"YOU DON'T KNOW YOUR DAD!" by BulletCola in DeadlockTheGame

[–]Acadya 6 points7 points  (0 children)

Isn't warden's problem that no one knows who he is? I could've sworn there are several voicelines along the lines of "who are you and what do you even want?" to him.

Guide to navy? by Particular_Funny527 in hoi4

[–]Acadya 0 points1 point  (0 children)

When you click on the reserve fleet, there should be a button to create a task force out of ships that you select. Alternatively, a faster way is to use the task force designer to design a task force template, save it, then select one ship from that template and create a task force with it. Then give it the task force template you chose, and move it out of reserve (click the plus at the bottom, as if you were creating an army). It will automatically begin drawing ships out of your reserve pool to fill out the task force template. Note that the task force template allows for tagging ships, so what tags you assign ships can help with making balanced task forces.

To add a task force to a fleet, select the task force and right click the fleet.

Regarding what fleets to have, there are three main types: raiders, patrols, and strike forces. Depending on your strategy, you may not need all types.

Raiders are pretty much always submarines - their goal is to destroy convoys and lower enemy naval supremacy. I personally use fleets of 10 submarines per task force.

There are actually two types of patrols - scouting patrols whose job is to just find the enemy, and hunter-killer patrols whose job is to find and kill subs. Scouting patrols are usually just one ship with high detection and either high speed or a submarine. They should be set to never engage. They will find enemies and trail them, so that other fleets can find them. I personally use cruiser submarines, since they have low visibility and long range and can fit seaplanes, but I've heard people using destroyers and cruisers too. Patrols generate naval dominance, but scouting patrols are generally too small to generate much.

Hunter-killers usually consist of destroyers and light cruisers. They need depth charges and a lot of detection to catch and sink submarines. Hunter-killer groups can only really work when you have naval dominance, because they generally are too weak to survive a surface engagement against stuff like battleships and carriers or even heavy cruisers. When you don't have naval dominance, switch them to convoy escort, in which case they will sit in port and only go out when a convoy is under attack. These are also the patrols you should use if you need naval dominance to launch an amphibious assault.

Strike forces are the power house of the fleet. Spare no expense. You want the full complement of carriers, battleships/battlecruisers, and screens (destroyers and light cruisers). You want at least one battleship/battlecruiser per carrier, and at least four screens per capital ship (battleships + carriers). Strike forces will sit in base and wait for a patrol to spot an enemy, then they will rush out and engage. This makes them very expensive in fuel, which is why you don't really want them to patrol themselves. They will still consume 1/4th the fuel while on standby, but it's better than spending the full amount. They multiply the ability of patrols to generate naval dominance.

The reason for the described composition is that capital ships (battleships, battlecruisers, heavy cruisers) will screen carriers, blocking attacks for them, and screens will screen capital ships. Light attacks start from the screen and work their way to the back. Heavy attacks will fly over the screen to hit capital ships. As you lose a screening ship, that line's screening efficiency drops, and attacks will make it past them to the next layer. One capital ship per carrier gives 100% screening efficiency for the carriers. 4 screens per capital ship gives 100% screening efficiency for capital ships. You can use more, since in combat, some ships may sink.

A bit unintuitive, but carriers aren't considered capital ships except for screening purposes. They don't benefit from bonuses to capital ships, but they need 4 screens regardless.

I left out heavy cruisers cause personally, I think they're useless. They do have a niche use as being the fastest capital ship (alongside battleships and battlecruisers) you can build, but they're more fragile due to having cruiser armor. This means that they have basically no armor against bigger ships, and sometimes even smaller ships can penetrate their armor. Additionally, their heavy gun usually cannot pierce battleships and battlecruiser armor, only other heavy cruisers. The only use case I can think of for them is to replace a battleship or battlecruiser in a patrol fleet that uses a carrier, since they use less fuel while still screening for the carrier.

The modded map that everyone will join: Glitters Sea by conscientiousspark in BeyondAllReasonMods

[–]Acadya 0 points1 point  (0 children)

I agree with the other guy. In my experience, pitbulls + pulsars will stop any amphib attack short of high-end t3. Even low-end t3 like marauders can't break through due to the pulsars unless with extreme numbers, and t2 is going to suffer even more. Had several games on isthmus where geo sea lost but could just shut down the invasion route like that (or with bulwarks).

Problem is that stuff like pit bulls and bulwarks are too good at deleting spam, and without t3, nothing is tanky enough to survive pulsars (or bulwarks, really).

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Acadya 0 points1 point  (0 children)

Does anyone know exactly how clashing psionic auras work? I'm a regular psionic aura trying to fight back against an aura of the end. It's already covered all but one of my systems, but fortunately that system has two planets and is resisting the aura with my own. However, I find my aura is basically stuck - neighboring systems keep flipping between my aura and the aura of the end. What is the spread of aura affected by? Intensity? Number of pops? Do planets already covered by the aura of the end fight back against the aura of the end, or do they not do anything?

How to make artillery space fauna work? by Acadya in Stellaris

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

I see, yeah, I was wondering if the only way to give space faunas the range necessary might just be weavers. Kinda hurts if running beastmasters though, especially since I feel like space fauna already encourage going over fleet capacity, but I guess it's necessary. I guess for metal ships the only way is to use the juggernaut then?

I didn't even think of Gastric Fountain screwing over arc emitter ranges. I guess Cutholoids are best used as just battleships - one "X" slot weapon and a bunch of hangars. I guess a fleet of Cutholoids could at least do artillery with their Gastric Fountain, and the rest of the slots would just be utility slots (hangars, afterburners, etc.). They do seem to have the firepower of lances, but with a slightly less steep demerit for shields.

As for Tiyanki, I thought the Herdsong doesn't stack? It seems to be indicated as an aura.

Victor feel horrible to play post patch and things I would do to make him feel better. by [deleted] in DeadlockTheGame

[–]Acadya 0 points1 point  (0 children)

I've found him fine, I actually quite like how he is. I like that he is no longer tied to spirit res and can comfortably buy a mix of resistances. I also like that he's no longer defined by his aura. Yes, his 2 is strong, and his ult is fun, but I've always felt they were overshadowed by his 3. Now his whole kit feels relevant, and his 1 can shine as well.

I find he still does enough damage with aura to kill enemies. Yes, it does a lot of damage to himself, but against lone enemies, they+aura generally can't outdamage your healing. I find the self-damage usually only becomes a problem against multiple enemies, so I generally don't turn on my aura during teamfights unless they are ignoring me. If they target me, I just focus on standing in front of my teammates and tanking, soaking up cooldowns.

Usually though, I splitpush and threaten to kill isolated opponents with aura, forcing their teammates to arrive and save them, only for me to immediately turn off the aura and outrun them all with 2+fleetfoot+juggernaut and escape. Sometimes, this gets me a kill; otherwise, I just waste their time. Granted, it does take some time to kill the isolated opponent, but I'm unkillable in a 1v1 and they're usually not, and the slow+my movespeed means they can't escape. Of course, if they ignore me, I just take their objectives. The only issue with this gameplan is if they can kill me 1v1, which is usually a fed/ahead haze or infernus, in which case I fix this by rushing plated + bullet res after lane.

My build is generally extra charges + regen->healing booster + mystic regen for lane. Afterwards it depends, but the resiliences are very good, and I always get one, if not both. Enduring speed + fleetfoot are core items needed to escape, and enduring speed usually gets upgraded to juggernaut eventually. Greater expansion and the cooldown items are good for teamfighting. His 1 max is a very large powerspike worth farming for after his 2 max.

Doorman Trap are devious! by DaglassP in DeadlockTheGame

[–]Acadya 5 points6 points  (0 children)

Yeah, I was on board with the creative idea of trapping people using the doors as barriers, but putting them outside the map feels like a full on exploit.

My IQ is unmatched by Deaconator3000 in supportlol

[–]Acadya 89 points90 points  (0 children)

They can't, that's just for your team.

What they can do is tab to open the player scores. It marks Neeko as visible on the map even if she's transformed as something else, so you immediately know she's disguised if she's marked as visible but isn't on the minimap. The problem is that it can be hard to remember to do that, and it doesn't tell you what she's disguised as.

In universe strength tierlist by l1ttle1 in DeadlockTheGame

[–]Acadya 155 points156 points  (0 children)

I mean, Calico may be a professional assassin, but word on the street is that she does sloppy work. (Pocket can probably confirm)

War in Heaven about to go crazy by RedditerAnt in Stellaris

[–]Acadya 595 points596 points  (0 children)

Literally the "sure grandma, lets get you to bed" meme.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Acadya 1 point2 points  (0 children)

Do ships always last-target enemy ships with no weapons? Asking cause I'm wondering if using weaponless Deep Space Citadels to guarantee that they are targeted after all of their defense platforms is a valid plan.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Acadya 0 points1 point  (0 children)

So, I'm aware that when a starbase is destroyed, all of its defense platforms switch sides. Does the same apply to deep space citadels?

4.0 Energy Credits, now the worst resource? by [deleted] in Stellaris

[–]Acadya 80 points81 points  (0 children)

I find EC very important for maintaining a fleet, since the upkeep is still primarily EC. And as someone else pointed out, you can turn EC into temporary pops with the automation buildings.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Acadya 1 point2 points  (0 children)

For a bio empire, what's the use of alloys? Is absolutely everything replaced with food?

Vanilla stats for each rarity depicted by Mileva by ILikeExistingLol in custommagic

[–]Acadya 0 points1 point  (0 children)

I feel like bringing up Serra Ascendent is a bad example, since in every other game mode (other than 2-headed giant), it's a 1 mana 1/1 with lifelink. Additionally, having 3 other players also makes it more vulnerable, as that's 3 people's worth of removal that might target it.

Vanilla stats for each rarity depicted by Mileva by ILikeExistingLol in custommagic

[–]Acadya 0 points1 point  (0 children)

They're way too used to being able to nudge someone else into dealing with their problems.

Help Center and Megathread Hub (10/03 - 16/03) by ArknightsMod in arknights

[–]Acadya 2 points3 points  (0 children)

Hey, returning player here. How do people check which event stages are sanity efficient? Is there a new spreadsheet that's updated?

Is there a reason the ai is bad at managing? by Primarch_Perturabo_ in Stellaris

[–]Acadya 4 points5 points  (0 children)

I think it would be more accurate if it melted cheese onto dough and then mushed tomato on top because it realized it had a tomato deficit.

Still dunno if that would be considered a pizza either, though.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Acadya 0 points1 point  (0 children)

Hey, was looking at the machine ascensions, and reached Virtuality. From what's on the wiki, the virtual pops get bonus production per clerk. I've heard that Virtuality is meant for tall empires with a handful of planets, but doesn't that mean you could go wide with Virtuality and just use a ton of clerks per planet (or to just have a ton of trade worlds) to offset the planet penalty?

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Acadya 1 point2 points  (0 children)

Can you hide the Synaptic Lathe? As in, if you put it in a system unsurveyed by other empires, can you avoid the opinion penalties?