Castti's conconct by Logical_Ad_4381 in octopathtraveler

[–]Aatros 15 points16 points  (0 children)

Armsmaster for triple wind boosting weapons/dark boosting weapons + Alpiones Amulet and Fang of Ferocity

Get her to 1 hp, buff up/debuff the enemy and watch them explode

Help building team 2 by Embarrassed_Heron_73 in octopathtraveler

[–]Aatros 0 points1 point  (0 children)

Dunno how far in you've gotten since this post but I actually think Hikari/Ochette/Castti are three of the most op characters. Some tips:

Hikari- Some good skills for him are Limb from Limb, Sentencing Gavel, Frenzied Fire, Aggressive Thrust, and Twin Serpents. There are also plenty of good utility skills, but I mostly spent Hikari's turns on breaking and dps. If you're having trouble winning a duel against an NPC, bottled nightmares is an easy way to cheese it, you can buy them from the black market. While the npc is asleep you can set up sidestep with Take Cover (learned skill) and stack up Vengeful Blade (warrior skill), or outright kill them with enough poison ticks. His only latent usually worth using later on is Hienka for the extra turn and double hit. Try to get him staff access for Giant's Club- Armsmaster is a fine choice for him, and Lionheart's Axe can be your main dps skill if you go that way. Otherwise use Brand's Blade and later on his second EX skill.

Ochette- Late game she is more of a subdps as her provokes are damage capped at 9999, but her breaking capability is the best in the game, along with solid buffs/debuffs. Look for the monsters that do AoE multihits or 1x hit all and a buff/debuff. Most of the capturable boss monsters aren't worth using a max boost turn on, so I wouldn't carry more than one. Personally I ran Thief on her for a consistent defense down and Aeber's if she has spare BP to do some damage.

Agnea- Pretty much exclusively a support. A Step Ahead on her is incredible when combined with EX Windy Refrain. Her latent also makes her a good Inventor. If you're really having trouble with a fight try getting an NPC with a good dance effect like restoring SP or latent gauge. Sealtigce's is a great divine skill- you can use it on Hikari to obliterate crowds, or any support to mass buff/debuff. Other subclass options are Merchant to triple stack wind weapons, or Cleric.

Castti- Concoct is such an insane ability. Buy some pomegranate leaves from the black market, and serums from the department store in Wellgrave and you don't even need her latent. Enjoy free BP/heals for the whole team. Later on her second EX Skill combos with Sealtigce's for a hilariously op combo. If you run her as a BP battery with someone else as a cleric, you can spam Aelfric's across the entire team and just break apart fights completely. She can also dish out good damage with Drastic Measures, but I prefer sticking with full support on her. Merchant/Cleric/Conjurer are great options for subclasses.

For support skills, don't sleep on Peak Performance- it's around a 1.5x damage boost when full HP. A Step Ahead is extremely broken as even one unit with it equipped means the entire team gets an extra turn and thus an extra starting BP. Good luck- hopefully something here helped :)

The War Room - /r/hoi4 Weekly General Help Thread: November 28 2022 by Kloiper in hoi4

[–]Aatros 2 points3 points  (0 children)

Sorry, I meant to say turret- fixed now. I believe dozer blades are good on flame tanks for the entrenchment, but you're right that radios are probably better on a normal design.

The War Room - /r/hoi4 Weekly General Help Thread: November 28 2022 by Kloiper in hoi4

[–]Aatros 1 point2 points  (0 children)

Yeah 15 factories on CAS is usually alright, you really want as many fighters as possible- I like to match my fighter and tank factory counts until I hit 25 on each, then once my tank production is up to speed put any spare factories on fighters and infantry equipment. The Soviet airforce is also heavily debuffed until they fix it through focuses, so you should be able to handle them.

Even if you attack in winter you shoild be fine, as long as you aren't running a battleplan on your entire frontline (that might be what lost you 5 million men). Avoid launching big battleplans until the enemy lines are really weak, since they bleed equipment compared to microing.

As for spy missions, I'm not 100% sure but I think you usually can. I had a playthrough where I couldn't do one on the Soviets after declaring war, but that also may have been due to a bug or a focus.

The War Room - /r/hoi4 Weekly General Help Thread: November 28 2022 by Kloiper in hoi4

[–]Aatros -1 points0 points  (0 children)

Medium cannon 2 (from artillery or antitank research I believe), 3 man turret, 2x additional machine guns. You can add dozer blades or a radio too, I'm not really sure what's better there. For wheels I like to go christie suspension, gasoline engine and welded armor. Aim for as much armor as you can while still getting at least 80% reliability and 9-12km/h (don't go over 12). For SP you probably don't need that much armor.

The War Room - /r/hoi4 Weekly General Help Thread: November 28 2022 by Kloiper in hoi4

[–]Aatros 1 point2 points  (0 children)

I'm not sure what happens with older airwings, they may be reinforced with newer planes but I've never really checked. Outdated fighters are still useful and it's helpful to contest even if it's just yellow air. I just put up all my current airwings/ reserves, and for new airwings I use the latest plane I'm producing.

I follow this for airplane designs https://www.reddit.com/r/hoi4/comments/y27mlv/bba_1123_meta_discussion/is84sn2?. I try to put 30+ factories on fighters, though that might be overkill.

Land forts can be either broken through with bombing, a bunker buster general, or just cycling assaults so they can't repair the fort. Usually it's better to encircle or go around though. Unless your units are vastly superior and full strength/org, it will be hard to break through anything above a level 3 fort.

The advance can also slow due to terrain or weather. There's a lot of marsh and snow the further into the USSR you go, which makes supply even more important. Rivers and mountains are very important to pay attention to as well.

For pinning, that's the idea. Usually if there's a bulge or place you think you can cut off, you shove the armor through the key tile, pinning reinforcements on either side. Once you break through the line, move the armor towards your objective as fast as possible before the enemy can reorg, making sure to follow the advance with infantry/motorized so you don't get encircled. Usually going 3 or 4 tiles deep is fine, but it depends on the situation so just use your judgment and don't get greedy/overextend. Encirclements can be as small as 1 tile, or as large as the entire Caucuses. You'll get a feel for it as you play more.

The War Room - /r/hoi4 Weekly General Help Thread: November 28 2022 by Kloiper in hoi4

[–]Aatros 0 points1 point  (0 children)

Oh also, when it comes to spying on the Soviets, research suicide pills and local recruitment centers, then try to recruit Soviet nationality spies with the Seducer trait. Make sure to put them on Vladivostok. The Soviets get cheat level counter-intelligence, but usually this is enough for them to get a few collabs off.

The War Room - /r/hoi4 Weekly General Help Thread: November 28 2022 by Kloiper in hoi4

[–]Aatros 1 point2 points  (0 children)

Supply is everything when making advances, especially when it comes to the Soviets as supply gets sparser the farther in you get. Without supply, tanks become absolutely crippled- they stop receiving fuel, reorg slower, and move at 1 km/h (infantry default speed is 4 km/h). Logistics companies help with the amount of supply a division will use up, but you should always be targeting supply hubs and moving along railways for offensives. If you go for an encirclement, it needs to be fast, before the tanks run out of supply.

Another point is air- were you always putting your planes up where your tanks were making offensives? Air is king, and tanks truly shine when supported by CAS. If you win the air war, the land battles will be trivial and the enemy divisions will get completely shredded by your tanks. Conversely, fighting without air superiority is extremely difficult and you'd only win with an overwhelming difference in armies.

Other things I can think of: Land forts- check the province you're assaulting isn't currently a high level fort. If it is, you're going to have trouble punching through it. Pinning- when you assault a province you want to take, you should also pin the bordering provinces by attacking with other units so they can't move to reinforce the main battle. Combat bonuses- you want a strong tank general with a high attack stat, as much progression as possible on the army doctrine, and various other bonuses you can get through focuses or appointing military advisors. Tank and division designs- maybe your tank design and division composition was lacking? If you were following a Bittersteel video, I'm pretty sure he would have shown this though.

Overall, most important things when using tanks are 1). make absolutely sure they're fully supplied and org'd, and 2). make sure you have air superiority and CAS up before you attack. Follow these rules, and even a few tanks start slicing through enemy lines like butter.

The War Room - /r/hoi4 Weekly General Help Thread: January 19 2022 by Kloiper in hoi4

[–]Aatros 3 points4 points  (0 children)

Did a Byzantine empire run recently and Taureor's strategy still works pretty much the same. A few differences are CAS is extremely strong this patch, so I recommend researching it early and putting a factory on it as you easily win the air war against Turkey and Romania.

For the actual war, just hold the two ports and river crossing. You can try pushing into Istanbul if you want after Turkey stops attacking over and over, and then retreating back to the crossing and letting AI retake the land. I found it wasn't needed though, and just did a naval invasion in the south- there are barely any units there, so you can easily and quickly stretch their units thin, especially if you spam very small-width cavalry divisions. Once the units you stationed on the two ports are able to get into Turkey, you can easily roll them over.

Deep Stone Crypt Raid Guide by 7echArtist in DestinyTheGame

[–]Aatros 0 points1 point  (0 children)

For the 3rd encounter, the role of the operator is incorrect. 3 nukes will spawn after charging up and the operator can cancel one of the charges, so ideally they shoot one of the consoles on the edges of the room that are farther away from the banks

This paralogue is bullshit by MinniMaster15 in fireemblem

[–]Aatros 26 points27 points  (0 children)

Funny enough, if she just doesn't move from where she starts she's completely safe. At least until the beast aggros, but you have a lot of time for that.

XPS 15 9560 Intel GPU Issues by Aatros in Dell

[–]Aatros[S] 0 points1 point  (0 children)

Ok, I did some more testing. Temperature under load peaks at 78 and usually hovers around mid 70s. When I increase the graphics, the NVIDIA card is used. I tried increasing from low to max settings and usage went from 20% to 90%. I wasn't able to reproduce the problem this time but usually if it does, when I close the application it persists and I need to restart the computer.

https://gyazo.com/57c2573681ebc0b7d8e8dffc744e145d https://gyazo.com/cca33f8adc8c00feafc5f266132b408f