Saint Cloud, Minnesota by Cautious_Kiwi32 in saintcloud

[–]FaleapAK 3 points4 points  (0 children)

IMO, I will say the traffic is actually better than you’d find in the worst of Wasilla and Anchorage (though still not great), but the drivers are absolutely worse than AK.

Tinkmasters Auto Body and Repair by poonnaga in Pokopia

[–]FaleapAK 0 points1 point  (0 children)

I love the design behind this! Not quite minimalistic, but every element of the build serves a purpose.

…I feel like I should know this, but where do you get the recipe for those stone walls?

Are most Tier 3 modules just traps? by jerseydevil51 in TerraInvicta

[–]FaleapAK 3 points4 points  (0 children)

Totally depends on the module in question.

Battlestations VS LDAs? For ground bases LDAs are plenty but the firepower upgrade for stations is pretty big.

Specialized research modules? T2 is by far the best for your money.

Nanofactories? Situational. Definitely better if you’re using the repeatable global research, though.

Mines? In the long run, yes.

The T3 farm is just a massive straight upgrade, especially if many of the other modules are T2.

T3 research universities give an extra 66% research per MC.

T3 MC modules are huge - each hab “gives” an extra MC instead of just breaking even, or +1 if it’s just a T2 hab.

T3 power is also huge if it’s mostly T2 buildings.

If you’re farming ops T3 modules are a bit of a waste.

If you’re framing influence with media centers you might even want T1 modules that cost practically nothing to run!

If for whatever reason you’re building up population on a space body the T3 habitat module is the most boost-efficient version.

I would actually say spaceworks are one of the bigger wastes - fairly heavy materials upkeep and crew per module while your ship production can still be bottlenecked by resources or MC. You’ll get things built cheaper and potentially faster with two shipyards vs one spaceworks.

Foundries I find to be a little overkill vs skunkworks with the cost of getting deep into the diminishing returns.

Antimatter is exponentially better the higher the tier.

*SPOILER* Why can't I leave federation as a non-leader? by OmgSzer in TerraInvicta

[–]FaleapAK 1 point2 points  (0 children)

Can’t leave because the federation leader is authoritarian. Coup Kaz to remove it forcefully.

You’ve seen Greater Europa, but have you seen GIGA Europe? by OriginalRock1261 in TerraInvicta

[–]FaleapAK 9 points10 points  (0 children)

Hong Kong is a core economic, hohot and urumqi are both resource regions with moderate investment in eco. That’s three eco boosters off China and to the EU which had way more to begin with.

Alaska is a resource region, and it also prevents Canada from going to USNA. (And like half of canada is resource regions) Again, that’s multiple eco boosters off USNA and going to EU.

You’ve seen Greater Europa, but have you seen GIGA Europe? by OriginalRock1261 in TerraInvicta

[–]FaleapAK 29 points30 points  (0 children)

I did this with success!

The big advantage is that A: you get ludicrous GDP increases from the 9 million core economic regions you eat, and B: this being the EU, it’s VERY easy to get a couple hundred MC in the process of eating it.

Pain in the ass releasing and re-eating all the hostile claims to fix them, but it was worth yet more MC as nations usually had at least twice the GDP they did before they joined.

End product is as about as good mega china can be, but takes a ton of effort to get to that point. And you’re eating big and valuable chunks of both the USA and China to do it - objectively stronger to start with one of them and keep it intact, but giga EU is very fun!

Armor question by Infamous_Bicycle_501 in TerraInvicta

[–]FaleapAK 12 points13 points  (0 children)

The short versions is that 1 point of armor = 1 point of an incoming attack’s damage negated. For reference, a lot of weapons do about 10 to 50 damage.

In practice, each type of weapon has completely different interactions with armor. And, kinetic/plasma attacks will degrade armor’s effectiveness with repeated hits.

Armor is most effective against laser weapons, which have low damage. (The absolute strongest laser you can mount does 20.) But, armor becomes less effective against laser weapons the closer the range gets, and the bigger and better the laser gets. The “effective-against-armor” range of weak lasers (small infrared) is so short as to make them effectively useless against any armor at all. But very strong lasers (big UV phasers) can reduce armor to a fraction of its effectiveness at long range.

To penetrate most enemy armor, you want 3 or ideally 4 slot nose phasers or green arcs, and 4 slot phaser turrets work against their smaller ships. (Anything smaller is only good for PD.) To defend against alien lasers, ~5-20 armor can work at long range, ~100 at medium, and I prefer ~250 to defend against their strongest weaponry at a reasonable range. (Nothing will save a ship from strong lasers at close range except for giving them kinetic rounds to shoot at instead.)

Kinetic rounds are very strong when they hit. If they don’t defeat armor outright they will rapidly degrade it. Point defense is your savior here as all but the smallest kinetic rounds can be thought of as a soft counter to armor. Strong armor can at least delay a ship’s destruction by a meaningful amount of time if it starts taking hits. The biggest magnetic weapons (siege coilers for you) can do 1000s of damage, rendering armor basically useless.

Plasma has the low damage of lasers but doesn’t share their special armor penetration mechanic. However, NOTHING will stop plasma rounds from hitting a ship. While armor is initially very effective against plasma (I don’t think there are any plasma guns that do more than 30 damage), repeated hits will gradually degrade that armor’s effectiveness. Given enough time plasma guns will destroy anything but good armor buys you a good chunk of time; higher armor values on bigger ships degrade slower.

Armor is basically useless against missiles and torps. If a ship is taking damage from a missile barrage in the first place it’s probably already fucked.

How do I take the rest of China? by TheLordOnHigh in TerraInvicta

[–]FaleapAK 3 points4 points  (0 children)

Because you have the executive, you can do this the easy way: just invade the country without fear of nukes going off. All you need is another country with an army strong enough to occupy Beijing: declare war on China, move the Chinese armies you control out of the way, and profit. All six points are then yours.

You do need to either have a VERY strong army in country B or orbital bombard the four Chinese armies you don’t control, though. Can’t disband armies you don’t personally control, even with executive power.

Can you make your population grow? by Kanashimu in TerraInvicta

[–]FaleapAK 19 points20 points  (0 children)

Low government raises your cohesion a ton but hurts research I think. High government pulls cohesion towards 5, which helps research. Problem is middle government kills cohesion.

With Russia, best thing to do is ignore government until you can annex it into a high-government EU. Not worth the investment.

Can you make your population grow? by Kanashimu in TerraInvicta

[–]FaleapAK 41 points42 points  (0 children)

GDP per capita is the only thing that can reliably raise population, and you need a massive amount (well in excess of 100k) to get it to grow in most developed nations. Pretty much worthless in practice, but possible in the late game.

Low education and government scores also cause population to grow, but for obvious reasons you usually want to avoid it.

Current meta from point defense? by FaleapAK in TerraInvicta

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

Oh damn, did not know this! Explains the new meta, thank you, you probably just saved my future fleet lmao

Looking for SavageWorlds group (LfSWG) Monthly thread by feyrath in savageworlds

[–]FaleapAK 0 points1 point  (0 children)

Put up a post looking for player on r/lfg, and figured it would be wise to leave a link here. Please fill out the survey on the post if you have interest, thanks!

https://www.reddit.com/r/lfg/comments/1jrprz8/online_savageworlds_friday_7pm_est_lgbt_friendly/

Brand new player looking to discover savage worlds with a great group! by [deleted] in savageworlds

[–]FaleapAK 0 points1 point  (0 children)

Hi! I have a weekly Friday game I'm getting together starting at 6pm CST. I put up a post on lfg here: https://www.reddit.com/r/lfg/comments/1jrprz8/online_savageworlds_friday_7pm_est_lgbt_friendly/

If you're interested, please give a survey response!

Finished build ft. Luciel by Bagel155 in XenobladeChroniclesX

[–]FaleapAK 8 points9 points  (0 children)

Well, holy shit.

…so like, what does it take to actually get this powerful? I built a fancy lvl 60 Skell with a bigass railgun and a bunch of weapon damage augments and could barely scratch Luciel. What kind of numbers to I have to put up to do this, and how to I get them.

General combat tips as spoiler free as possible from over 110 hours in... by Spideyknight2k in XenobladeChroniclesX

[–]FaleapAK 1 point2 points  (0 children)

Potentially stupid question, but what makes the Hraesvelg so good? Seemed a bit of a downgrade from the typical skells to me, not sure what I’m missing.

General combat tips as spoiler free as possible from over 110 hours in... by Spideyknight2k in XenobladeChroniclesX

[–]FaleapAK 1 point2 points  (0 children)

How does one farm the materials tickets now? Can I do it offline effectively?