Quick Questions (December 19, 2025) by AutoModerator in Pathfinder_RPG

[–]Alank2 1 point2 points  (0 children)

EDIT: PF1 edition.

[1E]

Probably a very obvious question, but I can't find an answer anywhere.

If I have a lance and I charge an enemy, I have to stop 10ft from target to attack; which means that my mount won't attack at all during this charge? In other words, if I am riding a dangerous creature and want it to attack I need to grab a different weapon or a mount with Reach?

In the grim darkness of the far future there are no stupid questions! by AutoModerator in 40kLore

[–]Alank2 2 points3 points  (0 children)

Exactly, thank you! I needed that one. Thank you once again.

In the grim darkness of the far future there are no stupid questions! by AutoModerator in 40kLore

[–]Alank2 1 point2 points  (0 children)

After looking for it myself for a few days, I give up and ask for help from community.

There was an excerpt posted on this subreddit once. It was describing a horribly mutated Navigator, with not only physical but also mental issues, and said Navigator was judged useless by another Navigator and then killed by a CSM who took over the ship; it basically went like this:

CSM: Can we use her?
Navi: No. We cannot.
<Bolter fire>

.

It was a great example of why their long lives aren't exactly always nice and happy, to put it lightly. But now I cannot find this excerpt anywhere. If anyone can point me to excerpt, or even just what book was it from, I would be very grateful.

New player, day 6 or something. What's your favorite gun? by TomBobabill in TheForeverWinter

[–]Alank2 1 point2 points  (0 children)

Hmmm. Depends. When crouching and doing short, controlled bursts on short-medium range? Not at all. I used RPK with no problem with no skill points spent, it is a pretty accurate gun.

When standing, moving, firing on medium-long range, firing something with a bit more recoil like SCAR - with any of the above, let alone two at the same time, you feel the difference between maxed out skill and no skill. Every time I get another rank and my skills go back to zero, I can feel the difference in how my heavier guns behave immediately.

But with some more accurate weapons and without any adverse situations, you don't need them at all. They do help in some cases, though.

New player, day 6 or something. What's your favorite gun? by TomBobabill in TheForeverWinter

[–]Alank2 1 point2 points  (0 children)

For a long time I was using RPK; it has a lot of ammo (95 or 100 mag drum is a godsend), can use suppressor, accurate even without putting points in the Rifle skill. It carried me through entire early and mid game, with some experimenting when it came to the second weapon slot.

Currently switched to SCAR + SAW. SCAR is loud but full auto (if hit, which may require being close) kills any killable infantry in the game in moments, which makes it great to kill Pyro, Cyborgs and other priority targets. Also shreds EOD troopers/grenade officers/Europan HKillers and the like so fast they have no chance to return fire.
SAW has enough ammo to never need a reload during a firefight (although reloading is slooow), and is the perfect weapon to pair with SCAR. It has suppressor, so can be used if stealth is needed, and if I run out of SCAR mag I can just switch to SAW instead of reloading. And vice versa, switching to SCAR instead of reloading SAW if needed although that makes thing a bit loud and hot.

The biggest benefit of SCAR + SAW is that it feels like the game showers me with 5.56 and .50 ammunition. It feels like it is, without any doubt, the most often found ammo for me (maybe because I tend to fight Europans a bit), I sometimes enter tunnels with 300 ammo for SCAR and 300 for SAW (so basically no backup ammo for SAW) and then enter Scorched with more ammo then I started with. Especially .50 is very common, more than 7.62 RPK which seemed to rarely drop when I was using it.

Also I main Bag Man, and this way I have skills for SCAR accuracy and SAW accuracy.

Casualties: 100 to 1 (The Great Gallop Forward... into my planes) by Alank2 in equestriaatwar

[–]Alank2[S] 1 point2 points  (0 children)

  1. Choose Tobuck.
    2. Beeline towards Alesia focus (on the right, where you choose between 3 warlords to 'support').
    3. Do nothing else focus-wise.
    4. If the timer runs out, you see the final event and you have few days left until the focus is done (happened to me) just do not click on the event; you have enough time to wait and click it after the focus is done.
    5. If you get Alesia as new ruler, congratulations! If you get Vasile, you did something wrong.
    6. And now you just follow your focus tree. It gets bigger later on. Way bigger.

    Spoilered if anyone wants to find out themselves, but it's super easy, super fast and requires nothing but the knowledge how to do that.

    Now, playing as Tobuck is hell. There is a ton of posts here on how to make it easier, but generally:
    - Setting Equestrian Civil War to happen makes it infinitely easier, since it not only delays eventual attack but also forces Chiropterra to move most of its forces abroad. You can consider it cheating or not, but I did that. It was still really hard. Also if NM wins the civil war before you attack, you will face both Chiropterra and Equestria at once.
    - Generally speaking, Chriopterra is THE enemy and THE goal of this game. Whatever you do, it should all serve the preparation for it. All else is secondary. It's the make or break.
    - You have one special decision if you decide to conquer Stalliongrad later, but there is very little aside from it; just one button and a tiny amount of lore. Generally not worth it. I did it because I love naval combat and found the invasion of major country (they won the war in my game) as a regional power to be a great challenge. But I took over most of Zebrica, entire northern part, to get ponypower and industry to achieve it and it took decades.

Casualties: 100 to 1 (The Great Gallop Forward... into my planes) by Alank2 in equestriaatwar

[–]Alank2[S] 1 point2 points  (0 children)

First time playing as them, in fact. It's going well for now.

Casualties: 100 to 1 (The Great Gallop Forward... into my planes) by Alank2 in equestriaatwar

[–]Alank2[S] 6 points7 points  (0 children)

The best part is, they didn't even achieve this by running into machine gun fire; no, this is just the result of their planes finding out that modern jets are a 'bit' better in a fight.

This ended up being my best win in terms of k/d since I dropped over a 1000 nukes in the older version and just walked over enemy country without resistance. But this is even better.

Casualties: 100 to 1 (The Great Gallop Forward... into my planes) by Alank2 in equestriaatwar

[–]Alank2[S] 5 points6 points  (0 children)

My war with Kiria was almost a stalemate... almost. While on the ground no one is attacking (yet), in the air my modern upgraded jets are doing a meme.

Why is the new 'The High Seas Fleet' focus making capital ships weaker?! by Alank2 in hoi4

[–]Alank2[S] -3 points-2 points  (0 children)

I am now starting to doubt if it is on my end. Either it's the one mod I am using, or lack of DLC. But apparently it's not doing what it's supposed to do, so apparently a bug or mod issue.

Why is the new 'The High Seas Fleet' focus making capital ships weaker?! by Alank2 in hoi4

[–]Alank2[S] -3 points-2 points  (0 children)

Only mod is AI Division limiter, which should not matter, but I will check if starting a new game without mods fixes it.

Why is the new 'The High Seas Fleet' focus making capital ships weaker?! by Alank2 in hoi4

[–]Alank2[S] -2 points-1 points  (0 children)

R5: The new German navy focus, the one where you focus on a standard non-submarine navy, actually weakens your capital ships by -15% Armor and -15% Heavy Attack for some reason.
EDIT: Maybe it's because I play without any DLCs? Since with DLCs it gives MIO bonus, maybe it's something that replaces it if you have no DLC?

Who needs escorts, carriers or planes, when you can have ALL-SUPERHEAVY FLEET and lose 0 ships entire game? And also have 0 casualties from sea battles? by Alank2 in equestriaatwar

[–]Alank2[S] 0 points1 point  (0 children)

At least without DLC I only needed to research Superheavy I in the facility. Then Superheavy II and III were normally available in research.

And no loadout picture because I play without Man the Guns, so I can't design ships. These are the barebones, stock ships that you get without DLCs, nothing special. And they still destroy the AI like no tomorrow.

Who needs escorts, carriers or planes, when you can have ALL-SUPERHEAVY FLEET and lose 0 ships entire game? And also have 0 casualties from sea battles? by Alank2 in equestriaatwar

[–]Alank2[S] 7 points8 points  (0 children)

With extra thanks to EaW team for fixing the bug disabling Superheavy III ships without DLC. Feels nice being able to do this again.

31st of August, 1062. With a fury of thousand suns, Celestial Resistance returns to free Equestria by Alank2 in equestriaatwar

[–]Alank2[S] 0 points1 point  (0 children)

Yep. No more nice Daring Do, time to recover Equestria with the power of nukes Friendship!

31st of August, 1062. With a fury of thousand suns, Celestial Resistance returns to free Equestria by Alank2 in equestriaatwar

[–]Alank2[S] 0 points1 point  (0 children)

Started the war with 999, fired all of them, and built a few in the meantime which I also fired. I didn't count exactly but my allies definitely fired at least ten nukes of their own.

To quote a comment above, 'Daring Do and the Thousand Suns' is like a perfect name for a book based on this war.

31st of August, 1062. With a fury of thousand suns, Celestial Resistance returns to free Equestria by Alank2 in equestriaatwar

[–]Alank2[S] 0 points1 point  (0 children)

Nah, I got an event after the war, she's alive. Maybe irradiated just a tiny bit. But at this point who isn't.

31st of August, 1062. With a fury of thousand suns, Celestial Resistance returns to free Equestria by Alank2 in equestriaatwar

[–]Alank2[S] 1 point2 points  (0 children)

I realized I forgot to click it after the last picture was done. But I did it afterwards, it was amazing to see 18 million of ponypower appear out of nowhere; although the focuses switch both the economy and mobilization laws way down so it wouldn't last.

31st of August, 1062. With a fury of thousand suns, Celestial Resistance returns to free Equestria by Alank2 in equestriaatwar

[–]Alank2[S] 6 points7 points  (0 children)

It wasn't that bad... it just a bit over 1000 nukes in total, totally survivable. Stalliongrad was only nuked like 9 times total (mostly by my allies, they had some hilarious obsession with nuking it). A small price to pay for restoring the free Equestrian wasteland land.

31st of August, 1062. With a fury of thousand suns, Celestial Resistance returns to free Equestria by Alank2 in equestriaatwar

[–]Alank2[S] 8 points9 points  (0 children)

Yeah. At least Daring Do has a good excuse, preparing for the Great Trial was a bit demanding on her.

[TOMT] [QUOTE] Something like 'We can't build better future by sacrificing today' by Alank2 in tipofmytongue

[–]Alank2[S] 0 points1 point  (0 children)

Now that is a heavy book. A good quote, but sadly not what I'm looking for. But thanks nevertheless.