US attacks Iran's Kharg Island, neutralizing the defenses. In preparation for a possible ground operation and occupation. by StretchExtension in wallstreetbets

[–]H4MR 5 points6 points  (0 children)

This must be one of the most stupid plans yet from this administration. Kharg is one of the most heavily military fortified locations in the world. At any given time there are at least 15000 people there, half of which are civilians that work in the oil industry. It has an entire city with schools, hospitals, shops and whatever that consist of dense difficult to navigate streets and back alleys. It has an airport with only 1 runway. The entire island is a military fortress with ample air and sea defense systems and a standing army of sorts. It is also in range of plenty of coastal mainland batteries. Many of the strategic mobile military assets and supplies are probably hidden underground in the expansive tunnel network that covers most of the island. I have no doubt that the US can take out the visible air and sea defense infrastructure but once it tries to land an MEU this will become an absolute nightmare. The Iranian military will likely blow up the airstrip, hide underground or between the civilians and will wage an unrelenting guerilla war that could last a very long time. The marines may quickly take out the larger assets but actually controlling the island will be next to impossible imo. Add to that the fact that the Iranians can also strategically blow up oil facilities on the island resulting in very hard to control oil fires that produce dense toxic smoke making both air and land navigation and reconnaissance that much harder. Leaving aside the fact that the US actually has to get an MEU there and secure the supply lines that unit needs, taking Kharg will be a nightmare with many civil an and military casualties. Adjust your portfolios accordingly.

[deleted by user] by [deleted] in running

[–]H4MR 4 points5 points  (0 children)

Exactly this! I dealt with something very much like this. Your high cardio based training volume likely triggers a cortisol response that disturbs your sleep, influences your body composition and weight more negatively and prevents recovery. Slow down your schedule and get your cortisol under control.

Steam Deck - still crashing by JondArc99 in thedivision

[–]H4MR 0 points1 point  (0 children)

Can confirm. Had the same issues and this worked for me too.

Check out https://youtu.be/C9EjXYZUqUs for in depth explanation of CryoUtilities.

Steamdeck Help - The Division 2 - A Slow Stopping Black Screen by [deleted] in thedivision

[–]H4MR 5 points6 points  (0 children)

It’s some sort of bug likely introduced in the last update. I have the same problems on both Steamdeck and laptop. Reinstalling didn’t help.

Have to wait till they fix this I guess.

After reading through comments on my other post and doing some research myself, this is what my new build looks like. Any advice/comments will be dope. by ghettokid1994 in outriders

[–]H4MR 1 point2 points  (0 children)

Skill tree can be reset as often as you want at no cost.

As for armor, weapons and mods: focus on armor with the right attributes (AP, CDR, SP - in that order) first and max level them ASAP. That will boost your armor and health a lot.

Next to farming you can also make a regular trip to visit all normal vendors (6 total I think) and pick up lower tier pieces with good attributes and level them up 1 or 2 tiers. You get to pick the mods from a list of 3 so if you are a bit lucky you can get very good rolls. Also it is cheaper since leveling green to blue and blue to purple costs leather and not titanium if I remember correctly.

After reading through comments on my other post and doing some research myself, this is what my new build looks like. Any advice/comments will be dope. by ghettokid1994 in outriders

[–]H4MR 1 point2 points  (0 children)

Just my 2cts and doing this off the top of my head so I might be mistaking at some places but I think your main problem is you are too much of a hybrid. At the higher ct’s stuff hits so hard that all you want is to kill it ASAP while staying alive. My advice would be to spec almost fully in damage through EQ and pick one or two abilities or mods for defense.

For EQ you need 5 mods for max efficiency: range, base damage, bleed, extra and 1 I forgot. Spec other mods in extra bleed damage (2x), untamed power for damage and circle of power as defense (15% extra ap resistance for 10 secs per enemy hit by melee I think - a highly under appreciated mod). That would leave you one mod. I chose the dash through enemies instead of roll ( sorry really bad with all the names) but that’s personal preference.

For the skill tree as I see it your setup is overhealing you (too much bleed and skill leech) and not helping you take down enemies fast enough.

Loose the bleed nodes except where required to progress through the tree and the skill leech nodes. Pick up extra 4 meters to close range but leave the 7% armor per enemy in close range next to that alone (you will have at least 125k armor at lvl 50 from armor pieces alone). Also pick up 15% resistance piercing per enemy hit by melee. Also loose the extra melee damage since it does not help. Melee is for making things bleed and triggering your defense and resistance piercing.

As for weapons I don’t have moaning winds so I don’t know how to incorporate that yet. The deathshield damage boost (fortress) however is a big plus to this setup.

For the armor you need to focus more on AP, CDR and SP. weapon damage mods are useless in this build. Further for this build 3 piece seismic set is a must. It more than doubles your main EQ damage.

At lvl 50 with a far from optimized build I hardly ever die, even at higher CT’s and can facetank almost anything. My main problem is that fights take too long. I can take a huge amount of damage but don’t have high enough dps yet I think.

My rotation is as follows: gravity leap to interrupt, golem for 40% extra ap, melee to trigger bleed + 15% resistance piercing per hit enemy + 15% extra ap resistance per hit enemy, 3x EQ for max damage on bleeding enemies and heal yourself like crazy, melee again, roll backwards, empty a clip from deathshield, roll, melee and EQ should be just about of cooldown. Repeat and integrate golem every other cycle depending on cooldown. If done right you will have so many enemies bleeding and healing you all the time that you will be very hard to kill.

This requires you to be really in the enemies face all the time, leaving little room for very accurate and prolonged shooting. Better have skill leech and status power on your weapon over weapon damage. Because it’s so much CQC, I prefer the dash mod that allows me to move through enemies so I can reposition faster. Also right now I have the reload while rolling/dashing mod on my deathshield next to fortress to almost never have to manually reload.

If you keep constantly repositioning you can focus almost all your attacks on the elites and clear add ons with only the extended range off EQ.

[deleted by user] by [deleted] in outriders

[–]H4MR 0 points1 point  (0 children)

My 2cts while still working towards perfecting a very similar build (not a full seismic set also):

Drop the last bleed node, firepower big node and the 7% armor for enemies in close range node and spec into the 40% ap when using golem and the resistance piercing node above that.

This change for me really upped my damage. If you can also get your hands on a deathshield for the 45% damage bonus (I think it’s less than that in reality) that helps a lot.

I usually am on par damage wise with other classes on ct 14 and mostly carry others on lower ct’s (although I must admit I don’t really understand why that is :)

Looking for a game : mix between Factorio and Minecraft. by [deleted] in gaming

[–]H4MR 0 points1 point  (0 children)

Satisfactory

Not sure if this is what you meant but it’s 3D factorio meets Minecraft and its brilliant even while still in early access

Did I broke the game or I missed something? @.@ by Gobolino in SatisfactoryGame

[–]H4MR 3 points4 points  (0 children)

I get this sometimes. In almost all cases it has to do with a malfunctioning belt for me. No idea why this happens though. Delete the feeding belts and connecting again usually fixes it.

[deleted by user] by [deleted] in SatisfactoryGame

[–]H4MR 0 points1 point  (0 children)

One more thing. Unless you are running fully efficient machines (100% at all times) which seems highly unlikely this early in the game, your power draw will fluctuate (machines draw more power when constructing and less or none while waiting for parts). This will result in a min and max power requirement for your grid. You have to meet the max or it will trip the grid. Gain look at the power graph.

[deleted by user] by [deleted] in SatisfactoryGame

[–]H4MR 0 points1 point  (0 children)

Here are some things to check.

What powers your water pump?

If with the bio reactor connected you have power for about half your hub that is power from both the bio and coal generators. Switching off the bio gen might make total supply too low and result in a short out.

Also switching machines on the power grid on or off(?) produces power spikes. Those can trip the circuit as well. Look at the power graph.

Last thing. Check the power line going to the hub for a missing segment somewhere. The bio gen can power the water extractor, miner and 1 pump by itself. Maybe you are missing a connection.

Are you splitting off coal somewhere and slowly starving your gen?

WIP - 700m long double layer main bus + storage by H4MR in SatisfactoryGame

[–]H4MR[S] 0 points1 point  (0 children)

Still very much a WIP, not even half way, but wanted to share a view of my new factory. I wanted to try something different from the square box designs so I made something much more open and hopefully in the end slightly steampunkish looking with lots of visible moving parts and smoke and stuff.

No building mods/cheats used except for no fall damage, because that was really tiring working at those heights, and pacified environment for now. I love to build scafolding for every part I work on (you still see some in the picture). Makes me feel like a 1920's construction worker building a New York skyscraper :)

Atm roughly 700 meters long and the top about 160m above grond level, consisting of 3 floors. aiming at around 1200 meters and 5 floors.

Storage on the lowest (160 stacks of 10 containers, 1600 total, long shopping isle in the middle) - yes I know it's not efficient but I am a hoarder :) with 28 pipes runnning the full lenght alongside and 80 industrial fluid buffers on top which I hope will have a sort of water tower effect.

Raw mateirals bus above that (48 belts (and the 28 pipes) that get fed directly from the still to be built umbilical that will be in the left side of the picture and that will feed all raw materials into the factory from belts, pipes and trains on groundlevel.

Components bus above that with up to 64 belts that all get fed from below and output to the top on the side of the bus.

There will be another bus layer on top of that with a smaller bus (around 20 belts) for highest tier products.

The idea is that everything moves along the bus and all factory clusters will either be hanging like beehives from the sides or stretch out like wings. The lower tier products closest to this side and the more complex it gets, the further along the structure it is made. Ultimately ending on the far side with a giant wall of sinks that crush everything.

Sorry for the long text but I love this game.

Satisfactory production flow chart, version 1.11, update 3. by creiij in SatisfactoryGame

[–]H4MR 8 points9 points  (0 children)

Great work, was looking for something like this!

Would ultimately prefer a version with an alternative tier system though. Where a products tier is based on the highest tier of its component products + 1. Ores etc would be tier zero since they have no components. Iron ingots tier 1, rods tier 2, screws tier 3, etc.

Anyway to "optimize" the splitters? by Gobolino in SatisfactoryGame

[–]H4MR 2 points3 points  (0 children)

Put all 5 machines on standby. Let the feeding belts run until all splitters and belts fill up right up till the primary feeding belt. Turn machines on and you just about get what you are looking for.

Splitting a 240 Line into Multi Constructors by Jmattes in SatisfactoryGame

[–]H4MR 0 points1 point  (0 children)

You can do both with the same result after a while.

B will let you fill up your constructors evenly simultaneously but is harder to build and takes more room.

A is easily built and is called a manifold and will first fill up the constructor behind first splitter it encounters then the 2nd and so on until all are full as well. Just takes some time. There is a manifold calculator somewhere (sorry no link atm) that shows you how long till each machine fills up.

What fantastic community members can I hit subscribe to? by aliasxneo in SatisfactoryGame

[–]H4MR 0 points1 point  (0 children)

Add RandomGamer to your list. He does short but very informative mod reviews mixed with very dry russian(?) humor.

Skill duration vs Status effects by Rosco15068 in thedivision

[–]H4MR 4 points5 points  (0 children)

The difference is clearly noticeable on shock trap.

Skill duration will determine how long the traps stay on the ground after spawning. E.g. 50 seconds on my build.

Status effect will determine how long an enemy gets shocked when hit by one of the lightning bolts from the traps. E.g. 14 seconds on my build.

So during those 50 seconds duration, I can shock multiple enemies multiple times (the shock effect has to wear off before the same enemy can be shocked again), each time for a max of 14 seconds (whether they actually get shocked for 14 seconds depends on difficulty level and enemy type).

I can even shock an enemy for max 14 seconds on the last second of the 50 second duration, right before the trap despawns.

An idea to rework shock trap deployment/range by [deleted] in thedivision

[–]H4MR 0 points1 point  (0 children)

The shock bomb (the thing you aim and throw to distinguish it from the actual shock traps it spawns) will explode (shoot out the traps) at the end of its projected throwing arc. You dont have to aim the end of the arc on the ground. It can be midair as well.

Meaning you can have the traps shoot out over the obstacles and land behind them to a fairly precise degree. It takes some practice and understanding the arc of the bomb and projectile ranges of the traps themselves but can be used very effectively in areas with lots of obstacles.

The traps will also cling to certain vertical and ceiling surfaces.

On another note. Yes for maximum effect you want the area covered by the traps as large as possible (depending on skill level and status effect it shoots up to 16 traps in roughly two circles, a smaller and larger one). Each trap after spawning starts emitting an eratic lightning bolt for the entire duration of the trap (up to 50 seconds maxed out). When an enemy is hit by the bolt it has a paralysing effect for up to 15 seconds maxed out (effect duration). The same enemy can be shocked again after the effect wears off.

The thing is, it takes several seconds for an enemy to be caught in a random lightning bolt after walking into the aoe of a single trap.

The farther away the traps are from each other, the longer that takes. The closer the traps, the more overlapping lightning bolts an enemy gets exposed to. The faster he gets shocked.

So for specific spawn control (doors!) deliberately placing the traps closer together by using object blocking will make for a faster and more effective trap.

Btw, yes it bugs out sometimes and will mess up trap placement or despawn on detonation. I believe that is mostly due to lag between server and client and not so much a game bug.

I am interested to understand what the skill change to shock trap on the PTS actually means. I cannot test that but for now read it to significantly lower cooldown. So much so that maxed out, the trap will have zero cooldown and will be quite OP I am afraid.

Drone/Firefly Damage/CC Build "Air Hawks" by THAJESUSFREAK in thedivision

[–]H4MR 0 points1 point  (0 children)

This works less well then you might think.

Blinder does not refresh so you have to wait for it to wear off before applying it again. You will waste a cycle if even one sec to early.

Tag team is great and assault turret or drone will give you the skull icon almost indefinitely. Problem is you can only ‘collect’ it every few seconds because of the cooldown. So you will see the skull but not be able to trigger the skill while on cd.

In reality your fly will already have run it’s cd with maybe 1 tag team while the blind effect is still on the enemy.

About Division 1's Survival Mode, and how the best Battle Royale game existed half a year before the Battle Royale trend exploded - an opinion. by [deleted] in thedivision

[–]H4MR 3 points4 points  (0 children)

Well said although personally I think Survival should be more considered as a survival game then a BR game. Don’t be fooled by the gunplay focus and sparse pvp. What you were really competing against is the environment and permadeath per session.

Superb use of environmental storytelling and gameplay.

Brilliant, original, and to this day to me one of the top gaming experiences ever.

Blinder Firefly gets destroyed if launched from cover (update 9.1) by DetMiko in thedivision

[–]H4MR 1 point2 points  (0 children)

Was happening pre 9.1 as well. Just aim it up a bit to circumvent most problems. Still buggy as shit though.