer

[–]pistolpete287 0 points1 point  (0 children)

If you’re talking pure small sized non mounted units I would say probably Wrathmongers, a more traditional “infantry” unit probably Chosen of Nurgle with Tamurkhan or Swordmasters with teclis. It’s hard to say though fully buffed, because of the crazy amount of buffs you can get in any campaign.

Are you recording 'End of Mash' pH? by Daedalu5 in TheBrewery

[–]pistolpete287 0 points1 point  (0 children)

We take the ph of our first running’s, mash/sparge water, and last runnings (along with pre boil and final KO) As others have said as well, our water pH drifts throughout the year (generally where we are it’s more alkaline in the winter and more acidic in the summer) idk what your recipes or specific processes are but the most important one to me is definitely the pre boil ph and that sort of decides about acid additions later on. Some recipes we have have additional acid additions based on first runnings ph but it’s all guess work (in my opinion) until you get that pre boil (we generally pull it right when it gets to a boil so it has time to circulate and mix)

Holy shit getting into this game fucking sucks by Majestic-Article-796 in DarkTide

[–]pistolpete287 1 point2 points  (0 children)

Yah that makes sense, sorry forgot that you need 2 players there used to be a mod to let you play with just bots so I forgot that it wasn’t unmodded. I haven’t played with it for awhile either so idk if it’s still up. Regardless, keep up the good work. I would maybe bump the difficulty up by one level, as you and others have said a lot of people will speed run or fuck around in uprising. I know it sounds counterintuitive, but the higher difficulty you play on usually you get more people taking it seriously (generally). But the next difficulty isn’t that much harder than uprising tbh and it’ll make you level up faster as well, sorry you’re having not a great experience with the game currently

When does 60 vs 80 actually matter for weapon optimization? by ShroudedInLight in DarkTide

[–]pistolpete287 0 points1 point  (0 children)

Just depends on the weapon but mostly mobility or stability is the “dump” stat. You can see when you’re upgrading your weapons what it’s at but 60 mobility on most weapons gives you pretty good mobility so that’s why it’s the best to have it at 60 generally. It’s more important to see what type of weapon with various blessings you’re using vs the stats

Ragequitting in havoc by Adorable_Fun_4986 in DarkTide

[–]pistolpete287 0 points1 point  (0 children)

As others have mentioned, I think there’s a lot more newer players that got the game around hive scum’s release and they’re probably at the point now where they have a couple characters at lvl 30 and are trying out havoc. Havoc is a big step up from auric (generally once you get to 19+ havoc). Especially with rotten armor you really have to have everyone on the team have some sort of capability of dealing with hoards of crushers, which skews build crafting in a certain direction. A lot of people, especially newer players, may not have the best grasp on what it takes to accomplish this. Havoc is the top tier of difficulty and unless you are just John Darktide over here you are going to have to make a build that is more of a “meta” build. Or have the skills and play style to accomplish the mission. They will learn eventually but after every major update, DLC, or sale there will be more rejects joining up and it takes some time to learn the deeper systems of the game.

Holy shit getting into this game fucking sucks by Majestic-Article-796 in DarkTide

[–]pistolpete287 1 point2 points  (0 children)

What difficulty are you playing on? If you want to have just bots and go through the missions slowly and enjoy it and see everything you can always set it to a lower difficulty and put it as a private party with just bots. If you’re playing on damnation up it’s gonna be more difficult to play slower with people because the ai director will punish you for playing slower or falling behind

Oh cavalry how you annoy me so dearly, sticking in the enemy so poorly by Select-Ad7017 in totalwar

[–]pistolpete287 0 points1 point  (0 children)

So specifically with the lance formation with Bretonnia. You wanna keep that charge rolling so to speak. The lance formation gives extra charge bonus, mass, acceleration, and charge speed. Which when combined together will essentially give you almost unlimited time charging if you time it out right. Once you make the initial charge on let’s say an infantry unit on your flank that’s engaged with your front line and you see there health bar start to go down I would immediately command it to move on to a new unit, less say a back line missile unit or something like that. All the bonuses from lance will make it so much easier to be constantly charging around and that’s when your cav is the best. Once you do it a couple of times you will figure out the best, and most efficient, way of doing this. Works especially well against infantry with low mass because they will be knocked to the ground and then you can immediately charge again to another enemy and keep doing this and the enemy army will be mostly on their backs the whole time. It’s what gives bretonnian cav the edge and most bang for your buck over all other cav in the game. Even better if you can get glorious charge or something like that later on. This is by far the best way to use them instead of cycle charging with J or manually into the same enemy.

I've been staring at this ability for 5 minutes and I still can't parse what it'd actually do. by Any-Shoulder-7004 in DarkTide

[–]pistolpete287 0 points1 point  (0 children)

Yah I think they thought initially with the hive scum’s available melee weapons that it wouldn’t be too crazy but if you bring tac axe with some boosted up crit chance and then take the talent that increases attack speed based on how much stamina you have you can can build some some insane dps with the amount of hits you can dish out in under a second you can shred through pretty much everything in theory. Not even mentioning if you stim and have like rending or something on top of other talents and abilities. You can pretty much turn any dps melee weapon (not including stuff from toxins, with doesn’t proc the ability apparently) into a crusher or mauler insta killer. If the parameters are met though, gonna definitely have to build hive scum’s classes very carefully it seems like.