What video games have you been playing V: the return of the subtitle

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Speaking of Total War and Skyrim, I'm playing some M2:TW, specifically the Elder Scrolls mod, as Skyrim. Was doing well enough until the Daedra attacked. I lost three whole armies, fourteen generals, and my king, but wiped out three far superior Daedric armies. Unfortunately they simply won't run out of armies and are conquering everyone, so I'll have to shrink their units. The Oblivion Gates never close in this mod, it would seem, so we'll never be rid of these Daedra until we wipe out all their numerous and very powerful armies.
 
Downloaded Verdun yesterday. I've only played a couple of games but so far I have zero idea what going on or what I'm supposed to do. All I know is that I die a lot.
 
Well, at least, you're getting the authentic WWI experience.
Heh, y'know perhaps the lack of tutorials and an intuitive UI is intentional. To deliver that realistic WWI feeling.
 
Downloaded Verdun yesterday. I've only played a couple of games but so far I have zero idea what going on or what I'm supposed to do. All I know is that I die a lot.

Ok, so the first thing you need to know is this:

If you can see the enemy, the enemy can see you. Especially observant snipers.

You dont want to poke your head out in an area for too long on defense because a good offense team will generally have a sniper that hangs back and tries to pick off MGs and other targets of oppritunity. Barring that, a good NCO will be able to call devestating barrages on you if you are too static and visible.

On offense, the best way to advance is patiently. Prone is your friend; the way the sprint button works is that it leaves you in the position you were in when youre done sprinting. So, what you want to do estensially is sprint into cover to cover, lying prone in the various craters in between. Its not the quickest way to the enemy trench, but its the hardest way for the enemy to gun you down. Speaking of, if an enemy MG is trying to pin you, just hide behind cover and dont be a hero. If you dont try to leave, its just wasting ammo and time which it could be using defending somewhere else.

If you play MG yourself, one trick I dont see enough is deploying you MG in no man's land and firing a few bursts into the trench while your friends advance. Its very risky; you broadcast yourself quite clear where you are, but it draws out where the enemy is, actually making it easier for you or your team to pick them out. And if you guess correctly and you fire where the enemy physically is, they tend to panic and just stay down, giving cover for your advancing squad.

As for squads and roles, I think the basic squads (polius, tommies, doughboys, and landsers) are the best for new people due to their tatical flexibility. They do have a defense orientation, due to having both a sniper and an MG, but theyre very staight foward in what they do. They have the most intuitive spawning system (spawn on the NCO if they are alive, randomly in your trench otherwise) and barrage (just a simple mortar barrage, which gets more powerful if you level up your squad), plus they dont have much in the way of gimmicks that you have to account for while playing as them.

Recon is the most useful squad type imo, but theyre also the least fun to play, so I understand if people dont like picking them. They dont get a barrage, but the recon plane they get instead is super useful to show everyone on your team where the enemy is currently located. Recon also has the mechanically most useful spawning system (spawn on the furthest ahead player; which is the only spawning system not reliant on the NCO to function. Recon gives a lot of offensive pressure because you need to kill every recon player in that squad at once to prevent foward spawns) Plus, while they dont get MGs or other heavy weapons, their carbines are really amazingly strong (The Kar98AZ that the German recon uses is honestly the best rifle in the game hands down).

With sentries, you trade a lot of your offensive potential for amazing durability. Their barrage (a single, but supercharged, artillery shell) is pretty niche due to having a long time between call in and when it actually fires, and you have the worst spawn system of them all (spawn on any player... In your own territory only. Its estensially only is worth a damn when youre being routed in your trench and a new wave spawns, which means your squad will regroup quicker than others). However, sentry squads have increased durability compared to other squads, which can meanthe difference of surviving that fire fight or not. They also get better MGs, especially the German sentries, and really in general get better weapons for trench warfare than other squad types.

Engineers and Assault squads are pretty similar; they are your main form of offensive pressure when you are the ones assaulting the trench. The differences between the two are minute but noticable. Assaults get a special spawn sytstem where they spawn on the attack order if a squad member is on it, which, while not as useful as the recon bonus, but can be used for nice foward spawning in enemy trenches. Engineers just use the defeault spawning system. Assaults get the chemical barrages which are snynomous with WW1, which are really great for area denial and blocking LOS, while Engineers get smoke screens which eventualky can be upgraded to incinderary strikes. however, Engineers truely shine in that they get a special heavy weapon which is totally unique in function, and an MG on top of it. For the Entente its a shotgun, and for the Germans its a flamethrower. Personally I love the shotgun, it gives you almost garunteed one hit kills in close range situations and the reloads are painless compared to rifles. Flamethrower feels a bit more niche, but its good at area denial if nothing else. Assaults get only rifles (and a SMG if youre German), but tet lots of grenades and better melee options than other squads.

A good team compisition is a recon, a basic, one assault or engineer, and then the fourth squad can be really anything but a second recon (although a second basic or a sentry would be the gest to round it off).

One last note from soneone who loves playing as MG: Entente MGs tend to have more reserve ammo but smaller magazines, and can be fired from the hip unlike most German MGs (although the actual benefit of MG hip firing outside of trench raiding is... dubious. Always deploy to fire if you can, unless mobility is more important than accuracy and actually hitting your target). The German MGs, meanwhile, I feel are more accurate, higher ROF, and resultingly a quicker TTK. Both have their tactical uses, but playing MG you need to realize you do different things depending what side you are.

EDIT: AND PLAY NCO!

I know, youre stuck with (mostly) pistols and thus you cant really go shooty shooty yourself, but they are the most important of the four squad roles, always. They can set orders (which gives passive buffs if you are are near them), call barrages, and are usually estensial for getting foward spawning to work (except for recons basically). Any squad that doesnt have an NCO attached to it is estensially worthless on offense since you will /always/ spawn back in your trench, which means you exert /no/ physical pressure

Plus those barrages are reslly powerful, fun, and inflate your K/D. Whats not to love about that?
 
I've just started playing Offworld Trading Company. Maybe it's just me being new, but it seems like Soren's attention to the AI's weak points (by viewing replays of the Daily Challenge and seeing where the AI was lacking, and then improving it) worked. I've tried the 4th Tutorial Game at least 4 times now, where I get a 10% bonus vs. the AIs, and still can't win. On the one hand, it's a little frustrating not being able to win with the AI having a disadvantage... but on the hand, is this finally a game where the AI is actually competant, and a real challenge?

There are signs that may be the case. In one of the games, I tried to get into the production of Chemicals, which one of the AIs already had a large market in. They subsequently dumped tons of Chemicals on the market, cratering the price and my profits, but making a lot of money in doing so, and with my new investment not returning much money, I couldn't keep up with them.

We'll see; it may be that over time, as I learn the ropes better, I'm able to compete on even terms. It wouldn't be the first time that happened; I had similar cases of gravely misunderestimating certain factors in EU3 and EU4 and learning the hard way from an AI. But I'm a bit hopeful that Offworld Trading Company really does have a competant AI.
 
I've just started playing Offworld Trading Company. Maybe it's just me being new, but it seems like Soren's attention to the AI's weak points (by viewing replays of the Daily Challenge and seeing where the AI was lacking, and then improving it) worked. I've tried the 4th Tutorial Game at least 4 times now, where I get a 10% bonus vs. the AIs, and still can't win. On the one hand, it's a little frustrating not being able to win with the AI having a disadvantage... but on the hand, is this finally a game where the AI is actually competant, and a real challenge?

There are signs that may be the case. In one of the games, I tried to get into the production of Chemicals, which one of the AIs already had a large market in. They subsequently dumped tons of Chemicals on the market, cratering the price and my profits, but making a lot of money in doing so, and with my new investment not returning much money, I couldn't keep up with them.

We'll see; it may be that over time, as I learn the ropes better, I'm able to compete on even terms. It wouldn't be the first time that happened; I had similar cases of gravely misunderestimating certain factors in EU3 and EU4 and learning the hard way from an AI. But I'm a bit hopeful that Offworld Trading Company really does have a competant AI.

I almost bought OTC on the last Steam sale. Kind of regretting it.

I'm not used to RTS games. Is OTC very hectic to play? I mean very rapid fire in a way that an (almost) old lady like me can't keep up with it? ;)
 
Lem, you're back! [party]

I'm playing a game called Beneath a Steel Sky -old as heck and in Astrayian English. Point-and-click fun!
 
I almost bought OTC on the last Steam sale. Kind of regretting it.

I'm not used to RTS games. Is OTC very hectic to play? I mean very rapid fire in a way that an (almost) old lady like me can't keep up with it? ;)

OTC is really hard. Probably the hardest RTS I ever played.

Its not a reflex based game, but it requires a lot of fast thinking to outsmart your opponent. That being said, here is some advice:

Water/food/oxygen will always increase in value over time, due to both the corps and the colony requiring them for upkeep. They are always a safe investment, and will generally be your main cash source by the end game.

The value of steel tends to crash by the midgame due to everyone producing it to upgrade. This is why I perfer scavengers; coal tends to have a more stable price point and can be hsed to make chemicals. You shouldnt overinvest in iron mines/steel plants since you wont be running them long profitably.

if you send your offworld shipments to auto, and then mutiny a spaceport, you will get two launches from the mutiny, compared to the one if you waste even a second. Mutinying a spacesport in general is amazing for quick cash grabs while denying it to your enemy.

The best black market purchases (discounting buying claims and goon squads, which arent really standard black market options) is the previously mentioned mutiny, followed closely by Power surge. If you use EMP, target the end of a chain of buildings for it to run across the entire chain, knocking the entire base offline.

Goon squads protect buildings from chain PSs. If you PS a base and it stops early, that building is goon squaded. Now you dont have to waste resources checking.

Relatedly, its better to EMP or PS next to spaceports and high value buildings rather than on them, due to the chance of a goon squad.

Buying enemy stock raises your stock price. Unless you're concerned a buy out is imminent and are defending against it, its almost always better to buy in others stocks than yours since it can only help you.

If you produce a lot of fuel or power, it might be good to take water egines or the water to power equilivent. Not only does that mean you have more fuel or power to sell, but it means everyone else is reliant on you for power. The fuel one is more important since fuel tends to hold its value better than power.

Expansive should be considered the default corp. its extra claims is probably the most veritile corp bonus and makes expansive more forgiving of mistakes than other corp types. You can get away with a lot more as expensive compared to the other three.

If there is an unclaimed geothermal, it has a signifigsntly higher chance of being auctioned than any other tile. If you want to build a geothermal, you might benefit from claiming the tile before you can build it just to make sure it doesnt go to auction.
 
Finally gave up on No Man's Sky. There's nothing to do in it and after seeing the same 10 planets over and over it gets old. Definitely not worth what I paid for it. Not even close.
 
I'm still playing CKII, now am in year 1030 A.D. and my Burgundian kingdom and my dynasty are doing very well. My brother in law rules Saxony and a couple titles in Lombardy (which owns most of Italy) flipped to me when somebody died and made my kingdom even larger. 80% of people in my family are married to Byzantine princes and princesses as well. We are also a baby making factory, each of the last 5 kings has been super fertile and/or horny and has 6+ children.

The only downside is that the Muslims own all of Iberia and a decent chunk of present-day France. I am avoiding fighting them because their armies are giant. Hoping that they eventually just spliter into smaller states that I can attack one at a time.

I should be honest and admit that I use the charinfo/charkill cheat thingy to kill off people inside my own kingdom who oppose me, every once in a while. It's just so boring to have to fight revolutions every 3 years. I want to focus on expanding my kingdom. Yeah, very cheaty, I know. My main purpose with this game is to make it to 1440 and to export it to EUIV in an "alternate history" type of way. I want to see which countries rise up, which ones survive, how religion differs, etc. I was hoping to play as Poland once I export, but there isn't even any Poland in this game anymore.

I'm also actually learning a lot about the game and game dynamics by playing through a whole game, 768 (or something like that) to 1440. My previous games were a lot more short lived. After this experiment is over I plan on trying to play as a Polish chief again and see if I can take the dynasty somewhere interesting without cheating at all. For now though I want to fast-forward through revolutions and see what the map looks like in 1440 sooner rather than later.
 
Rome II has been capturing my attention lately. Giving DeI another chance and loving it so far. Carthage is a pretty difficult choice for the campaign, though...
 
It's The Alexiad 1081 starting date for me, 1066 sucks, I need my Rum and weak Byzzies. :smug:

With my experience (two playthroughs starting in 1081), it always begins with a crusade for greece, and for example france owning western little asia is pretty :(
 
Now that you say it I have had similar experiences sometimes with crusades in 1081 as well. Worst example being crusaders converting most of anatolia to Irish culture on some ancient patch. :lol:

With all the constant updates it's kind of hard to pin down the "best" starting dates/locations.
 
Anyone else get burned by No Man's Sky?

I heard about the game when it was first announced but didn't follow it after that. So I missed the hype train and am therefore not nearly as butthurt as many are. Even still, the game was not worth $60, not even close.
I've put it on standby. I'm not so burned by the game itself (I did expect a rather shallow randomized planets simulator), but by the abominable UI and some stupid restriction (like the utterly idiotic forced altitude control).
There is already a few mods making it more bearable, but I'm waiting for the patching to be mostly done before giving it another try.

I agree it really wasn't worth 60 bucks though. That was severely overpriced.
 
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