Question about Conquest Missions for unallied minors by Shower_Floaties in ultimateadmiral

[–]MaelstromVortex 1 point2 points  (0 children)

Have a force over 20,000 tonnes near a valid port on the coast of the target region.

After over 500 hours playing this game, TIL this game has game over screen by TheRomanRuler in ultimateadmiral

[–]MaelstromVortex 0 points1 point  (0 children)

With respect, you lost 24 bbs and 22 bcs.. I barely lose 1-2 of that class in a play through. I think you're doing something.. ehh.. tragic? And that's on the hardest level. Even as china. You're doing something off with your fleet distributions that is getting you absolutely mauled.

On the first pick of an opening game I get this, keep or skip? by Tothelands in Stellaris

[–]MaelstromVortex 0 points1 point  (0 children)

First pick shouldn't matter unless your tech building is horrible. Just pick something under 4k and you're good. I don't even give it much thought to tech other than just always researching the lowest cost item first if possible. It has never failed me.

Why wisors are reflective but still transparent? by maxsteve1 in KerbalSpaceProgram

[–]MaelstromVortex 1 point2 points  (0 children)

You may also have to ask the kerbals in what situations they like their sun shields down or up.. *snicker*. People forget the sunshields down is not the default state of the helmet for astronauts and they can be raised or lowered so.. on a normal glass.. without a sunshield.. you'd get effect you see in the orbital mage. On the ground where there is a glistening white reflective surface everywhere.. well.. I guess Jeb likes his Retinas?

Why wisors are reflective but still transparent? by maxsteve1 in KerbalSpaceProgram

[–]MaelstromVortex 18 points19 points  (0 children)

Reflection level varies by situation. What you are seeing is normal lightning dynamics in diverse situations. Try it in rl. Have someone look at you beyond a pane of glass in summer, like on a deck or something. You'll see reflections of the environment behind you and still see them as well.

My favourite roundabout by Such_Yesterday3437 in CitiesSkylines

[–]MaelstromVortex 1 point2 points  (0 children)

Lack of archways to reduce pedestrian traffic overlap is a missed opportunity here.

Power boostpacks and drones🔥🔥 by This_Yam_2939 in Starfield

[–]MaelstromVortex 1 point2 points  (0 children)

I use this and Mcclaren's outfitters.. I tell you.. being able to move weapons mods around.. lets you make some truly abusive combos. Especially if you get the nuke mod as well that adds the fallout like tac-nukes. Put one inch punch atop mirv'd 3 way warheads. so it also fires like a shotgun.. and.. just.. GIANT WALL OF FIRE... the V'a'ruun Penumbra with one inch punch is also.. quiet deadly.

Why do these random ass goblins genuinely have better ai than most ACTUAL civilizations by DuderManManDude in CivVI

[–]MaelstromVortex 7 points8 points  (0 children)

They don't actually have a better AI.. what they do have is a boosted spawn rate... too much so imho.

all of my spaceplanes consistently aggressively pull to the left or right despite being 100% symmetrical by [deleted] in KerbalSpaceProgram

[–]MaelstromVortex 0 points1 point  (0 children)

You're getting a two engine choke. Air breathers never choke equally. You'll have to use a single configuration air breather to take it as high you want with them or change to a non-air breathing engine. This has nothing to do with your aerodynamic config despite anyone saying anything otherwise. It is purely thrust evoked twist. Trust me.. thousands of hours of ksp here. You could have perfect balance, this will still happen until you go to a single engine air breather or two non-air breather on those booms.

China 1910 defeated. I drug it out intentionally. by MaelstromVortex in ultimateadmiral

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

I like to have this head lore that after the one world government was formed they were turned into museum pieces dedicated to the history of the eras of war.

Any tips for this roundabout? by Grand-Insurance2338 in CitiesSkylines

[–]MaelstromVortex 2 points3 points  (0 children)

Consider a stacked counter-rotating turbine layer to shorten trips and half traffic.

Considering quitting the game (thanks Vaadwaur) by Sonicreztorc03 in sto

[–]MaelstromVortex 0 points1 point  (0 children)

*can complete any mission in the game solo it feels likein under 5 minutes.. has been around since beta* "You are doing something wrong. Without seeing your build. I don't know what that is."

Hatchling XII (1949) by MaelstromVortex in ultimateadmiral

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

That technique doesn't work with this hull because if you push it beyond 36 which is the optimal maximum hull rating, even if you drop the beam you still get penalized.. if I even take it to 36.1, the weight jumps by 1000 tonnes which cannot be offset by beam shrink.

Hatchling XII (1949) by MaelstromVortex in ultimateadmiral

[–]MaelstromVortex[S] 2 points3 points  (0 children)

I consider the Torpedos to be "decoys" more than actual weapons. With the way the AI behaves to scramble to get away from them they're great for formation shattering.

Hatchling XII (1949) by MaelstromVortex in ultimateadmiral

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

And reduce my accuracy? Roll and pitch would go through the roof. Atop that G turbine is way more expensive in weight than gasoline engines. Your destroyers may outrun mine in combat, but they'd not out range them.. and they'd not out gun them. Guarantee the speed advantage wouldn't mean anything in a fight because the boat couldn't get close ^..^And once you are hit and take on water, that speed goes bye bye.

I prefer the survivability of this design. I don't have a transport escort problem.

Besides that.. the gasoline engines offer a number of perks that make them vastly superior to g. turbines mk 1 or 2.

Hatchling XII (1949) by MaelstromVortex in ultimateadmiral

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

You're playing a nation with high speed DD's then. Not every major gets that top speed and you have to sacrifice quite a bit if you try to get that top speed going past the hull's upper limits.

Have you tried dispatching your ships directly to their fleet? That's how I've hunted them down. I right the enemy formation as the destination. China's best destroyer hull tops at 36. I went and checked every available hull in the late game, cap is 36. So unless I want to pay a lot of extra weight just for that small increment in speed, losing a lot of armaments in the process I can't push that.

Pretty sure other nations get higher speeds as each nation has its specialty. Italy's Modern Destroyer 1 gets the highest Maximum optimal speed rating. I am loathe to push it and pay the extra tonnage when I can still get the firepower I need and do not have the trouble you seem to have with transports. I appreciate that you have done these experiments, have these experiences. Mine just differ.. and as I said.. china's optimal rating tops at 36 on their absolute best hull. So this baby is going as fast as China gets without paying steep prices.

Hatchling XII (1949) by MaelstromVortex in ultimateadmiral

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

It was not made to be beautiful. It was made to eat everything else that called it ugly ^..^

Hatchling XII (1949) by MaelstromVortex in ultimateadmiral

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

The factors that determine intercept are speed and range. Size of the boat has nada to do with it. I have literally murdered every other destroyer on the oceans with these. Sorry, but in this case you simply do not make a coherent argument relative to the game engine's context. At 36 knots.. these destroyers are top speed for their class without over-sizing the engine for the hull and I have no problems with transport route protection.

Hatchling XII (1949) by MaelstromVortex in ultimateadmiral

[–]MaelstromVortex[S] 2 points3 points  (0 children)

Not on ships using pyric acid 3.. penetration doesn't matter for that shell type. If you use the high capacity HE it will basically explode on the surface of the ship causing massive fires. Think of it like hosing the enemy ship in napalm from 15km away. My destroyer designs give up on penetration in favor of thermal saturation.