He’s decided you’re not on his level, but he thinks you’re cool all the same.
He’s decided you’re not on his level, but he thinks you’re cool all the same.
Biblically-accurate Ace Combat aircraft.
A turret toss does seem like it would be effective as reactive armor. Is this how tanks evolve to survive drone predation? Main turret autotomy to give the smaller turret buds a chance to flee?
The microwave thing? I couldn’t even guess, though I personally wouldn’t want to stand next to it even if it works. A big microwave emitter on the battlefield is just asking to catch a HARM.
It really doesn’t seem like anyone knows for sure what to do about drones right now.
Large, non-nuclear EMPs mostly use explosives. Covering a large battlefield means you’re essentially bringing a massive, single-use explosive charge to the battlefield, staying uncomfortably close enough to benefit from it, and trying to set it off at exactly the right time, because they’re not reloadable. And your enemy is probably thrilled you’re doing this, because it saves them from hauling their own explosives there. (On that note, why are you sitting on this thing instead of dropping it on the enemy?)
This is in addition to whatever shielding you brought, which is likely bulky and conspicuous. And you’re probably not doing combined arms, because shielding infantry and light vehicles from massive explosions is, it is fair to say, something of an unsolved problem.
But wait, you might be thinking. I know there are non-explosive ways to generate EMPs. Yes, there are, but you need a power source for those, and if you have a really good, portable one of those and a consistent supply of fuel to run it, you probably have better uses for it, like powering a modest laser. Oh, also, you’re 100% sure your shielding works perfectly, right? You’ll find out quick if you don’t.
Nobody:
Absolutely nobody:
The ghost of Sam Hughes: Okay but have you considered
I’m just going to pretend that’s one of the researchers from Where Oaken Hearts Do Gather.
If they’re really lucky, they’ll end up working for the Laundry only once. Residual Human Resources is a bad way to go out.
Charles Stross’ Laundry series is basically this concept set in the present day: magic is a branch of mathematics, which means it can be computed and programmed.
It is perhaps worth noting at this point the series genre is cosmic horror.
I’ll preface this by noting that the sin of sloth has traditionally been understood to be a sin of omission, not just commission, i.e., you are insufficiently devoted to the things you ought to be.
Which means you could, in theory, have a (reflavored tiefling) devil paladin so devoted to sloth he works against evil causes. He’s not interested in good per se, it’s just that advancing the interests of good and traveling with a good adventuring party has the best ROI for failing to carry out his evil responsibilities.
Naturally, this has caused a fair amount of controversy among sloth devils, and there is a multi-century trial going on in the Hells about whether this ought to be allowed. This is not expected to be resolved in the foreseeable future because the advocates for both parties keep filing their responses well after petition deadlines expire.
Oof, I definitely did that once or twice.
It really does seem like they decided to bring this sequence up to introduce settlement building and power armor early. I get why they did it, but man, I do not think it ultimately has the effect they wanted.
Maybe a controversial suggestion, but my advice is to ignore the Minutemen stuff until late in the game. Just don’t even go to the museum until you’ve followed some leads and want something else to do for a bit.
This is definitely not the intended way to play, but I promise the story flows so much better without it. Setting out to find your kidnapped son just to immediately get sidetracked helping some uncharismatic misfits set up mattresses is just an underwhelming start to an otherwise decent game.
Doing all this stuff later on, when you’ve actually demonstrated you’re a badass survivor and the OP gear you get free from the Minutemen quest actually feels earned, just feels much smoother. It’s a great coda that they unf put two minutes into the game for some reason.
It’s safe to say it’s better, though I couldn’t tell you if it’s actually fun yet. For one thing, they’ve moved away from some of the wackiest design decisions, like the lack of NPCs.
See also Brigador: apart from the various lasers, exotic ballistics, and nightmarish chemical weapons it includes, there’s also the prosaic “Mãe Dois.” The tech entry leaves no doubt about what it is:
My understanding is that this weapon not only predates the colonies, but space travel entirely. If that is the case then it’s a truly venerable design, and one I’m told will continue to serve for the foreseeable future.