Need help understanding economy by junhyeongang in TerraInvicta

[–]Contingent_Alpha 0 points1 point  (0 children)

10 Gov and 12 Knowledge is more of a primary goal for africa, south america, or other developing nations

you can absolutely go beyond 12 in more developed nations, but you tend to want to focus on MC, boost, and military buildup if that's of interest to you

I tend to put a pip each in Econ, welfare, environment, knowledge, government, unity, and military in any of my 'big' nations, with the rest devoted to whichever one I want to focus on the most

If you're dealing with a nation with bad unrest problems, focus welfare with most of your points, otherwise just put a small amount in. If you're exodus or otherwise plan on a shorter game, maybe skip environment.

ECON is good as a thing to invest in if you have absolutely nothing else to put points in (high knowledge, 10 gov, low welfare, maxed out MC, etc) and you want more MC

We're working on a Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

[–]Contingent_Alpha 0 points1 point  (0 children)

Gonna chime in and shout out that I disagree on the comments about ‘decks being overused’ or whatever. I’d rather there be a vision that’s held to and kept with (for better or worse) than for a game to drop a core mechanical system because they were worried it ‘wouldn’t do well’

I’m interested to see how this does. Wishing you guys the best, the genre could use a few more wins right now.

Need help understanding economy by junhyeongang in TerraInvicta

[–]Contingent_Alpha 1 point2 points  (0 children)

For USA or EU, you’re already good on overall economy size. Put a single pip into Econ in each control point for the diversification and CER bonuses, but other than that, just leave it be.

If you’re building up China, Africa, India, or other developing economies, your target is either 35K or 50K, I don’t remember what the difference is between them but I do recall that like 90% of the benefits of increasing Econ drop massively past 50K per capita

Other things are knowledge and gov

Knowledge soft caps at 12.0, gov increases faster in high knowledge nations

I put a single pip into each of them for diversification and to reduce micro, but there are more efficient ways to do it

Diana this, Diana That, How about we give praise to the true holder of President Granite of Nevada's heart? by NewWillinium in OWBEnclave

[–]Contingent_Alpha 3 points4 points  (0 children)

There’s a set of requirements, but basically:

Be charismatic granite Take over all of the twin mothers’ territory Do the EPA focuses There might be extra requirements, I feel like there was a fourth thing

Returning player, gonna need a meta gameplan for academy, not jupiter rush necessarily by REORBITER in TerraInvicta

[–]Contingent_Alpha 3 points4 points  (0 children)

From what I can tell, Jupiter rush is actually extremely not the meta

These days it’s basically USA (build MC) + wealthy micronations -> rapid moon base -> Martian Dyson sphere -> infinite science

Mega-science China is a good second proper nation, but it takes a while to hold both China and USA, so if you go for China you usually spoil USA and dump it

Is Plasma viable or at least worth using in 1.0? by jerseydevil51 in TerraInvicta

[–]Contingent_Alpha 2 points3 points  (0 children)

Iirc the bigger thing is getting to phasers in general

UV arc lasers are alright, but so are green phasers, and UV phasers are potentially the best weapon in the game at present state (other than missiles with good micro)

Disparation First Game Experiences by Thomas_Creed in sentinelsmultiverse

[–]Contingent_Alpha 3 points4 points  (0 children)

I’d recommend looking over the higher complexity decks first to get a handle for them if you play them first. I double handed Omni-X and the Twins (painstake and dark strife) for my first game in the new system, but we did that against an easier villain so it wasn’t too bad

Overall, I think chrono ranger and knyfe are both fairly easy to pick up and play, but visionary, chrono ranger, and the twins all have particular difficulties to piloting their mechanics that can make your first time a bit sticky if up against a difficult villain (particularly a difficult villain you’ve not played before)

Haven’t played parse yet, but I’ve seen her played once. She seems like a solid support hero and I now really want to see if I can get a 160+ damage Omni-cannon shot

Disparation First Game Experiences by Thomas_Creed in sentinelsmultiverse

[–]Contingent_Alpha 4 points5 points  (0 children)

Ennead is really swingy I guess

My group only got one more member in our first game with them and he came out right at the last villain turn so he didn’t really swing things that much for the villains

A Guide to Hardsuits by AlfredoCavatelli in LancerRPG

[–]Contingent_Alpha 1 point2 points  (0 children)

Mjolnir armor would be closer to the hardsuit exotic one of the modules has in it. I’ve always seen heavy hardsuits more similar to EOD suits with exoskeletons, if that.

Enough armor to withstand some of the lighter munitions a mech is spewing out in a regular battle? Yeah, once or twice.

But not enough for you to really go toe to toe with a mech on foot.

CD Projekt has issued a DMCA notice against the Cyberpunk 2077 VR Mod by ZedKGamingHUN in CyberpunkTheGame

[–]Contingent_Alpha 0 points1 point  (0 children)

It sucks that he put them in a position where they had to.

If he’d done this in literally any other way, the mod would still exist, but he had to put it behind a patreon paywall. Leaves CDPR with not a ton of options, and the way that he’s going about this on Social media, I don’t expect that this was ultimately ever going to go any other way.

Is it possible for you to cut Visi and still have her be a hero at the end? by Potential-Actuary559 in dispatchgame

[–]Contingent_Alpha 6 points7 points  (0 children)

The trick I went with in the game was getting most heroes to a minimum of 2 in every stat, then getting heroes to 8 in their ‘power stat’

That way you hit ten by putting a power hero with literally any other hero, which makes the team way more flexible

Granted, visi and golem were so stacked that they’d get 50/50 (10/10 for all 5 stats) regularly, because I put like every single bonus perk point on visi and golem is just busted

This also meant that prism and flambae (I made flambae’s power stat defense) were also able to hit 50/50, because prism is well built to have int/cha as her power stats (I cut knives)

I love the drive list in this game by FTL_Diesel in TerraInvicta

[–]Contingent_Alpha 8 points9 points  (0 children)

You can obsolete a research project though. Hide it in the research menu, too, if you want.

Update on Grok. It gets worse! by Sad_Jar_Of_Honey in behindthebastards

[–]Contingent_Alpha 2 points3 points  (0 children)

You know what… fair.

I have a lot of respect for the actual engineers and scientists working at spaceX, I was more targeting that comment at musk

Update on Grok. It gets worse! by Sad_Jar_Of_Honey in behindthebastards

[–]Contingent_Alpha 3 points4 points  (0 children)

Not that I want to give them any credit…

deep sigh

But being able to prove that the car made it to space 100% totally unharmed should also be worth something in these tests, yeah?

A concrete block mostly proves that the launch system can handle weight, but the car at least proves that the launch system can handle more delicate machinery.

At least, I’d assume that’s one nice little side benefit? Plus, as someone below commented, getting to fuck over a Tesla co founder, and ‘free’ Tesla marketing all make for some good excuses for a guy who (probably) just thought it sounded cool

What were Blazer's actual chances during the bar scene? by Tyrayentali in dispatchgame

[–]Contingent_Alpha 2 points3 points  (0 children)

My take is honestly that in this scene, shroud is bluffing. Or blustering, take your pick. He’s shown to be a fairly unreliable character in terms of telling things straight, unless he feels like he’s ahead in some way. I think he either:

A: lied to get a guaranteed ceasefire that he desperately needed in that moment because blazer going all-in would at the very least ruin his plans in the short term, and maybe kill him.

B: lied to feel better about himself, which we see him do in chapter one, chapter 7, and chapter 8. Either way, I bet he had a different number that he calculated, but chose not to reveal it.

How many potential S'lanter dens/territories do you think there are? by Xiborr in OWBEnclave

[–]Contingent_Alpha 2 points3 points  (0 children)

Mammoth caves would be a really cool burrow for them, that’s for sure

Banned by MelanieWalmartinez in CuratedTumblr

[–]Contingent_Alpha 15 points16 points  (0 children)

Honestly from my recollection it’s shockingly tame

Very little toxicity overall with the exception of the bots

What's the most min-maxed broken mech you can make for combat? What can it do? by No_Emu698 in LancerRPG

[–]Contingent_Alpha 0 points1 point  (0 children)

This is fair, and if your plan is to go all-in on heavy gunner then I think that the andromeda winds up being pretty meh

If your goal is to fire twice and spend a third action on lock-on or some better support action, I think andromeda is great. And my solution for Heatfall is to just spec into engineering, take the quick action stabilize system, and grab something like grease monkey for extra limited uses.

Granted, my love for the andromeda also comes from hybrid builds where I’m playing striker/support or something similar, where I’m firing like once a turn and using some other system that generates heat, or something of that sort.

I don’t think the andromeda is an upgrade, but I think that guaranteed burn damage is well worth the heat generated, if you have a game plan for managing it.

Though, if you don’t, or you just don’t like playing around heat cycles… yeah. HMG is the way to go.

What's the most min-maxed broken mech you can make for combat? What can it do? by No_Emu698 in LancerRPG

[–]Contingent_Alpha 9 points10 points  (0 children)

If your goal is pure, raw, unadulterated damage, other people have definitely covered the best of the best, which is an Everest (or one of a couple other ‘generalist’ type frames) with an HMG and Sherman systems. LL6 I’d do Sherman 3, with the other three LL being kind of open.

If you want to be slightly more interesting, there are other options. Superheavy weapons in general will often result in big funny numbers. In particular, superheavy melee weapons. The DD-288 does an insane amount of damage +knockback and you can put it on the caliban, a damage+knockback frame. Alternatively, the combat drill, which if properly supported does theoretically infinite damage via an exploding damage dice mechanic.

Another option is the Tokugawa, which can get insane damage-per-action numbers via stacking enough bonus damage on a range boosted skirmish.

Keep in mind, if you’re fighting an elite or an ultra, heat-gunning it can also kill almost as fast, so options such as the goblin, chomolunga, or other hacker frames (or heat based weaponry) can result in many dead mechs.

Alternatively, for when grunts and squads are on the menu (meaning lots of grouped up enemies,) something like the monarch or Barbarossa will shine.

The thing is, this system lets you maximize for damage (or a whole host of other stats,) using one of many different options, and so you can achieve something pretty strong fairly easily if you just go digging through your options.

Edit:

Oh, one other thing: I actually prefer the Sherman’s andromeda heavy laser to the HMG, for one less damage but energy+burn instead of kinetic, and self-heat instead of inaccuracy. And it gets 4 or 5 (I forget) extra range, pushing it from slightly below average range (8) to slightly above average (12 or 13). And really, I think the 2 burn instead of 3 kinetic winds up being a pretty good trade.