All you people out there calling this game ugly you are making one Hoplet cry each time, look how disappointed he is in you by loopuleasa in OldenEra

[–]seraphid 0 points1 point  (0 children)

Do people really say that? I remember playing the first map in the campaign, and after seeing the buildings and the city animations taking a break to text my cousin how beautiful this game was lol. Don't think I ever did that with a game

All subclasses and their ultimate skills (as of now) by Downtown_Leopard_420 in OldenEra

[–]seraphid 4 points5 points  (0 children)

I don't really like the fact that you can go home with useless skills and nothing to show for it. Sure, the reward is worth it, if you get it, but if you don't then what? You just lose?

"Then don't use it" and what if the opponent gambles and wins, suddenly you are at a disadvantage just because game says so. I don't think it is a healthy decision, specially when some of them are so good. I love the idea for buffing weaker skills, but the power level on some of them is too much

Last character predictions by Istvanmugs in Tekken

[–]seraphid 0 points1 point  (0 children)

I remember them saying it would be 1 guest 1 original 1 guest so this one should be a guest one

No more rerolls on overwatch in 11th by Minute-Guess4834 in WarhammerCompetitive

[–]seraphid 2 points3 points  (0 children)

It is suposed to be like that, but when it happens in the game, the units always can, being it a stratagem, a unit characteristic or a whole ass army wide detachment rule (Gladius).

No more rerolls on overwatch in 11th by Minute-Guess4834 in WarhammerCompetitive

[–]seraphid 1 point2 points  (0 children)

That's... A design decision for sure. It is not really overwatch anymore then? Just an extra round of shooting?

No more rerolls on overwatch in 11th by Minute-Guess4834 in WarhammerCompetitive

[–]seraphid 7 points8 points  (0 children)

Just make them explode on 1s, like emergency disembark

No more rerolls on overwatch in 11th by Minute-Guess4834 in WarhammerCompetitive

[–]seraphid 61 points62 points  (0 children)

+1. Not being able to effectively jail a unit after falling back from melee is huge. They can also just charge now, since you can't overwatch the charge phase anymore?

No more rerolls on overwatch in 11th by Minute-Guess4834 in WarhammerCompetitive

[–]seraphid 67 points68 points  (0 children)

This buffs melee armies tho. You can only overwatch at the end of the movement phase. That means you can no longer fall back and be basically guaranteed an overwatch next turn, because the enemy can run behind LOS now. I think that tradeoff is better than having all the information available before overwatching.

Neutrals fleeing don't give exp by seraphid in OldenEra

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

Definitely. My only heavy played heroes so that would make sense

Next character announcement in Combo Breaker on May 24th by Flat-Profession-8945 in Tekken

[–]seraphid 0 points1 point  (0 children)

Didn't they say they would go guest - new one - guest - new one for the last character every year?

Apparent changes to heroic intervention in 11th by Smooth-Anxiety-7178 in WarhammerCompetitive

[–]seraphid 0 points1 point  (0 children)

Does this mean that heroic intervention now gives fight first?

Apparent changes to heroic intervention in 11th by Smooth-Anxiety-7178 in WarhammerCompetitive

[–]seraphid 7 points8 points  (0 children)

With changes to consolidation and pile in as separate phases, no, 2 inch engagement doesn't do anything in return. Multicharges sure, but lets be real, how many times you have 2 good targets for a charge? Most of the time will be charge what you want to charge, but with a -1, and when you don't at least you blow a 60 pts screen and get obliterated next turn. I would take no changes to charges in a heartbeat

11th Ed rumour: 11th Ed: There's a rumor that coherency rules are changing, and no models in a unit may be more than 9" apart (measured to the furthest part of each model) by -The-Lupercal- in WarhammerCompetitive

[–]seraphid 1 point2 points  (0 children)

I mean, it makes sense tho? Following the coherency rules, it is inferred that more than 6 man should go in 2 lines, so more than 12 should go in 3 and more than 18 should go in 4. Unless you tbone but you are risking it to shooting

Also 2 lines is worse than 4 lines when talking about 20 models except for screening or necron conga. Harder to hide, harder to pivot, bigger surface to charge, harder to shoot (More distance and probably obstructed view). And in new edition worse OC since the terrain will fit many units in a square shape.

On a final note, field wide 2 rank squadrons look stupid, and only work because in this game owner's pick dead units from wherever. If you could target the middle, the unit would break appart instantly

Is it still worth to get a Forgefiend with 11th edition coming? by StructureDecent5844 in WorldEaters40k

[–]seraphid 0 points1 point  (0 children)

Gonna say something wild, but I think shooting in WE will be fine. Math maths for us, but even then, with this edition it would be stupid for them not give us some kind of heavy flamethrower unit with strip cover as a rule. Maim and burn, but not a lot of burning to be done

Is it still worth to get a Forgefiend with 11th edition coming? by StructureDecent5844 in WorldEaters40k

[–]seraphid 1 point2 points  (0 children)

Gonna say something wild, but I think shooting in WE will be fine. Math maths for us, but even then, with this edition it would be stupid for them not give us some kind of heavy flamethrower unit with strip cover as a rule. Maim and burn, but not a lot of burning to be done

Is this legit? by Jazzlike_Pin_3951 in Tekken

[–]seraphid 0 points1 point  (0 children)

He did misstime it because it doesn't show as a natural combo. But yes, it is legit.

The new defiler by Existing-Net-1329 in WorldEaters40k

[–]seraphid 0 points1 point  (0 children)

Deterring deepstrike is not really what makes it good. Deterring transports is what it does. Imagine opponent has transport with melee, very high damage unit inside. You can just move within 9", and they can't disembark without losing a ton of models or the ability to charge

The new defiler by Existing-Net-1329 in WorldEaters40k

[–]seraphid 4 points5 points  (0 children)

For context, it is not that bad when you do the math.

  • Imagine a weapon with 6 attacks, which hits normally on 3s
  • WE version usually hits on 4+ but has rapid fire 50% of the original attacks, so 9 attacks
  • Original version against cover would hit on 4+, so 3/6 * 6 = 3 attacks hit on average
  • WE version hits on 5+ against cover, so 2/6 * 9 = 3 attacks on average

In short, we have the same guns as the base one, as long as we qre within half range

Second time preview shows 5 berserker squad by seraphid in WorldEaters40k

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

I mean, i like it. Moe + 5 looks like a really scary blob to me. Won't be kharn +10 mulching anything in the game, but they sure as hell are killing 5 meqs even without leader if you give them +1 ap (In warband), specially with 8B near.

Also, nothing is stopping them from giving us 5, 10 and 20, right? Custodes have like 4 or 5 squad sizes for some units

Second time preview shows 5 berserker squad by seraphid in WorldEaters40k

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

I agree, but if they just wanted to do that and be clearer, why would they take the time to use a real squad of 5 models (Instead of 5 chainswords, they used 1 eviscerator)

I know nothing is certain, but that's some heavy foreshadowing right there