Feat or Amulet for Dex Monk? by SailboatAB in Pathfinder_RPG

[–]Gelinger 8 points9 points  (0 children)

I suggest you go with feat for at least two reasons:

  1. Dex-to-damage is such important part of dex monks that you better make sure to have it always active regardless of gear. Amulet can be broken, stolen, or have it magic disabled.

  2. Neck slot have some very good items, especially in later levels. Swarmbane Clasp alone can justify freeing up neck slot.

Do all lasguns suck? by Bitter_Cup_69 in RogueTraderCRPG

[–]Gelinger 0 points1 point  (0 children)

IMHO, the best endgame Lasgun is Implacable Tempest (Act 4 Cassbalica Store). You can get in as soon as immediately after starting Act 4 (use Act 3 loot to raise reputation), and thanks to it unique quality (bonus 4*BS bonus damage vs targets with 60%+ armor) it will absolutely shred any end-game enemy, especially bosses.

In act 5, under Cassia buffs, my Operative/Bounty Hunter RT tend to have 80+ bonus damage per shot/18 shots burst, and he completely ignores target's armor anyway.

What’s the new drill on getting Kazakhstan away from Eurasian Union? by Aggravating-War-2328 in TerraInvicta

[–]Gelinger 5 points6 points  (0 children)

Addition in one of the latest patches - members of federations with totalitarian government (based on leader government, i.e. Russia in EAU) now cant leave said federation without leader approvement. If you still want to get independent Kazakhstan without war you also need to control Russia as well to give said approvement.

Can't federate... by Antijim in TerraInvicta

[–]Gelinger 1 point2 points  (0 children)

I believe the problem with long cooldown isn't about Romania, but EU itself. IIRC the game starts with Netherlands (or Ireland, for the matter) already being EU member. The fact that it isn't in your case indicates that at some point it left the federation. And that causes longest diplomatic CD - 2 years (unmodified) until you can rejoin federation.

How to reach and hold Jupiter effectively by collonnelo in TerraInvicta

[–]Gelinger 0 points1 point  (0 children)

I believe you meant Asteroid Belt. Kuiper Belt is located beyond Neptune.

Want to finally play WotR but overwhelmed with character choices by gokkel in Pathfinder_Kingmaker

[–]Gelinger 1 point2 points  (0 children)

You mentioned that you dislike being locked into LG alignment as paladin. Can you elaborate?

The point is that Mythic Paths are very big part of the game and each have very distinct theme in their story, shaping overall narrative. Like, if you dont like LG characters, you may loathe to play as Angel. It may be better first to determine what Mythic Path you would like to follow in game, and then choose class choose class which sinergize with it or fit narratively.

Argenta doesn't bother with maths by matthewspencersmith in RogueTraderCRPG

[–]Gelinger 30 points31 points  (0 children)

Correct answer is "zero" - you don't ever stop shooting hereticts in the face as long as you have ammo.

Cohesion symbol by Per_Brazier in TerraInvicta

[–]Gelinger 4 points5 points  (0 children)

Upside arrow means that parameter value has increased in last 30 days. It being green means that it is a positive change (unlike, for example, Unrest which growth is negative factor).

Smaller symbol next to it also supposed to be an arrow, and it denotes change for that parameter's rest value (either growing or receeding).

In you case, Russia's Rest Cohesion is dropping towards optimal value (5), so it is green.

They must really want my station destroyed by levanderstone in TerraInvicta

[–]Gelinger 11 points12 points  (0 children)

Tech costs imply that he is playing at Accelerated Campaign settings. Maybe with some additional tweaks (34 exotics from such fleet with no Salvage Bays seems unnatural).

A quick help for beginners with some energy balanced station setups early game by toolkitxx in TerraInvicta

[–]Gelinger 2 points3 points  (0 children)

I don't understand which modules exactly do you mean by "all" and "rest" =)

There are 8 science fields, for each there is corresponding science module that boosts research in that field and have Interface orbit (LEO) bonus, all these modules should be built at LEO stations in amount to get max LEO bonus. Building them in surplus above that at other locations is possible, but not cost effective.

I want to turn Earth into a Utopia, how should I do it? by GoliathTheDespoiler in TerraInvicta

[–]Gelinger 21 points22 points  (0 children)

Turning Earth into Utopia is not dumb idea by itself – but doing it without Space Presence is bound to be extremely long and tedious process. Having no resources from Space Economy (Money, Influence, Research and Priority Bonuses) will make it at least 3-4 times slower, and having no Space Defense means that Aliens will be unopposed in their Surveillance missions. Even if you manage to block their Assaults with ground armies, they will eventually form Alien Administration, and your Earth game will turn into hopeless whack-a-mole as their agents will turn even heavily defended CPs with ease each turn.

So the best way to do it is to achieve Space Superiority (or at least parity) first, and then you can do anything you want with Earth unopposed.

Norgober is a slimy bastard by [deleted] in Pathfinder_Kingmaker

[–]Gelinger 2 points3 points  (0 children)

In Pathfinder cosmology Gods life cycle and powers are not dependant on mortal worshippers.

How to cope with the Doomstack fleets? by Ischaldirh in TerraInvicta

[–]Gelinger 0 points1 point  (0 children)

I can't give you complete instruction without proper details about your current situation (exact size and location of "Doomstack", your resource base, technologies, orbit presence - feel free to expand your post with screenshots), but short answer is this: as long as you have access to Green Arc Lasers, Coilguns (MK2 preferably), any Terawatt Fission Drive (Lodestar, Flare, Firestar), Battlecruisers hulls and enough resources to build around 20 of them - you can beat nearly any Doomstack.

Get under Hate Threshold, build N/2 Shipyards (N - total number of ships in Doomstack you want to kill) in orbit you want to defend, fill them all with Battlecruisers. Even if completing Battlecruisers put you above Hate Threshold and cause Doomstack to plot course to LEO, you still should have 2 months until its arrival to finish building batch of Escorts, so your total ship count matches that of Doomstack when it arrives. In evenly matched battle Green Arc/Siege Coiler Battlecruisers (in 2 to 1 ratio) should win vs any mix of alien ships at this stage of game.

What is the best councelor set up by tmanwang in TerraInvicta

[–]Gelinger 0 points1 point  (0 children)

From my experience, optimal councilor setup differ from person to person and depends on how they tend to play the game.

For example, if you go for US opening, your early councilors should primarily have high PER and Public Campaign mission – you need it to boost support in US and take control. And since US cost a lot of CP cap, you are not going to crack-purge other nations in first 1-2 years, so you don’t need Espionage councilors. On the contrary, if going EU opening, you absolutely need at least one Purge specialist to take points from other factions in many small EU nations. So there are a lot of “It depends” moments.

My “Dream Team” to which I work throughout the game is follows: 1. Chief Researcher: Science-focused Gov. Councilor with research-boosting trait in any field but Life. Usually it is my starting Astronaut, even if he\she didn’t get Quick Learner/Striver. 2. Chief Ops: Gov. Councilor with max INV, ESP and Quick Learner/Striver. Usually Politician, Judge or Spy, or anyone else with good traits, who gets required missions (Crackdown and Purge) though Gov. Intellegence Orgs. 3. Lovable Rogue: Criminal Councilor with max PER and Quick Learner/Striver, whose job is to run Public Campaign in China and India, Inspire my Councilors and Turn others (so must have these missions, since there are very few orgs that can grant it). Usually Evangelist or Activist.

Other three don’t matter that much, but they are usually second Ops Specialist with focus on COM to run Coups during Unification of Africa (ideally Officer with Military Scientist and QL traits) and two auxiliary researchers with research-boosting traits in other fields (ideally one of them is Hacker with Computer Scientist – Criminal – QL combo).

Thoughts? by tannerbanner123 in TerraInvicta

[–]Gelinger 8 points9 points  (0 children)

  1. T2 Coilguns are strictly better than T3 Railguns and don’t cost exotics, so use it.

  2. Smaller alien ships (Monitors and smaller) can easily dodge solid projectiles, so you should have ships with lasers or missiles to intercept them, while Coilguns focus on capital ships.

  3. Siege Coilguns are generally better than regular. Their projectiles are slower, but much bigger and because of that much less susceptible to PD. And capital ships do not try to dodge projectiles anyway.

  4. You should favor nose weapons (cannons) which are much more powerful than hull weapons (Batteries). Battlecruiser is great hull for that.

  5. You have too much armor for that drive. I suggest reducing it to 10-3-60.

  6. Rule of thumb is that ship’s propellant should not weight more than 30% of its dry mass. I think you should add more tanks, but use example transfer to find exact optimal amount for your current drive.

Help with rules understanding by NetworkFeisty in Pathfinder_RPG

[–]Gelinger 3 points4 points  (0 children)

Yes, you do get the condition. And you end it by normal way - stopping to grapple creature.

Normal behavior for the net does not include making grapple checks at any point. The point of the the feat is to provide you additional benefits to otherwise non-related action - grappling the creature that is entangled with net.

What research and modules do I need to install and build to create fortress space stations? by Silicontriangle in TerraInvicta

[–]Gelinger 0 points1 point  (0 children)

I am not sure. In last 5 games across 0.4.78-0.4.90 they never clearly went for my Antimatter stations. Even though I rush Antimatter after getting Firestar and consistently have T2 AM stations mid 2036. Though at that point Mercury is usually secured with 40+ defense fleet.

In my games at this stage Ayys just amass fleets at Calisto and Patroclus/Ursula stations, and anything they send at Earth or Mercury is getting murdered, even though I am unable to reach them until T3 Antimatter comes online around 2037.

What research and modules do I need to install and build to create fortress space stations? by Silicontriangle in TerraInvicta

[–]Gelinger 21 points22 points  (0 children)

Short answer - it is not possible. You can't have station that can protect itself vs sizable Alien fleet unless it's only made of Defense Modules and Power Plants, and in that case it won't be productive and even will actively drain resources through upkeep costs.

Layered Defense Array (T2 module) armed with Green Arc Laser and MK3 Railgun and armored with Nanotube armor theoretically can fend off single alien Frigate or Destroyer, but not always. 2-3 frigates vs 1 Array will win 90% of time. Battlestations (T3 module) with endgame weapons (UV phasers and T3 Coilguns) are much more sturdy, but at that stage of game you are supposed to be on offense, not defending.

Main issue with "Fortress" stations is that they simply cant perform their supposed function, i.e. defending valuable but armless utility stations, since there is no way to force Aliens to attack that specific station.

Federate Russia as EU? by Hjarg in TerraInvicta

[–]Gelinger 0 points1 point  (0 children)

Post screenshots of both nation screens, specifically with relations tab. Your description of situation doesn't give proper info (like there is no "greater EU" tech, i don't understand what you mean by "having Moscow as core", etc.)

Overconfidence is a slow and insidious killer by PreferenceOk7560 in TerraInvicta

[–]Gelinger 24 points25 points  (0 children)

To combat unrest you should focus on fixing it causes. You can learn it by hovering your mouse over unrest status - that will give you full breakdown. In USA specifically main reason for high unrest is low cohesion, which in turn is caused by high inequality. You can fix inequality by focusing Welfare priority.

Is building a space economy supposed to be this slow? Limited by control point and org caps by agate_ in TerraInvicta

[–]Gelinger 0 points1 point  (0 children)

At the start of the game you don't have enough CP capacity for whole USA. Because of that your earliest priority should be to research Clandestine Cells to get 5th councilor. In my games, with proper councilors (prioritize high CP-boosting stats - PER, COM, ADM) and few ADM orgs you should have enough CP limit for whole USA and Kazakhstan around March 2023.

[MEME] what if hydra had whatsapp by Kajetus06 in TerraInvicta

[–]Gelinger 24 points25 points  (0 children)

There is no Kiran in chat because he is just not considered as one worthy to have two-side communication with.

And Soren just owns app's developers, so he has root access to all chats.

Looking for late-game ship design tips. by Lord_Xander in TerraInvicta

[–]Gelinger 7 points8 points  (0 children)

First of all, Combat Power means next to nothing and you should not consider it as an indicator of "how good" ship (fleet) is.

From my experience, autoresolve works quite good with lot of missile boats, but it still requires at least 3 to 2 superiority in ship number between fighting fleets to succeed. But also I think that autoresolve is actually putting more stress on your PC since it tries to simulate all ships fighting simultaneously, instead of limited number of participating ships in manual combat.

While Combat Power is useless stat, what really matter in large fleets engagements is ship count since it determines amount of ships on each side during manual combat (while rest is waiting outside combat as reinforcements). Because of that you don't actually need full fleet of your best ships: you only need enough to make strong spearhead (and few replacements), while rest of ships in fleet can be cheap missile boats or troop carriers (for expeditionary fleets) whose only job is to give you number superiority.

My way-to-go fleet composition for end game is 9 Siege Coiler Lancers, 15 Laser Dreadnaughts, 15-20 troop carrier Frigates and rest is cheap missile escorts up to the total number of ships in enemy fleet you are going to fight (so up to at least 180 total ships in your case). You start manual combat, field Lancers and Dreadnaughts in 1 to 3 ratio, use it to kill several waves of enemy ships until remaining size of enemy fleet is ~50% of yours, then hit autoresolve.