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Comment History  (0 - 30 of 68)
m_reaver
m_reaver - - 68 comments @ Condition Zero Version 0.9🅱️

The enemy GLA are able to *force all your units (including defenses) in an area to fire on a spot usually hitting one of your units or another defense structure
ignoring the enemy for a really long time

edit: uhuh i've found it, apparently it's Jarmen Kell's snipe ability

still a bug

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ C&C: Untitled

is it normal for the GLA to just spam tunnel networks? dunno if they're trying to make an actual wall or if the A.I is just bugged

Good karma0 votes
m_reaver
m_reaver - - 68 comments @ Russia T-90A Vladimir Tank

oooh sexy

Good karma+2 votes
m_reaver
m_reaver - - 68 comments @ Fierce War mod

I love the mod, but I believe factions need serious balancing or I think there is an oversight
because some countries like Russia and Japan can make workers at low cost
While others like Poland the price for workers skyrocket after only making a few which makes the early game very very disadvantageous unless playing with unlimited resources

This usually means while the enemy's economy is booming and already planning their attack while you struggle at a snail's pace because of a lack of workers
(I never play as these countries because of this)

Good karma+2 votes
m_reaver
m_reaver - - 68 comments @ Contra

this has some of the most brutal ai i've ever encountered

Good karma+2 votes
m_reaver
m_reaver - - 68 comments @ Contra

US air force general is too weak with anti-air too powerful

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ China Z-10 Fierce Thunderbolt Attack Helicopter

imo it would look better black, like in real life

Good karma0 votes
m_reaver
m_reaver - - 68 comments @ Ultimate Apocalypse Mod (DOW SS)

So Much yes on the Renegades

I love having some regular humans in the Chaos faction aside from cutlists

Good karma+3 votes
m_reaver
m_reaver - - 68 comments @ Titanium Wars Mod for Soulstorm

I'm reluctant to agree with this comment, but I do... I love UA but it's only for superficial reasons... it's got alot of stuff, sure but that's it. Gameplay wise it is an effing nightmare.
It seems the devs are only interested in adding more and more op units that look nice rather than balancing their game.

Good karma+3 votes
m_reaver
m_reaver - - 68 comments @ Ultimate Apocalypse Mod (DOW SS)

I just now noticed alot of the models for the Chaos Daemons are based of old Codex editions (yeah i'm that new to 40k) Nice throwback :)

Good karma+2 votes
m_reaver
m_reaver - - 68 comments @ Renegade Knight

Btw are there plans to bring back the Chaos Renegade infantry? i get they were useless when there are Chaos Space Marines to purchase instead but I did like there were more regular humans serving in the Chaos army. Adds variety.

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Ultimate Apocalypse Mod (DOW SS)

yeah, invisible marines and dreadnoughts
which should be ok because there are detector units,
except detector units are super fragile, and usually have too small a detection range (like melee range)

Good karma+4 votes
m_reaver
m_reaver - - 68 comments @ Ultimate Apocalypse Mod (DOW SS)

I'd like to further add that the A.I in general are broken.

They appear smarter, attacking weak points and going around you, fortifying the whole map at every point. When ever they attack it's always with full force intent to end you as quick as possible. They don't just send in wave after wave like before. They know how to retreat too.
However, when *you have the superior force, or they fail to crack your defense, when they do pull back they just sit at their base indefinitely, as if saying "why bother"
And if the /2 or /3 Population is enabled, it's common for them to do nothing at all.

I said they "appear smarter", I'm convinced the ai is pretty advanced to know if the game's a sure win or a lose. They either go all out, or just quit

Also some literally break the rules. The Imperial Guard can still build Titans even when Titans are disabled in Game rules. They build those legio titanicus ones, when those are disabled they go straight up Warlords.
DaemonHunters, same too. except they go straight Imperator. and fast too, around 20-30 mins ingame

Good karma+6 votes
m_reaver
m_reaver - - 68 comments @ Ultimate Apocalypse Mod (DOW SS)

I notice that the Enemy AI, Chaos in particular are so broken even in standard difficulty

For example: They can have way more squadmates and overall HP, no attached commander unit

A cultist squad can go up to 24 cultists in one squad, and have over 24k HP
Khorne Berzerkers can have 7 (normally 5 with commander and less than around 29k Hp) in a squad and have over 40k HP

Also I don't have the numbers for these but I think their HP regen/repair rate and armor is buffed too

My entire SM army along with Missile defenses can barely scratch a Chaos Predator with a Helsmith repairing it, The Hellsmith too just seems virtually unkillable to anything other than relic units
It heals too fast

And for some reason they sometimes get an insane burst of speed, Even for vehicles like the Defiler which can run up to you in a blink of an eye [edit] I just figured out this is caused by the Cultist Slaanesh worship. still, imo is rather op. Chaos having stealth and speed combined with hard troops and heavy firepower and melee just outclasses the eldar by a great margin

Please, the Chaos faction is a bit too strong as it is

Good karma+7 votes
m_reaver
m_reaver - - 68 comments @ Enhanced 4X Mod 1.841

If i'm not mistaken the earlier add-on mods wont work with this version?

Good karma+2 votes
m_reaver
m_reaver - - 68 comments @ Enhanced 4X Mod

I see Thanks GoaFan, it's a pretty small change but it really mixes things up and it does make sense

On a personal note this is my favorite mod that's not a total conversion of vanilla sins. I used to go for Maelstrom but the mashed up ship models and textures kinda puts me off, not to mention the economy was a bit broken in that mod too

Anyway thanks again

Good karma+2 votes
m_reaver
m_reaver - - 68 comments @ Enhanced 4X Mod

I've got a few question about trade income. (I've double checked and confirmed that the -8% to trade income each trade port has was added by the mod and is not in the vanilla game just to be sure :)

1. Is this slight reduction only for normal trade ports? So a starbase with a trade upgrade doesn't have this -8%.

2. Are starbases' trade income affected by the reduction of one or more trade ports? Say a planet has an overall reduction of 40%, will a starbase be making 40% less then when it's alone?

(another thing it seems the penalty decreases with each trade port as I had a desert planet with 10 trade ports equate to 75% reduction I'm assuming the actual reduction is 7.5% and this was just rounded off)

3. Lastly about refineries. I've read in the forums that establishing trade routes is more important then stressing over refineries, but now a refinery can cancel out the income penalty of a trade port and can even increase trade income. I know it's not much I was just wondering if refineries should be given more thought in E4X like should I balance out trade ports and refineries or should I build at least one on each planet in a trade route

Sorry if this was a bit long, I'd appreciate any thoughts

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Enhanced 4X Mod 1.84

Hi GoaFan, what are the minimods available for E4X? I go to the addons and there's only the more tactical slot minimod

Edit: ah i see now, they're in the files. Nevermind thanks

Good karma+2 votes
m_reaver
m_reaver - - 68 comments @ Stars

Hi there. Question, would this mod be compatible with the E4X mod?

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Maelstrom

Thanks! just what I needed

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Trivial Options Mods Pak

Quick question
Is this mod compatible with the enhanced 4X mod?

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Sins of the Prophets

Would you look at this mod? It's just amazing
Halo Wars just pales in comparison (imo) gotta wonder why they never thought of this themselves

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Maelstrom

Is there another mod where I can just get the new planets, stars and other stuff in the maps?

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Enhanced 4X Mod

Ah yes, The loyalist Have the upgrade
I was playing as the rebels. Thanks

Good karma+2 votes
m_reaver
m_reaver - - 68 comments @ Enhanced 4X Mod

Are the Vasari no longer able to do that upgrade where capital ships act as Military/Science Labs?
Can't remember the icon or the name but I can't seem to find the upgrade anymore

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Empire at War Expanded: Thrawn's Revenge

In the Era progressive GC, as the Imperial remnant, what's the simplest way I could get to Palpatine and can I keep it at that era? (coz let's face it, The Eclipse is the coolest thing ever)

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Generals: Annihilation

Pls pls don't let it die
This looks amazing

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Empire at War Expanded: Thrawn's Revenge

I've noticed this since 2.1 Jedi/Dark Jedi are OP
A hero (Jerec, Palpatine, Luke) and a small number of trainable jedi/dark jedi Can autoresolve win any Land Battle without casuality
(Unless the Enemy has jedi's too)
ERA 5 New Republic especially have an easy time coz of all the hero jedi

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Empire at War Expanded: Thrawn's Revenge

Is the unit upkeep here to stay? If so, then I think it's worth pointing out that the unit upkeep of a fleet on a player controlled planet is removed when in transit to another system, also when over a non-player controlled planet.

Good karma+1 vote
m_reaver
m_reaver - - 68 comments @ Empire at War Expanded: Thrawn's Revenge

What does it mean when a faction is [Hard] [Medium] [Easy] ?

Good karma+1 vote