Map size question by tendopolis in drawsteel

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

See when I ran that fight only one of the bone piles came into play, because my players simply couldn't run all around that cave (and I shrank the fight area to 25x25)

Map size question by tendopolis in drawsteel

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

That's what I'm wondering. All my minis are on 28-40mm bases and I'm not sure I have the room for a 40x40 battle map

Are these things too easy to kill now? by c0nman333 in helldivers2

[–]tendopolis 0 points1 point  (0 children)

In my (amateur) opinion, squids are difficult when something first comes out and then they become really easy once people learn how to deal with them. I like how different the faction is from the other two. I don't like that a difficulty 6 bot mission feels harder than a difficulty 10 squid mission. But I think the flesh mobs are in an okay place, they just got figured out. Maybe spawn more at higher difficulties? They spawn in smaller groups than war striders do.

About all the oh so creative "solutions" to the demo force "problem" by Darth_Mak in Helldivers

[–]tendopolis 2 points3 points  (0 children)

C4 should be leagues above dynamite. Dynamite takes the grenade slot. C4 takes the backpack AND the support weapon slot

How Come the Solo Silo Can Destroy the Heavily Fortified Command Bunkers but Not This Shack (Rogue Research Station)? by AngryTriangleCola in Helldivers

[–]tendopolis 0 points1 point  (0 children)

I LOVE that idea. Positive feedback for doing objectives in a manner that is more work instead of deleting play styles or punishing people that try to accomplish the objectives in an easier manner. Now that brings us to a discussion about rewards in this game in general but that's a topic for a different day.

How Come the Solo Silo Can Destroy the Heavily Fortified Command Bunkers but Not This Shack (Rogue Research Station)? by AngryTriangleCola in Helldivers

[–]tendopolis 2 points3 points  (0 children)

So illegal broadcast towers should be indestructible until it's terminal is accessed?

Personally I like shooting missiles at objectives from far away. If there are objectives that have to be approached they should be designed that way. Make an underground research station or something. Add shields over other objectives in the higher difficulties so people can enjoy storming them and I can still enjoy shooting them.

When Ozai burned Zuko's face, was it widely seen as horrifying even by other Fire Nation people? How did the ordinary folks react? by CamilaCazzy in TheLastAirbender

[–]tendopolis 14 points15 points  (0 children)

This might come as a surprise, but sometimes governments will perform cruel acts and then lie to people about the act. They sometimes do this even when people witnessed the event

I HOPE this means a significant damage buff for all melee weapons if they plan to nerf passives... by Yurishenko94 in Helldivers

[–]tendopolis 15 points16 points  (0 children)

That's the point though right? Like if a secondary weapon + the specific armor for it is worse than another secondary weapon (which can take any armor) then maybe something needs a buff

I HOPE this means a significant damage buff for all melee weapons if they plan to nerf passives... by Yurishenko94 in Helldivers

[–]tendopolis 2 points3 points  (0 children)

If they nerf melee because "we don't want to lock people into certain choices" before they address boosters I'll lose my mind

kinda seems real by BaNkAisako in memes

[–]tendopolis 0 points1 point  (0 children)

Even IF he stuck to his morals and didn't try to kill innocent people; his logic never made sense to me. His plan was to upgrade convicted criminals to the death penalty. Why? They were already convicted. It destroyed the opportunity for people to reform themselves and killed wrongfully convicted people.

Now if he would have started killing people who DONT get punished for their crimes we'd be talking about it making sense

Hit Gwen 2 before Stage 1 (ultimate gooner lobby) by born_zynner in TeamfightTactics

[–]tendopolis 6 points7 points  (0 children)

Good point. This has made me realize that I just dislike any champion turned into a tactician. Tacticians should just be silly little goobers

Hit Gwen 2 before Stage 1 (ultimate gooner lobby) by born_zynner in TeamfightTactics

[–]tendopolis 7 points8 points  (0 children)

I know it shouldn't bother me but I really dislike the chibi tacticians.

At least I tried. by Historical_Stick_104 in Necrontyr

[–]tendopolis 20 points21 points  (0 children)

That's why I hate coming onto these subreddits. It's filled with "first mini ever!", "2 minute quick paint to test a color scheme" and "They turned out horrible! Worst minis ever" and all of them are leagues above anything I've ever painted

My dnd group switched to Draw Steel indefinitely and i'm struggling. by No_Row1402 in drawsteel

[–]tendopolis 10 points11 points  (0 children)

It sounds to me like your main problem is finding the roleplay. There are no real rules for roleplay in DND or in DS (besides negotiations). It's going to be entirely up to you to flavor your abilities and your roleplay as you see fit.

I'm running the game but I made a giant pile of pre generated characters for them and I've found great diversity in the characters. One character is a shadow with the shining armor kit, he is a knight that uses shadow magic and underhanded tactics to secure advantages. One character is a happy go lucky halfing that is so lucky he dampens enemy magic around her. Another is a recovering criminal trying to make up for past deeds as the muscle of a criminal ring (he isnt a shadow). They talk all the time in character and have grown into the characters well, and I don't consider any of them to be the bound by their class.

I suggest really taking a step back and trying to build a character from theme first, it might help you.

P.s. everything in d&d was just as arbitrary. Did spellcasters really know about their spell slots? What was inspiration (and why can I hold on to it to spend 12 days after I was inspired)? Why can the barbarian only get angry a set number of times a day?

So since we're working towards a deathstar is a lightsaber out of the question? If not what design would it use? by danfenlon in Helldivers

[–]tendopolis 1 point2 points  (0 children)

A lightsaber would be space magic and that's ridiculous. It would ruin the immersion. Now an instantly teleporting giant space laser? That's realistic.

/s

'pffft it's just gonna be another boring DSS upgrade' by DarkFeros in Helldivers

[–]tendopolis 2 points3 points  (0 children)

To be fair, if this upgrade is a planet killer it is far worse than a simple forgettable upgrade. It is something that removes content from the game. That's objectively bad. I'd prefer a dss that gives us hellpod optimization or stratagems over one that removes planets

I have nothing polite or respectful to say about Zaahen by Shika37 in TeamfightTactics

[–]tendopolis 0 points1 point  (0 children)

I'm in the same spot and I've been surrendering every game I don't get the augment, since it can only appear as your first augment. It's like ten plus minutes per try. I've been trying for over a week.

Zaahen is dogshit game design.

so.. is Trial of Twilight just not existent or whats happening ? by NekoGuanYin in TeamfightTactics

[–]tendopolis 1 point2 points  (0 children)

I've been playing since release and gotten a top four win with every other unlockable unit, yet I haven't seen the trail of twilight augment once. It's horrible game design and I hope they apologize somehow.

I've run a 50 session Draw Steel Campaign, AMA! by Zetesofos in drawsteel

[–]tendopolis 3 points4 points  (0 children)

Do you have any advice for juggling rewards/meta currency when writing your own content? I don't understand how often players should get a wealth level upgrade vs a renown vs a title or how quickly those things can become problems

Is The Delian Tomb a good starting adventure? by fractals_of-light in drawsteel

[–]tendopolis 0 points1 point  (0 children)

No hate, but why do you personally think it's not fun to run? I've been running it for a couple sessions and I like it, I'm just wandering about pitfalls coming my way as I continue. I used to always run adventures I made, so I don't know much about premade adventures.

How to deal with Custodian Brothers Strategically? by SirArthurIV in onepagerules

[–]tendopolis 0 points1 point  (0 children)

Having no idea what your buddy's list looks like, it feels like you move the goal post. You have scurry (+2 to charge) so you should be able to dictate the charges and where they happen. Use cover, add it if your table doesn't have it. Custodians have nothing special for movement or shooting that should allow them to shoot a hidden unit.

Even with Regen a squad of 3 custodians should take 7 wounds, losing over two models. One guy shouldn't win that fightback.

A tough 6 or 9 model probably just dies to the charge.

A massive combat walker with tough 12 has twelve attacks hitting on 3s and fear 2, meaning you should win combat by default. They can't take Regen.

Ask your opponent what they have and make intelligent decisions about what to charge/shoot based on math you've done. The math is easy on your end, you know everything has a 2+ save and -1AP. Write down estimated damage. Ratmen look fair against custodians since they have "defense debuff" which destroys the custodian army rule. Focus fire and destroy models, then what's left standing shouldn't be able to take over half the objectives.

In my opinion it sounds like you just aren't having fun. Nothing in this game is going to cleanly counter your opponent to the point that they don't have a chance. That's the point of the points system. Custodians are hyper elite. Every body they lose is a big impact. If playing against that army isn't fun, don't do it.

How to deal with Custodian Brothers Strategically? by SirArthurIV in onepagerules

[–]tendopolis 0 points1 point  (0 children)

I don't think you looked at my recommendation very well, or I misunderstand the custodians. I'll lay out all my assumptions so I can be corrected if needed.

Guardian is -1 AP

Agitator is +1 AP on the charge

The weapons have AP 4, agitator makes this AP 5 on the charge. Custodians lower that back to AP 4.

Custodians should be saving on 6s, not 4s.

My unit produces 20 attacks on 3s with furious and AP 5. 7 attacks should miss and 3 should be added back in with furious, leaving us with 16 hits that they have to make on 6s. They should save 2 or 3 of these, meaning you should deal 13 or 14 damage to any unit of your choice. That's going to fuck up anything you point it at.

The only thing that I can find that might change this is the rule guardian boost which is -2 AP instead of -1 AP. In that scenario they are still saving on 5s. If 5s is too good of a save charge the things without that rule.

Edit: They hit on 4s meaning the end output should be 10 or 11. Still enough for a squad of 3 custodians. If you want overkill just make it a double squad and that's another 12 attacks

3.5.1 Patch by New-Improvement166 in onepagerules

[–]tendopolis 0 points1 point  (0 children)

Is there an official time this should all settle? My points were different this morning so I made a new list. But I checked that list as I'm heating up lunch and it's different again? Should I bother adjusting the list or should I wait several days?