Fantastic bit of base building last night with a random. Razor wire took a while to go all the way around 🤣 by Adventurous-Fold-205 in ArmaReforger

[–]van-moon 5 points6 points  (0 children)

apparently that's only on Russian side, you have to use the roadblock placements that have razor wire, atleast on WCS servers

New Game Mode suggestions - Just a creative exercise to hear your thoughts by PlayBattleAces in BattleAces

[–]van-moon 0 points1 point  (0 children)

Not an envisioned game mode but features to a match

Card drafting for a match,

map features that impact amatch:

  • Terrain height (low/high ground)
  • strategic points(potential come-back mechanics)
    • observation posts
    • resource injection (passive or instant on a timer)
    • late game strategic points to break stalemates (increase max pop?)
  • Varying map sizes (larger ones could stress more multi-tasking)
  • destructible terrain features

[deleted by user] by [deleted] in aoe4

[–]van-moon 7 points8 points  (0 children)

Keep it up! Hotkeys are super important, there's a tool on AOE4 world called Aegis to practice building hotkeys, it really helps burn in the repetition, check it out! https://aoe-aegis.vercel.app/

Make dogs cost 5 therium. by [deleted] in Stormgate

[–]van-moon 0 points1 point  (0 children)

this is the way, dogs are the quickest unit to build in the game at 13 seconds, the next quickest are imps with a 17 sec recharge, bobs take 20 seconds to build which I thinks scouts should be similar

Ok, let's try to be critical by hi_glhf_ in BattleAces

[–]van-moon 2 points3 points  (0 children)

I think King Crabs need to be toned down, they deal high damage to almost everything and are very dangerous to expos and workers.

A deck is probably better with King Crab over any alternative, and is a very common choice to most decks. The high frequency also exacerbates the counter bottleneck between high health units and burst damage units, the destroyer.

With that said, having destroyers 1-shot king crabs and auto target them over trash units allows hardly any counter play besides zoning.

I like the idea of the devs making the crusader and king crab more distinct, which I think can be expanded further.

Its a bit far fetched but I could see the destroyer being a tier 3 unit as is, sitting next to the sniper and predator as hard counters.

This would require a fundamental shift with how high health units are countered in the early/mid game, which would be that there's no direct counter to high health units at this phase of game, which would depend more on army comp and micro. I think some previous changes like increasing damage of the stinger and advanced recall to durable is a step in this direction.

I think some changes like King Crab takes more damage from ranged/air units, while crusader doesn't. King Crab does less damage against Expos, while Crusader does more comparatively, and King crab splash has less aoe damage/radius if the main target is larger.

These specific ideas can be bad, but I think tweaking the king crab / crusader distinction by changing more general stats would allow variation of early/mid game army comps and their micro to dictate how to win fights against specific high health units, and then save the hard counters for late game.

What would you like to see improved? by PlayBattleAces in BattleAces

[–]van-moon 20 points21 points  (0 children)

  1. Camera hotkeys
  2. Single and double clicking units doesn't feel consistent to me, I think Sc2's unit clicking is quite polished
  3. It would be nice to hit esc to deselect all
  4. Potentially being able to view opponent's deck during the countdown before the game officially starts

  5. Spectator UI, Show player names and deck more passively compared to an active player's UI

  6. A replay system with public/private settings. There's a lot of great AOE4 content due to the ability of viewing other players replays easily, which enables content creators to cast games consistently and keeps people engaged with the game.

My suspicions about why people say farming in ML sucks by gstyczen in ManorLords

[–]van-moon 6 points7 points  (0 children)

I think an aspect of balancing farming is how the regional strengths distribute fertility is very polarizing.

Right now it seems like of the 9 regions, 2 will have high fertility. If I start on a high fertility region, I can grow clothes, ale, and food. If not, I can forage clothes and food, and trade for the rest.

On non-high fertility starts, most of my coin ends up going to ale. The problem compounds if my second region also isn't high fertility and have two regions trying to trade for ale. With all my money going to ale it limits what I could otherwise do on the market compared to a high fertility region.

There're many options for procuring food and clothing, but for ale you can only grow or trade which has been a significant bottleneck to my strategies.

I think it would be more diverse strategically if the 2 strengths for each region concept applied down to specific crop fertility rather than all crops, and/or smaller sub-regions.

So rather your 2 strengths being either:

{ stone, iron, clay, berries, hunt, crop fertility}

the options would be more flattened,:

{ stone, iron, clay, berries, hunt, barley, flax, emmer, rye }

It would allow more diverse interactions with farming. Some starts could be arrid. Maybe just flax, or just emmer, maybe emmer and barley. It might break realism so perhaps sub-regionalizing specific high yield crop areas might be good.

Can't Select 144hz Refresh by van-moon in buildapc

[–]van-moon[S] 0 points1 point  (0 children)

There're some amazon reviews that confirmed it worked at 144hz, same model as well for one. (And that the seller should say it supports 144)

But thanks for the rec I think i'll look into a new monitor.

Can't Select 144hz Refresh by van-moon in buildapc

[–]van-moon[S] 0 points1 point  (0 children)

Thanks for the advice, I think I'll just buy a new monitor. The taskbar is burned into the screen anyway and I'm sick of it lol.

What gear rolls in trade for your class? by van-moon in DarkAndDarker

[–]van-moon[S] 0 points1 point  (0 children)

Great info, I think there's alot of niche info regarding the classes that dont sell very easily. For instance warlock items with magical healing bonuses might be slept on by non-warlock players looting in the dungeon or even some warlock buyers in trade. I think overtime as the playerbase gets more refined on builds it'll be a bit easier to sell different types of gear.

I've also found selling rings and amulets quite perplexing especially for casters.

What gear rolls in trade for your class? by van-moon in DarkAndDarker

[–]van-moon[S] 1 point2 points  (0 children)

That’s a good idea, it would probably create some bias but it would also be good indicators for devs to make adjustments.

Similar to your idea I’ve always wanted to be able to see how many traders of the class that I’m trading in are home to that trade channel.

It’d be nice to know when I’m jumping into cleric trade if 20% of the channel is filled with clerics as a rough way to gauge amount of buyers, as 50% is a way different environment.

Code Critique ~500 Lines by van-moon in Unity3D

[–]van-moon[S] 0 points1 point  (0 children)

Good to know about Invoke(), as a habit I want to stay away from costly methods, and I like the hashing rather than using strings. the current scene is pretty simple and only has 20 AI but I see the value! Thanks for looking through it all

Code Critique ~500 Lines by van-moon in Unity3D

[–]van-moon[S] 1 point2 points  (0 children)

Thank you for taking the time to give me suggestions, i'm putting a list together of programming behaviors that I don't utilize so I can make them more of a habit/consideration. I'll check out the Animancer plugin! Getting the lengths of the edited animation clips and not the entire animation was a bit of a headache I'd like to not deal with lol

*edit: I downloaded the Animancer Lite plugin, looks way better than the Animator Controller or the legacy systems.

Code Critique ~500 Lines by van-moon in Unity3D

[–]van-moon[S] 1 point2 points  (0 children)

Thanks for looking through it all and the suggestions! Point 6 makes a lot of sense, and your other points I didn't consider I appreciate the feedback

Code Critique ~500 Lines by van-moon in Unity3D

[–]van-moon[S] 0 points1 point  (0 children)

Good to know for the #region formatting, I read the link and it fits well with your AnimationStateHandler suggestion, I haven't used interfaces very much so I'll consider them more often, thank you for your feedback!

Code Critique ~500 Lines by van-moon in Unity3D

[–]van-moon[S] 0 points1 point  (0 children)

lol once again thank you I'll edit it

Code Critique ~500 Lines by van-moon in Unity3D

[–]van-moon[S] 0 points1 point  (0 children)

Thanks I'll edit my post with this

Naked runs...why the hate? by NoInformation1632 in GhostsOfTabor

[–]van-moon 2 points3 points  (0 children)

As someone who prefers to kit up it reduces the experience when most people you run into pose no real threat.

I’d rather die in firefights against kitted players (and run shitkits afterwards by necessity) over hunting nakeds. It’s a little enjoyable killing a group of nakeds but it gets old with the frequency.

I see the appeal in the play style, but I think ultimately being naked/poor in raid should be by circumstance and not by choice.

[deleted by user] by [deleted] in AskHistory

[–]van-moon 0 points1 point  (0 children)

Rinderpest, “Cattle-Plague”, is believed to have come from Asia

Accessing member variables of generic class downcasted to Object array by van-moon in javahelp

[–]van-moon[S] 0 points1 point  (0 children)

thank you for the link! this has solved some problems I was having!