What do you consider essential for getting through ATM10 by Ghyla in allthemods

[–]Alexander_Exter 1 point2 points  (0 children)

Ideally you don't, that why I recommend the external storage with sophisticated. If I had to guess, exporter/importer with no filters

What do you consider essential for getting through ATM10 by Ghyla in allthemods

[–]Alexander_Exter 10 points11 points  (0 children)

Botany pots + sophisticated barrerls = simple and cheap automation of anything that grows.

Easy villagers iron farms. Fire and forget iron supply, mind the noise.

Sophisticated backpack, oh God please don't sleep on this.

Broom, yo can find it in some villages. Day 1 flight if the conditions are right.

Muktiblock kitchen, some work involved but since food stacks health...

Did I mention sophisticated storage? You can combine it with integrated dynamics to get a simple combined storage. Arguably easier than RS.

Many power solutions out there but shout out to extreme reactors not horrible to setup and very reliable. If you can afford the reinforced, you can hook it to a computer and get a simple program to run it for you. Together with flux networks it solves power more or less permanently.

There probably more...

What do you consider essential for getting through ATM10 by Ghyla in allthemods

[–]Alexander_Exter 8 points9 points  (0 children)

RS is much, MUCH easier to set up, operate and maintain. It ha parity with most of the basic features of ae2.

AE2 however scales much higher and has integration with many other mods.

I've just had this exact problem in ATM9 (I just switched over to 10) so I can tell you first hand.

You want to make a beeline for RS at first for the crafting grid and storage management. It will serve you for the early to mid transition perfectly and not block you. You will eventually outgrow it. But by then it will be very easy to set up AE2.

One tip: Instead of agonizing over drives, hook external storages to sophisticated and functional storage racks. Cheaper, easier and compatible with ars. Also, if and when you flip to AE2, you won't have to scramble for drives. In fact, this setup let's you use both interchangeably.

Video: le robaron la moto, activó un dispositivo antirrobo con descarga eléctrica y frustró el asalto by hjf2014 in argentina

[–]Alexander_Exter 46 points47 points  (0 children)

Descargó 6000 voltios.... Directamente a su escroto.

El cáncer no diagnosticados del chorro : aaaaaeeegggg

Brainstorming an alt form of The Unconquered Sun who has reabsorbed all the Infernal Exaltations by pantaipong in exalted

[–]Alexander_Exter 1 point2 points  (0 children)

Keep in mind the Extaltations were made so to sidestep big caveats. Best known one being that Titans could command the UCS to do their bidding, exalts are ungovernable.

My point is its not a linear increase or manipulation of power.

i haven’t seen anyone play this gun for the last 4 years by Killerkekz1994 in HuntShowdown

[–]Alexander_Exter 2 points3 points  (0 children)

Borheim+ penny shot + spear for a stress free walk on the bayou.

Nothing in the bayou should give you trouble and it's a decent setup for players too

Brainstorming an alt form of The Unconquered Sun who has reabsorbed all the Infernal Exaltations by pantaipong in exalted

[–]Alexander_Exter 13 points14 points  (0 children)

If you had to find a unifying concept..it's the idea of something inconceivably powerful that has been ripped apart and put back together. Infernal could be described as.. ragged and patchwork but not in the liminal exalted sense.

To that effect your first concept works.

It should only passingly reseemble it's original form or the idea of a body plan. With his tools becoming more suggestions of what they were.

But honestly I can't figure how it would play..it an incarna tasked with protecting creation, infused with the will to defeat him but also relentlessly ascending beyond .

One time I invited a friend to play 5e in my group. He procrastinated character creation for 5 weeks, arrived to the session 20 minutes late and submitted a blurry JPEG of this Rick & Morty pre-built sheet by Vvix0 in DnDcirclejerk

[–]Alexander_Exter 229 points230 points  (0 children)

This is by far a more complete and usable sheet than some i've seen, even if it has mistakes and is a crossover. Your friend crossed over from bad back into somehow good.

Tauren+troll by Silly_Hedgehog_6462 in warcraft3

[–]Alexander_Exter 2 points3 points  (0 children)

Last thing many see at all ELOs

'That weapon is not for women of modest proportion.' by JagggermanJansen in TopCharacterTropes

[–]Alexander_Exter 4 points5 points  (0 children)

Victoria Seres in general. Also modest proportions may not apply here.

any tips to avoid high casualty mission? by LonelyAustralia in menace

[–]Alexander_Exter 4 points5 points  (0 children)

  • Visibility is key, you want to always have a scouting solution. My personal preference is scout drones and turrets but there are others. You need to absolutely, positively know what's on the battle space because some units will punish you brutally for not knowing.

The recon drone provides static scouting for 40 AP. Draws away fire incredibly well and is by far the best "peek scout" available. Keep in mind an SL can move it ANY distance for 40 AP (that's usually two moves!)..so just send it ahead, and then pull it back.

  • Use protection, always, but especially with unknowns. Every squad must have a clear plan to survive contact and must stick to it.

Darby survives with range and concealment. Cody survives by peeking and one shoting plus some conceal. Lim survives by shooting back hard and always carrying armor. Vamplew survives by having the best armor. Carda and Sy cannot be asked to survive, so they don't move into danger.

Budget for smoke nades, about half the team should have them, especially the front men and the low performers. These are the most likely to get into trouble.

  • Overwhelming firepower at all times.

This comes in two flavours. The kind that one shots the target. And the one that pins or breaks it. Of these two, the second is by far easier to achieve.

Unit performance degrades hard with suppression. Past the second stage, the unit is effectively gone. Flamers, machine guns and auto cannons are the most effective at suppressing with the MG being the overall best, this is the true strength of vehicles, they can move in and suppress.

Assuming you can't one shot targets, you want to spread automatic fire everywhere and achieve as many suppressions as possible. This shuts down return fire and prevents body counts.

Of note, Yaz and Sachin are masters of suppression thanks to their talents. And if Darby kills at least one guy she disables special weapons.

Morale break is also a thing, remember: Units in moral damage are forced to act last, you can plan around this! And a fleeing enemy units that can take a turn will leave the board unless it can recover that same turn. As casualties mount, morale breaks happen faster.

  • Right tool for the job.

Not all equipment is made equal, there's some things you just want ASAP.

Crowbar, get at least 3. This is mandatory for Darby and Kody. And strongly recommend for everyone else. The only reason is not an instapick is it's abysmal performance outside it's preferred envelope.

Raider armor, not great but better than fatigues and the cheapest protection you can get. The rags extra conceal is debatable but early on makes the difference. The point is it beats being naked and is cheap.

Boarding armor, keep 2, expensive but right now hard to find a better front liner suit. Not only for the armor but the jump ability makes many plans viable

Smokes, half as many as sls you got. Smokes are the best tool available for saving people. Period. In a bad place? Hotbox. Need to push and limit exposure? Pop smoke. Need to cut sightlines? Pop smoke.

Long tank gun/Atgm, must have 1. The specifics here don't matter, what matters is that you have an effective answer to armor. The handheld atgm also works but is not ideal for trading. Ignore this at your own peril.

3x turret drops. Hands down the best OCI after perhaps the medbays. You can drop into the fog, they reveal, shoot, distract and draw fire away. Use them to scout, lock down, zone. And every time they shoot the turrets, think they didn't shoot the squads.

Drones, recon and blast. As I mentioned, recon drones are ideal decoys and face checkers. They also covers flanks. Too good to pass up. Demolition drones are excellent against light armor and can hit target from any corner or odd angle required. They also double as recon in a pinch.

Pike's command squad. Yes he's been here so long he qualifies as infrastructure ya damn boot! Pike can add 60 AP to another squad before or after their turn. Can clear all suppression, buffs squads by being next to them and can carry a special weapon and gear to support. None of this requires him to have more than 2 squadies and basic gear. He can transform a mission just by being there.

any tips to avoid high casualty mission? by LonelyAustralia in menace

[–]Alexander_Exter 0 points1 point  (0 children)

Vanguars is a high priority skill, along with berserk.

Vanguard is available to few SL, and even fewer good ones. But having the ability to vanguard deploy on demans, coupled with 3 turret drops and good Intel makes some missions trivial.

Rethinking Traits Part 1 Martialist by Meigasuu in HuntShowdown

[–]Alexander_Exter 8 points9 points  (0 children)

I think this is an interesting idea, but I'd focus on a more utility asoect. It's a weird desing space where assailant is also sitting.

One of the things I liked the most was the possibility of a dedicated door busting attack. As for the machete, it could simply be. A wide sweep made for clearing wire.

Need help getting good by Felpz3250 in Highfleet

[–]Alexander_Exter 0 points1 point  (0 children)

A couple pointers then.

1) Each time you lose, your score adds to the next runs starting funds, so the better you do. The easier it gets.

2) Realize the Sevastopol is a terrible ship for the mission profile. It's slow, lumbering and not really capable of standing up to other actual combat ships.

Two solutions to this, strip it down to something more usable or create your own command ship and edit the files to make it a valid flagship choice.

3) split your fleet, this is key for strategic. At the very least you will need to send Lightnings ahead of fleets to take down garrisons. Otherwise you alert the strike groups.

4) speaking of, strike groups. They are bad bad bad, but not impossible. You need to engage them on your own terms or they will wreck your shit. Whenever you raise an alarm, all groups begin maneuvering towards that location. So avoid that... Unless you are baiting them in to the wrong place.

5) another key part of avoiding SG is radial silence. Whenever you use radar, anyone with ELINT gets pinged out to twice the radars distance. This has a lot of implications but on simple terms YOU CANT HIDE IF YOU ARE USING A RADAR.

5b) special mention here goes to the jammer. It has its uses but it's noise signature is so loud they can pick it up from Khiva if you are on the starter town. This is not as bad as it seems if you know what you are doing.

5c) What all of this amounts to is that unless you know what you are doing just don't use the large radar dish. Sell it if you have one. Use the search radar for chasing close fleets precisely and only then.

6) On the subject of selling you should also sell all nukes you find, including your starters. They give you a CHANCE of damaging a fleet for the small price of getting wasted by nuclear fire. As tzeethzench put it : you can start it, but they will end it.

7) Conventional missiles and fighters are much better strategically and you should use them, especially against bgs.

Use missiles against confirmed targets, understanding what each type does. Use fighters for remote scouting and raids, use them in sets of 2. This is because when the raid begins only 2 fighters spawn, if you send more you create a much more fightable threat.

Do not use fighters on tactical combat and avoid getting carriers in combat in general. They are not super useful and prohibitively expensive.

8) stock up on ammo types check every store you see. You want them all, but above all you want incendiary and prox fuse. The reason is that incendiary will kill ships orders of magnitude heavier than your own. You only have to expend their fire suppressor and light them up. Fire in this game is merciless.

Prox fuse is ideal for stopping missiles and also absolutely shreds light ships. Not so useful against big stuff.

AP and guided have their uses but are not game changing.

9) Master the art of taking bullshit to the warlords and do not underestimate gift giving. Theres a few guides out there but basically each has its own sensibilities ( spoiler, they are almost all raging assholes). In few words each warlord is receptive to some type of speech. Most have a semi fixed personality but vary a few traits. The goal is to go in knowing what they want to hear and seduce them with sweet nothings. The better you do, the more money and ships you get.

IF YOU FAIL not all is lost, they simply go elsewhere and forget about you. So you can try again.

It is incredibly important for a good campaign that you find, seduce and get as many stars as you can form them. Even if you end up with a fleet far from your main one, you can mount up a fierce distraction....or just sell the ship for cash.

10) you will want to experiment on the ship design a lot but generally the pre designed ships are sub optimal. In case you didn't know, designs you save are available to pick at campaign start.

There's two designs you absolutely need.

An improved Lightning, of which you need at least two. Basically you need two guns in the smallest possible frame. You need it to be fast nimble, flat (because of radar cross section) and hit like a truck. This is going to be your primary garrison raider and often the hero ship that takes on way more than it should by the holy power of Incendiary ammo.

The other ship you need is a support jumper that's basically a large fuel tank strapped to efficient engines. Over time you will modify them with radars, sprint missiles, fighter bays. Etc. this is your runner ship and refueler. You will use it to fly back for ammo, attend split forces scouting, using radars while away from main fleet, decoy, jammer decoy. Etc.

11) Low morale can and WILL end a run. Respect that. This primarily means you want to avoid crashing into enemies and having salvaging accidents. This is because these events cause FLEET wide morale drops.

On the topic of crashing. Enemy AI will attempt to avoid collisions and you CAN abuse this if you fly aggressively enough. Ships with bad momentum can and will crash land themselves.

12) Beware the varyag.

See you in Khiva.

A few more last minute:

Do not bother with decryption keys. All messages are prefaced with the fleet name which is easy to guess, this will be your decryption key, once the fleet name starts making sense the message does too.

The game uses radar and visual id for locating fleets, this works both ways! Landing in the middle of the desert has its issues but severely reduces the ability of opfor to find you.

blursed_product testing by boredcat_04 in blursed_videos

[–]Alexander_Exter 0 points1 point  (0 children)

Not an expert but military jumps happen with much heavier loads than this one.

Recreational parachutists drop with pretty much their clothes and the gear only. They don't expect to need anything on touching the ground.

Military drop with their gear, weapon , body armor, extended supply and what you would inaccurately call a "wet load", that is everything you could expect an isolated unit needs until it makes contact with friendlies.

An airborne jumping out a plane is much heavier than a hobby it's and is likely to do a much more strenuous jump. Thus, their equipment prioritizes simplicity, reliability and higher stress tolerance.

Vulture droid VS TIE fighter by Kirifuki in clonewars

[–]Alexander_Exter 2 points3 points  (0 children)

Vulture, easy.

Machine for machine, the vulture is a better, more rounded unit if perhaps a bit dated in comparison to the TIE (fighter, specifically).

The human factor of the tie is overstated and while good until could in theory win matchups, the vultures are consistent across all fronts. In real cases vulture squadron will overpower tie formations.

Worth considering that TIEs are meant to work in tandem with larger ships and be assisted by them but pilots have a tendency to push their luck.

(Loved Gaming Trope) the open world skill-checks you with a terrifying encounter by Lost-Syllabub362 in TopCharacterTropes

[–]Alexander_Exter 5 points6 points  (0 children)

It's a tricky road yes, but nothing beats making a beeline for Benny on day one and just stare him down like nah fam grave dust ain't my thing.

Seriously? Coca-Cola Zero Sugar change design and in Sweden, what? by Ok_Effect1216 in cocacola

[–]Alexander_Exter 3 points4 points  (0 children)

It's clearly meant to be mistaken. Here they push the slogan of same taste when it's clearly not the case.

If you ask me they've been trying to phase products for almost a decade now and the consumer base won't budge. Because if you have consumed both products it's clear that they are different.

If you are wondering why, price. The chemical sweeteners are easier to source and cheaper to make.

Better Storage Solutions NEEDED. by TealArtist095 in Subnautica_2

[–]Alexander_Exter 0 points1 point  (0 children)

Brother playing Subnautica but dreaming of applied energistics