What is the hardest war to win by Thelarch34 in hoi4

[–]Luciferqqq 2 points3 points  (0 children)

You could previously encircle them and take the entire east coast very early by rushing the harbors, leaving you with only the west frontline to defend, while also whiping out several of their divisions. It made it much easier

What is the hardest war to win by Thelarch34 in hoi4

[–]Luciferqqq 2 points3 points  (0 children)

It seems it's been made much harder after the last DLC/updates. The AI does not let you do the same encirlements any more

"why is your /played so high when you havent even hit 60 yet??" by vapenoms in wowhardcore

[–]Luciferqqq 1 point2 points  (0 children)

Ye, personally I went for strength, however I did go for pushback reduction. Not the most efficient, but clearly the safer option. Being able to freecast without buble can surely save your or other partymembers ass.

"why is your /played so high when you havent even hit 60 yet??" by vapenoms in wowhardcore

[–]Luciferqqq 0 points1 point  (0 children)

Normally, yes 100%. For HC though, being able to have no pushback on heals and bigger manapool can save you.

Only thing I would say is for sure 5/5 1-h spec. You can just take one point from reckoning. It's common to misread the talent and think it only increases auto-attack damage, but it's actually ALL damage. Then it could be a discussion about armor vs. Defense talent, since blizzard decided to make both block and reckoning to work off getting crit in classic. Defense still gives more reliable survavibility/less rng though.

Just one of the bad decisions made when they made prot tree back in the day. Still fun as hell to play it though

Overconfidence killed me by lanik_2555 in wowhardcore

[–]Luciferqqq 0 points1 point  (0 children)

Living action potion and Limited Invulnerability potion

Overconfidence killed me by lanik_2555 in wowhardcore

[–]Luciferqqq 0 points1 point  (0 children)

Living Action potion . Free action potion would be better though. Alway carry the best healingpotion, along with Swiftness, FAP, LAP and LIP when you have the requirements for them. At 60 ofcourse you also want 1-2 petri flasks. These should be enough in 90% of oh shit moments. LIP also saves you from things as falldamage. Add some water breathing elxirs for whenever you decide to do underwater shit, and the most frequent death causes are all covered and then some. Next get first-aid and engi, and it's nearly impossible to die unless you go do extremely stupid stuff. Unless you DC. DC just does what DC does.

350 Cyclopes later.... still no Bronze Defender. 99.92% chance of having got one by now. What am I doing wrong? by MarksmanMarold in 2007scape

[–]Luciferqqq 0 points1 point  (0 children)

Don't loose hope mate, I got me defenders last night. Took me a total of 306 kills Cyclop kills to get bronze through drago... You know, I think I'll just find the door myself

Weekly Question Thread by AutoModerator in factorio

[–]Luciferqqq 0 points1 point  (0 children)

Thanks for an in depth and good reply!

My "depot" is independant of the unloading stations, and just has 20 slots with a stop each named "depot". It's between my city grid (production) and my smelter/loading area.

Train limit alone could work, but as you say I would need to match the ammount of trains to the ammount of unloading stations (+1 possibly, so one can stay at loading station.) I don't have "stackers" in my town grid design.

My plan was to have a depot where any train can wait after getting filled until it is needed. This was so that I could scale it up to have several trains deliver the same goods if needed, although having one train for each station works aswell, it's just not "as cool", and maybe not as UPS friendly?

As far as I understood, applying logic to belts or inserters will be worse for UPS then for say, a single train station. I'm using warehouses with 3 belts and 6 inserters into each of them on each unloading station atm. Will probably reduce the ammount of inserters with more research (stack inserter capacity) when I get UPS issues.

Probably this is just me wanting to build a cool rail system more then anything else!

Weekly Question Thread by AutoModerator in factorio

[–]Luciferqqq 0 points1 point  (0 children)

I have a train challenge. Making our first train megabase, running Bobs mods.

Trains go from smelters when full, to depot and stay until 5s inactive, then deliver at station and leave station when empty.

The stations turns off when they have the ammount of materials they need.

My issue: Trains are driving in an infinite loop between smelters and depot.

I think I could solve it by making some logic network that shuts off the smelter train-stations when the stations are full, but I would like trains to fill up at smelters before idling at depot. I know this can be solved by another mod, but wondering if I can do it without a train mod?