So I've been playing Factorio. I seem to be almost constantly thinking about how I can improve my factory.
I think I found a game that meets internal interests.
So far, I've been planning to:
Move the labs off-site, since I'll not only need more in the future, and I need to expand the feeder belt anyways to accept blue science packs.
Rebuild the oil processing, which took up all the space around the labs, and improve their speed.
Shut down the coal mining and replace it with the solid fuel from oil processing.
Expand and centralize power production.
Replace the current furnaces with electric furnaces.
Expand the base walls.
Improve the defenses, with laser turrets and armor-piercing ammunition for gun turrets.
Move the assemblers producing intermediate products away, and merge them into one, as the current setup is idle most of the time and takes too much metal away from important processes.
Automate the production of more items, like explosives. Rockets are going to be useful.
Kill the northern alien base and turn the now-available iron and copper deposits into a mining base.
Shut down in-base mining, as the deposits are running out anyways, are inadequate to fuel my metal economy, and take up space transporting across the base.
I've just figured out my issue with modern RTS games. None of them have any appreciation for take and hold tactics, just take and take and take. I'd like a game that makes me feel like each attack is a costly and intensive but necessary maneuver, and it's okay if I lose more troops as long as I come out on top with control of the area.
(03-11-2016, 07:17 PM)Surge Wrote: [ -> ]I've just figured out my issue with modern RTS games. None of them have any appreciation for take and hold tactics, just take and take and take. I'd like a game that makes me feel like each attack is a costly and intensive but necessary maneuver, and it's okay if I lose more troops as long as I come out on top with control of the area.
The only thing that feels this way that I've found is Insurgency so far.
(03-11-2016, 07:17 PM)Surge Wrote: [ -> ]I've just figured out my issue with modern RTS games. None of them have any appreciation for take and hold tactics, just take and take and take. I'd like a game that makes me feel like each attack is a costly and intensive but necessary maneuver, and it's okay if I lose more troops as long as I come out on top with control of the area.
The only thing that feels this way that I've found is Insurgency so far.
And I HATE insurgency. The spectacle and tactics are fun but the mud and blood fucking suck.
I actually don't have a reaction gif for being incredibly nervous BUT DAMNIT SEND ME A CONFIRMATION EMAIL ON THE FUCKING GPU ORDER ALREADY.
Speaking of take & hold. Total Mayhem is still stupid fun. Probably because the experimental structures seem to just be brokenly powerful. A single missile battery has netted me near total air superiority.
You know that feeling when within like 5 episodes a show you like suddenly does a complete 180 in mood and like 5 important characters die, others are left in an inconclusive state, the groups of main characters are all broken up, the bad guys revel in a ridiculously huge victory, everything that has been done was in vain, and then THE F*CKING SEASON ENDS????
(03-12-2016, 01:31 PM)Shaadaris Wrote: [ -> ]You know that feeling when within like 5 episodes a show you like suddenly does a complete 180 in mood and like 5 important characters die, others are left in an inconclusive state, the groups of main characters are all broken up, the bad guys revel in a ridiculously huge victory, everything that has been done was in vain, and then THE F*CKING SEASON ENDS????
(03-12-2016, 01:31 PM)Shaadaris Wrote: [ -> ]You know that feeling when within like 5 episodes a show you like suddenly does a complete 180 in mood and like 5 important characters die, others are left in an inconclusive state, the groups of main characters are all broken up, the bad guys revel in a ridiculously huge victory, everything that has been done was in vain, and then THE F*CKING SEASON ENDS????
I dislike that feeling.
I love it.
*Silently seethes with rage*
Your input was not requested.
*Anger intensifies*
Well fork. It's now 5:35 AM and I am COMPLETELY WIDE AWAKE from the emotional rollercoaster I just went through.
Shows don't usually affect me this much. Holy cow. I want to smash something.
...
I don't have anything smashable that I don't want not smashed.
*Anger intensifies*
I'm gonna go like look at puppies or something... Or... I dunno, write. That will infuriate me in an entirely different way and should hopefully cancel out my current mood.
(03-12-2016, 01:31 PM)Shaadaris Wrote: [ -> ]You know that feeling when within like 5 episodes a show you like suddenly does a complete 180 in mood and like 5 important characters die, others are left in an inconclusive state, the groups of main characters are all broken up, the bad guys revel in a ridiculously huge victory, everything that has been done was in vain, and then THE F*CKING SEASON ENDS????
(03-12-2016, 01:31 PM)Shaadaris Wrote: [ -> ]You know that feeling when within like 5 episodes a show you like suddenly does a complete 180 in mood and like 5 important characters die, others are left in an inconclusive state, the groups of main characters are all broken up, the bad guys revel in a ridiculously huge victory, everything that has been done was in vain, and then THE F*CKING SEASON ENDS????
I dislike that feeling.
What show is this?
A show.
A webshow, to be more specific but still obnoxiously vague.
TAESC is the other big name TA mod alongside Total Mayhem, and the two are decidedly similar, add new units and structures, touch up graphics, add a third tech level. However the key distinction is the overall approach, Mayhem builds the game out while Escalation rebuilds it bigger and better than ever.
The first thing you'll notice beyond the modified UI is that the build menus have been shifted around and there are now icons to denote buildings that use power and those that benefit from the new adjacency bonus. The existing tech levels are mostly rebalanced rather than expanded, though some units and structures are available in different places now, past tech 2 the tree narrows substantially into experimental tech, and even further beyond that into one or two "classified" units.
The experimentals are a familiar feature albeit handled slightly differently, but with so many involved between Escalation and Mayhem it feels somewhat unimportant. What is important is Escalation's use of unique features such as upgrading tech 1 defenses into the pop-up tech 2 versions, amphibious warships, flying saucer aircraft, and the aforementioned adjacency bonus. Escalation plays around with the game code on a much deeper level than Mayhem does but also offers things on a much larger scale, quickly making bases feel very claustrophobic and fouling up pathfinding. The game seems to further struggle with larger units, when I attempted to use one of the tech 4 "classified" flagships I found it never used its main guns, employed its PD lasers only twice, and simply rotated in place as the pathfinding utterly failed to understand the support guns. Escalation also seems to not offer amphibious structures at tech 3 like Mayhem does, severely limiting the potential of aquatic maps.
On all fronts Escalation is much much more ambitious than Mayhem was, but it is nowhere near as good at translating this ambition into usable features.
welp i was browsing around RMZ's database site and I've found this
complete brutal but how does one cut the head off but the body is sliced nearly axially? also reploid blood
seriously!? a fucking cheiftan in warthunder?
it's even atleast 3 tiers ahead the leo 1 in armored warfare!?
I'm not sure, should or shouldnt I remove the sticker that came with the statrak urban hazard FiveseveN? I'm not sure what sticker was it, it;s kinda ungly with a big blue background white N