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Messages - Blastbeard

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1
I've been hooked on this one ever since the free weekend a while back. It's definitely worth the price of admission if you have a taste for these kinds of games. I'm currently halfway between the first and second tier of promotions, trying to scrounge for weapon overclocks with no real success so far.

Unless you're allergic to Discord, I also recommend joining the Interplanetary Miner's Union if you haven't already. You get a monthly bonus just for having discord and the game running at the same time, with a further bonus depending on how many milestones the community made.

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Other Games / Re: Mount & Blade II: Bannerlord
« on: April 18, 2020, 01:38:13 pm »
I can sum up my multiplayer experience by saying sturgia is an ungodly abomination combining the strongest parts of nords and vaegirs, and if you don't tale a falx you're throwing. Also had the misfortune to play as khuzait defenders on a siege map. At the time, their bows were complete dogshit despite nominally being the horse archer faction and their melee troops may as well have been cardboard cutouts. So yeah, about as balanced as... a really unbalanced thing.

Back to my previous post, I was actually referring to something I'm not even entirely sure happened. Apparently for a moment units in multiplayer became ridiculously fat. Fat enough Harlaus is building a time machine just to go back and stop them from eating all the butter. This was around April fools, so take it with a grain of salt spoonful of butter.

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Other Games / Re: Mount & Blade II: Bannerlord
« on: April 18, 2020, 12:51:34 am »
Doing this could potentially lead to more bandits catching the caravans and stealing their loot, resulting in lots of fat bandits crawling around the map for you to mop up?

That just sounds like killing the prostitute in Grand Theft Auto to get your money back with extra steps.

I decided to put the game down for a week or two and give the devs a chance to work some of the kinks out, what's the general state of things right now? Are multiplayer models still absolute units?



4
DF Suggestions / Re: Terrible Suggestions Thread
« on: April 17, 2020, 07:08:10 pm »
TERRIBLE SUGGESTION ON A WHOLE NOTHER LEVEL, COMING THROUGH MY MIND

Performing poorly with instruments should inflict pain on anyone that can hear it, closer they are the more it hurts. Naturally, we also need the ability to intentionally fumble performance skill checks so we can do this on purpose.

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Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: April 16, 2020, 12:23:41 am »
I am 75% sure without even clicking on it that that link is Pentagon Wars and the Bradley.

Pentagon Wars was actually the second choice, but Fort Squidward sums up the thought process behind my particular case of Bradley Syndrome. I never know what to prepare for, so I try to prepare for everything, overdo it, and then get bodied by something simple I completely overlooked.

Quote
I would recommend a more focused array of weapons (meaning fewer weapon types), so that your ship has ONE preferred engagement range and sticks at that range, instead of needing to close to get the microwave in range while for most of your weapons would be effective at a longer and thus safer range.

My engagement range is pretty uniform, everything except the missiles is keyed to 120,000 km, even the microwave thanks to some splurging with starting tech points. The lasers technically reach 160,000, but I remembered that the damage drops off towards the end and I designed the fire control with that in mind. The missiles I was planning to use at the start have a range of just over 18m km. The plan was to open with missiles, close to gun range, pummel the enemy until their shields pop, and then either disable the enemy with the microwave or just finish it off.

Quote
Basically, have a laser ship with some point defense, and/or have a microwave ship (with PD), have a missile ship (with PD or AMMs, either way), and so on; don't have one do-it-all ship that can't do anything nearly as effectively as a more focused ship could.

Sounds like my best choice would be to rip off the design philosophy behind Stellaris's corvettes. I could go with four laser turrets, drop the railgun and microwave, and give the missiles to a dedicated ship. Missile boat hangs back and throws rocks while the laser ship runs in to deal damage and intercept missiles, preferably with its guns.

My biggest problem at the moment is jump squadron size. I wasted my starting tech points on other stuff so I'm stuck with with small fleet sizes for... awhile, not sure how long since for some reason I can't resize the completion date bracket in the research screen.
I agree do-everything ships are a slippery slope, but I also need to get the most bang for my buck out of what little I can send out at the moment. strike craft sound good on paper, but the phrase 'low-tech fighter' keeps auto-translating into meat grinder for some reason.

6
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: April 15, 2020, 10:42:32 pm »
...Race Graphics
Out of all of these I'd say the egg-yolk with an ಠ_ಠ face is the best by far.

Still stuck designing ships, desperately trying not to fall into this mindset. Weapons layout for the current design calls for three single laser turrets, a railgun, one microwave, and two missile launchers. The weapon sizes will change as I tech up, but is the general layout reasonable for a destroyer or similar middle of the road ship?

7
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: April 11, 2020, 07:07:25 am »
Sounds like a job for no-CB wars. Being able to attack people with no higher purpose than kicking their ass would be fun, and perhaps serve as a way to keep my neighbors' fleet power in check. The fact that they could do the same to me at any time would keep me on my toes and seems like a fair trade. If that's not enough, you could have an not-infamy system where if you wage too many no-CB wars everyone in the galactic community gets a total war CB and dogpiles you.

What I'd like to see are ways to manipulate war exhaustion, both for you and your enemy. Propaganda campaigns to reduce your war exhaustion, covert actions that raise theirs while damaging their infrastructure, and maybe a decision or edict that lets you risk your ruler's career for a chance to postpone the automatic peace-out, with catastrophic results if it fails.

8
DF Suggestions / Re: Terrible Suggestions Thread
« on: April 11, 2020, 01:31:31 am »
Badgers should badger badgers until they find a mushroom mushroom. Just watch out for the snake.

9
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 10, 2020, 10:40:07 am »
Yes, just hit the kick key while blocking. It also works while blocking without a shield. It's great against enemies who refuse to lower their shield, but it takes long enough to wind up that they can cancel it by hitting you if you're not careful. Best of all, you're not rooted in place like with kicking.

Sadly, both bashing and kicking have a delay now, so the multiplayer tradition of surrounding the last enemy and bullying them to death by mashing E is a thing of the past.

10
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 09, 2020, 08:10:57 pm »
I've never cared for extremely short weapons. Anything shorter than 50 and you have to practically clip into the other guy's model to hit. Meanwhile they're backpedaling just enough to stay out of your reach and their weapon is doing enough chip damage to wear you down. I think 75-80 is the best length for close quarters, short enough not to catch on things but still long enough to reach out and touch someone.

It seems like throwing weapons have gotten the best treatment so far, with no-shield polearms coming in at a close second. Bills and rhomphalias are devastating, but throwing weapons are much more viable than they used to be. In the past, you had maybe five chances to kill a guy with a throwing weapon, and unless you had a high proficiencies or the skills to land a headshot you would need at least two hits to do the job. I was initially decieved by how weak the practice javelins used in the arena were, but the real deal can kill a guy from range even with leg hits. Top that off with the perks that let you carry more and throwing weapons are actually useful this time around.
I personally recommend harpoons. I haven't had too much trouble getting ahold of some, and they do tremendous damage. If it's good enough to kill a whale, it's good enough to kill a human.

All of the daggers I've found so far have had a throwable secondary function. That's neat, gives them some added utility, but then you have to consider that there are dedicated throwing knives that come in bundles and get the same benefits as other throwing weapons. Why would I take one knife that cuts okay and can be thrown in a pinch over a dozen knives that don't cut as good but fly better?
I guess they could work for a civilian outfit as a backup weapon, but you could just use the perk that lets you equip throwing weapons on a civilian outfit, and they just seem completely worthless on a battlefield. The only reason I'd consider taking one in that case is if it didn't take up an equipment slot, but even then that's encumbrance I could do without. I just don't see the point.

11
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 09, 2020, 07:03:06 pm »
Rhomphalias are a thing of beauty. When I first won one in a tournament, I didn't think much of it. I knew that the falx was a good weapon, and this was just a falx on a stick, right?
Wrong. The falx hits like a truck, but this thing hits like a truck on a stick. I've been using it on horseback, and I'm hitting for about 200 damage per swing on average. More importantly, it can reach farther than most polearms used by any faction's foot soldiers, meaning with a little maneuvering you can pick off infantry with near impunity. Enemy horseman aren't safe either, possibly even less so; at full speed, I can hit for about 300 or more, meaning it doesn't matter if I hit the horse or the rider, I've ruined someone's day.
It's also really, really fun to use. I had trouble landing hits at first due to the timing and distance, but once it clicked I basically had a couched lance that hits from the side. The curved blade has a way of wrapping around certain shields to hit enemies who aren't blocking properly, and once I somehow managed to kill two enemies in the same swing. It's satisfying as hell when you get it right.

Having said that, tt's not a perfect weapon. That long reach actually works against you in some circumstances. More than a few enemies have gotten away due to the blade catching on a boulder or tree trunk, and you get the same result if you try to use it anywhere near allies. I haven't tried using it in an urban environment, but I expect it wouldn't go so well.

In short, the rhomphalia probably isn't the sort of weapon you want to use in a siege battle or dense forest, but in an open field it is a devastating and extremely satisfying weapon.

12
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 09, 2020, 07:00:59 am »
I was playing as a woman and married, but after waiting in the same town as my spouse, I noticed my character started to slow down, swinging weapons and running just slightly slower than before.

...Am I gregnant?

13
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: April 06, 2020, 08:25:04 am »
I think habitats with fotresses count for FTL inhibition as well. I say think because for some reason the inhibitor icon isn't showing up for me after researching the tech, and I haven't found myself in a situation where I would find out if it's actually working or not, much less if habitats count. If they do though, You could just build one at every possible location in a system, fortify them as much as possible, and watch the AI burn through 75% of its war exhaustion as it refuses to use its armies and insists on bombarding everything to death, as is tradition.
That might actually be the best possible use for habitats, or at least a viable way to get around the limited living space, considering fortresses now provide housing.

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Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: April 06, 2020, 07:00:55 am »
You need an outpost in every system these days. If you leave any sort of gap in your territory and you haven't closed your borders, the AI will swoop in to claim empty systems and make border gore simply to spite you. I've killed a lot of aliens for that exact reason. It's not xenophobia, it's OCD.

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Other Games / Re: Mount & Blade II: Bannerlord
« on: April 05, 2020, 01:10:45 am »
Bonerlord

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