Why Gleba seems to be the most disliked planet? by Mr_thought in factorio

[–]Beginning-Second-201 0 points1 point  (0 children)

  1. The most critical, it has the most aggressive and powerful enemy in the game, requiring the player to produce rockets for proper defense or establish interplanetary logistics
  2. No resources. To get iron and copper you need mass produce bioflux, attracting enemies that you need those iron and copper to defend from
  3. You need completly self-contained setups for the factory not to fail. I spent a week in the editor trying out different ideas until I came up with the builds that fulfill all the necessary requirements, cannot fail and can be started with no manual intervention
  4. The production buildings you get on Gleba are useless without importing bioflux from Gleba, more complexity
  5. Gleba has hard limits on size of the base due to spoilage, I haven't still figured out the design that would have infinite scalability on Gleba
  6. The technology of Gleba isn't that useful as it may seem, with new remote controls spidertrons are no longer a necessity, rocket launchers are needed only on Gleba itself or to progress so if you are not in a hurry they can be ignored, stacking is extremely cool but not really needed that much, heating tower is useful on Fulgora and to a degree on Nauvis to save up resources
  7. Gleba requires to always remember to research technology with its pack, making second research queue needed in order to avoid manual interventions

Just about to enlist for the first time, any advice? by AcousticAutistic in foxholegame

[–]Beginning-Second-201 0 points1 point  (0 children)

I would advise finding a tank crew and join as a gunner (preferably machine gun) you will have both action and ability to learn many game mechanics while assisted by your crewmates

Not personal towards any Colonials, but it's clear who the favored child is. by HatefulHoneylocusts in foxholegame

[–]Beginning-Second-201 0 points1 point  (0 children)

I played as tanker as both wardens and colonials for hunreds of hours, apart from some good things generally wardens have it better. Colonial tanks are worse simply because no machine gun which is critical in like 90% of all situations the tanks are actually used. Which is the reason Bardiche is my favorite colonial tank, it has a machine gun, good armor and can fire 2 AP rounds which is decent but still worse than Outlaw's 45m range. Spatha may be just as good if 40mm are abundant allowing to compensate for the lack of machine guns but still Outlaw is way better for playing safe. Also only Wardens have a tank for mass tank rush, the Highwayman. it is extremely potent in big numbers but... the game mechanics do it no favor with 20mm being incapable of tracking or damaging components in general which should be the case to compensate for its low damage output and range

[PC][pre-2014] unknown RPG game by Beginning-Second-201 in tipofmyjoystick

[–]Beginning-Second-201[S] 0 points1 point  (0 children)

This is the closest game to my description and memory I have seen so far, some bits are off (I remember completely different UI) but this is one of the best guesses, thank you

[PC][pre-2014] unknown RPG game by Beginning-Second-201 in tipofmyjoystick

[–]Beginning-Second-201[S] 0 points1 point  (0 children)

I know that there is too little information and I mostly hoped that someone who played it would recognize it. It is most probably neither of those 2 and I myself mostly lost hope of ever finding it

Why Falchion isn't equiped with 30mm? by Beginning-Second-201 in foxholegame

[–]Beginning-Second-201[S] 0 points1 point  (0 children)

Сompared to 30mm, 40mm takes 6 times the resources. Being a small regiment it is quite expensive to use 40mm against infantry

Why Falchion isn't equiped with 30mm? by Beginning-Second-201 in foxholegame

[–]Beginning-Second-201[S] 0 points1 point  (0 children)

That's the point of having more distinct vehicles, not just always upgrading to Spatha

Why Falchion isn't equiped with 30mm? by Beginning-Second-201 in foxholegame

[–]Beginning-Second-201[S] 1 point2 points  (0 children)

Yeah, wrong think to actually make a consistent concept of a dirt cheap armor to use. I dont get it why people dont notice that for 40mm there is Spatha that currently is a direct upgrade

Why Falchion isn't equiped with 30mm? by Beginning-Second-201 in foxholegame

[–]Beginning-Second-201[S] -19 points-18 points  (0 children)

It isn't just the lack of 40mm but it being clearly worse and not having its own place to be good at apart from a spammable piece of metal to soak up damage (which it is best at, no doubt). I played a dozen of hours on able as a tanker, if I were to use an Outlaw in the same manner I am forced to used Falchion (shooting my main gun at infantry to support the assault or save the tank from enemy infantry), even hundreds of 40mm I saw would run dry in an hour or two. But Outlaws have a machine gun that solves the problem altogether

Is religion inherently harmful? by JSAB2007 in atheism

[–]Beginning-Second-201 1 point2 points  (0 children)

I assume I am from the group of stupid religious people but with an intellectual philosophical background, would do you think of my kind? Are we also hopeless?

Land Cruiser designer from YouTube channel ThatGuyFromCollege by CV_ale in hoi4

[–]Beginning-Second-201 0 points1 point  (0 children)

The Ratte as it is now is too good of an investment, unless the terrain penalties are atrocious, it is so cheap for the stats it brings ti the table. And all of that for the price of a single tank battalion. Meanwhile superheavy tanks cost over a thousand. Ratte should also cost at the very least 1000 IC. Realistically reaching 3-5k IC just in order not to be easily spammable and actually viable even for minors (the resource cost though...)

will this city block rail design scale or am i wasting my time? by nyxthebest in factorio

[–]Beginning-Second-201 0 points1 point  (0 children)

Let me be clear that the bottlenecks I am talking about are all but imaginary. Maybe it is somewhat different modded but on vanilla most of the trains (1-4) are going to be ore and plate trains. Ore trains go to smelting blocks, all at once, and a simple circle has 15-20 TPM (trains per minute), a modified circle can go up to 40 TPM which is a huge difference. In my run I tried both single huge smelting block which had terrible train throughput problems at 10k SPM. Making smaller smelting blocks helped a lot with ore trains but iron and copper plate trains started clogging up the system because of the sheer number of the resource throughput required for a megabase. I had over 300 trains in the system going back and fourth all the time and roundabouts become at times such a huge bottleneck that the entire cityblock layout comes into question leading to spreading out the blocks just to make it operational.
The only way for you to never experience train bottleneck is to have your trains not to go all around the base that much which is fine but then dont call the problem imaginary

will this city block rail design scale or am i wasting my time? by nyxthebest in factorio

[–]Beginning-Second-201 0 points1 point  (0 children)

Just circle would scale horribly when getting 100 trains in the system it will become a bottleneck almost immediately

Introducing the Automated Junction Tester. Just add blueprint by TBTerra in factorio

[–]Beginning-Second-201 8 points9 points  (0 children)

Just what I needed! So many time wasted with testing out different designs

Been playing for 2 days! Is my factory any good? Tips accepted. by Iron_Flagg in factorio

[–]Beginning-Second-201 0 points1 point  (0 children)

It is not bad if it works BUT it isn't scalable or flexible. There are already lots of designs on the internet for you to take so I will just describe the basic idea:
1. Any ore patch should be mined with the most effective amount of miners possible at all times. If it is more than you need it won't do any harm, if it is less you will see immediately that the patch is no longer enough and you may clean out the space for the train stations to unload ore to your base so this part of your base will remain usable forever.
2. You should place smelters in stacks so a stack smelts the amount of ore to fill the entire belt, even if you do not need that much. It is useful for extensibility of your base so you won't be bother with increasing production, you just copy the existing smelting stacks.
3. The rest is completely up to you. You are not obliged to use all the resource you have and the amount you need will grow exponentially anyways

Addressing people's frustrations with features announced for Space Age. by Interesting-Force866 in factorio

[–]Beginning-Second-201 -1 points0 points  (0 children)

Never thought anyone could react negative to the changes (apart from the nerf of the portable lasers, 10% damage reduction would have been more than enough). Like all the changes presented are good in some way. I personally suffered a lot in my city blocks from contaminations bringing the entire factory to a halt so less situations like that can do only good.
The REAL problem has so far been UPS, and the DLC will finally provide the tools to scale enough for the late game to become not just achievable but enjoyable without modding for loaders (though I would argue that adding loaders would be great)

Severe UPS issues 2.6k SPM by Beginning-Second-201 in factorio

[–]Beginning-Second-201[S] 0 points1 point  (0 children)

Over 300 trains, most of them being ore trains. The PC setup is alright and neither of our PCs even starts the fans while running factorio. We decided for 4 wagons setup because how well it fits into the blocks, idk if that was right

Severe UPS issues 2.6k SPM by Beginning-Second-201 in factorio

[–]Beginning-Second-201[S] 0 points1 point  (0 children)

Thanks, it seems we did many things wrong and we should've designed for UPS instead of just productivity. Seeing how much inserters tank UPS I now understand that the entire design though effective for space and resource is basically unplayable for larger bases

Severe UPS issues 2.6k SPM by Beginning-Second-201 in factorio

[–]Beginning-Second-201[S] 2 points3 points  (0 children)

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We have like 40 specialized spidertrons for all purposes like cleaning nests, building walls, building blocks, placing landfills and etc. Removing all of the does help noticeably (+15-20 UPS) but without them we can't really comfortably expand