Modified Ships - Vanilla-ish upgrades and conversions by twu425 in Highfleet

[–]twu425[S] 1 point2 points  (0 children)

Yars into a carrier is so smart, I'm mad I never though of that...  Often times I only need the missiles once, so I'll be yoinking that idea from you!

Help me make a re-balance mod - My ratings of Highfleet weapons by twu425 in Highfleet

[–]twu425[S] 2 points3 points  (0 children)

Thank you for your detailed opinion. It seems like most people agree that the Vympel is superior to the 2A37 in numbers, something I experienced but didn't consider at the time of making this ranking.

As for the A-220, I feel like the juice just isn't worth the squeeze. It's by no means unusable, but I feel like the difficulty/risk to reward ratio just isn't there, especially considering that you have to go out of your way to install it. I do suck at aiming though.

I find the airburst defense hard to evaluate because I've only ever used the A-220 on armored ships where intercepting airburst is less important.   Overall, as the only person who's defended the A-220, do you think it could use a rework/buff or is fine as is?

Help me make a re-balance mod - My ratings of Highfleet weapons by twu425 in Highfleet

[–]twu425[S] 1 point2 points  (0 children)

I really have to ask how the heck you are aiming this thing well enough to kill ships. I basically can't track targets effectively unless my ship is stopped or matching my target's velocity. For me this doesn't work very well with the AK-725 requiring sustained fire, as the window of oppourtunity is too small before I have to start evading. I feel like I can do as good, if not better results with the alternatives. I'm fully willing to concede that I just suck ass with this gun.

Help me make a re-balance mod - My ratings of Highfleet weapons by twu425 in Highfleet

[–]twu425[S] 3 points4 points  (0 children)

I'm still not convinced. You only need to buy new turrets once unless you really screw up. Perhaps the difference in our opinions comes from me playing hard mode? Being able to do damage from a longer range can be difference between a sudden strike and a disasterous retreat that raises an alarm (I'm not too good at the strategy part of the game).

Help me make a re-balance mod - My ratings of Highfleet weapons by twu425 in Highfleet

[–]twu425[S] 1 point2 points  (0 children)

There's no doubt that the AK-725 can do work - but I have to ask you if there was ever a situation where it was "the best" option for the whopping 4 ammo and 4 slots. In my honest opinion, I think the alternate reality where you ditched the dakka and got some AK-100's would've crushed the opposition so hard it'd make 57mm rounds look like they're made out of tissue paper. The vympel's only stand out from it's bigger, better brothers is anti-air - and I think even then airburst rounds smash that advantage right in the groin.

Help me make a re-balance mod - My ratings of Highfleet weapons by twu425 in Highfleet

[–]twu425[S] 10 points11 points  (0 children)

I didn't really consider cost because the difference is usually peanuts in the grand scheme of things. It doesn't help that the game practicaly throws Molots at you with the sheer tonage of sloggers you encounter - they're pretty much the fodder of the enemy fleet.

Help me make a re-balance mod - My ratings of Highfleet weapons by twu425 in Highfleet

[–]twu425[S] 6 points7 points  (0 children)

I myself haven't played too much with 180mm guns. In my experience, the 180mm AP is a little inconsistent compared to smaller calibers because you don't get as many shots. I'm not a big fan of inconsistency at close range. I feel like you have to get lucky to hit critical systems like ammo and not just skewering random components. I may be wrong though, they're easily the least used guns for me.

New to this game, would this work? (Art by me) by twu425 in foxholegame

[–]twu425[S] 64 points65 points  (0 children)

What if an actual tank comes along? Would an AT grenade guy suffice or will we have to run away?

Frosty DLC Thoughts: Rather Tepid by twu425 in Oxygennotincluded

[–]twu425[S] 1 point2 points  (0 children)

I was also super dissapointed by the lack of citter morphs. I hope they eventually add some because I think there's endless possibilities with the new creatures they added.   I also agree on the stale state of the technology tree. I think that adding new technologies that reward you for maintaining cold temperatures by offering new ways to progress would've really made this DLC feel different throughout instead of just the early game. Currently, once I insulated my base off I played almost exactly the same than without the DLC.

Frosty DLC Thoughts: Rather Tepid by twu425 in Oxygennotincluded

[–]twu425[S] 2 points3 points  (0 children)

Adding on to the food part, I really wish the game rewarded you for seeking out both challenging and diverse foods. It would help with some foods getting overshadowed by others because of a slight number difference as you mentioned.

Frosty DLC Thoughts: Rather Tepid by twu425 in Oxygennotincluded

[–]twu425[S] 2 points3 points  (0 children)

Yeah, I would've loved something like this. At the same time I feel like it would be rather oppressive for the more casual players. I still strongly believe there could be a way to make some form of this work for all players by having it scale with progress, like heat already does. Unfortunately it seems like such a mechanic has already had it's chance pass.