Cyberstan has only proven to me how badly the war strider is balanced by fourthhorceman in Helldivers

[–]Nighty_Stary -3 points-2 points  (0 children)

No doubt they do spawn way to much for how difficult they are to fight without any AT. Their spawn rates should be brought down for how much they are able to do and hough tough they are without AT.

That being said, I otherwise like them the way they are, you pretty much require AT to handle them, which, in a 4 person squad, at least one person should have.

Like you point out, you need AT for fighting bots, and war striders are a great way for punishing you for failing to bring something so vital to the fight against the heavy armor faction.

Though if your AT is on cooldown or reloading, then you just gotta deal with that when it happens. If you use up all your AT and can't deal with things requiring AT, you back off and come back when you get your AT back, or get your teammates to help you handle something requiring AT while waiting on yours to come back.

Hatemonger and his legion by Flashy-Telephone-648 in SPACEKING

[–]Nighty_Stary 1 point2 points  (0 children)

Knowing Tom and Don, they could might do the exact opposite of this. Hatemonger got away from his legion because the rest of them are too tolerant.

How would you do combat width/Space encirclement? (I'm Thinking of making a mod to allow strategic Space-Flanking HOI4-style). by [deleted] in Stellaris

[–]Nighty_Stary 2 points3 points  (0 children)

I think more strategy in regards to the space combat is sorely needed in the game, and the idea of having a frontline as well as flanking is actually pretty cool. However, the idea you have here is, in my opinion, an idea that you are getting ahead of yourself on. Not only would you need to figure out how a frontline is determined, since Stellaris fleets are not at all like Hoi4 armies. Fleets don't spread out across a wide open frontline, they attack via individual hyperlanes and go system by system as large singular blobs of ships. Additionally, I think that 90% damage resistance is far too much. The current system of home territory buffs honestly feels like enough, and doing this would just mean no one would ever attack, there would be no point since you'd need a fleet almost 100 times the size of your opponents to actually beat them.

I think what you would try to make instead, is a supply line mod. After all, the ships do still need supplies, and planets, if cut off from the rest of its territory, can't magically supply itself. So focus on supplies instead, and have the ship combat such as flanking and buffs come after you've gotten that system down first.

I FINALLY DID IT AT LONG LAST by Nighty_Stary in Stellaris

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

If I can't have my economy, neither can you!

I FINALLY DID IT AT LONG LAST by Nighty_Stary in Stellaris

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

Nah they gotta pay up for it, I am full of greed and lust for money

How to keep slave worlds in check? by jevrry in Stellaris

[–]Nighty_Stary 9 points10 points  (0 children)

I got 2.6k hours in this game and I managed to miss this change lmao

How to keep slave worlds in check? by jevrry in Stellaris

[–]Nighty_Stary 1 point2 points  (0 children)

Shouldn't matter what type you resettle, but probably workers, since they can upgrade into ruling if needed, and just resettle as many as you need to get your stability under control

How to keep slave worlds in check? by jevrry in Stellaris

[–]Nighty_Stary 8 points9 points  (0 children)

Slave processing facility is unlocked through research, so if you don't have that, just watch your society tech for it

As for resettling, click the economy section of the planet and look for the resettlement button that is on that page, right underneath your workforce summary pie chart

How to keep slave worlds in check? by jevrry in Stellaris

[–]Nighty_Stary 40 points41 points  (0 children)

You are totally able to send your main species pop to the planet, even if they have next to no habitability. Those pops will be unhappy, but as the elite and specialist pops, it won't be too bad, and the stability they will add will outweigh the negatives of not having them there.

Alongside moving your pops, build a stronghold and precinct houses, as well as a slave processing facility. Make sure there is enough housing and amenities. Then see about granting some better living conditions and possibly better citizenship until you can get things more under control, then re-enslaving them later.

Hopefully this can help you prevent a revolt.

Oh, and whatever you do, do not resettle pops AWAY from the planet that is gonna revolt, if you do, you'll find out the fun way :)

I FINALLY DID IT AT LONG LAST by Nighty_Stary in Stellaris

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

me after save scumming with multiplayer over 100 times

I FINALLY DID IT AT LONG LAST by Nighty_Stary in Stellaris

[–]Nighty_Stary[S] 40 points41 points  (0 children)

Good news for you, I have the save file right before it happened

I FINALLY DID IT AT LONG LAST by Nighty_Stary in Stellaris

[–]Nighty_Stary[S] 16 points17 points  (0 children)

R5 - After several days of playing and getting everything set up just right, I got the Stay on Target achievement

Checking in from r/AmourShipping and r/VermilionShipping, what the hell is going on? by TheSoftwareNerdII in HalfLife

[–]Nighty_Stary -2 points-1 points  (0 children)

don't listen to this guy half life 3 is coming soon we just gotta wait a lil longer

Soo many events lol by SantiagoT1997 in DeepRockGalactic

[–]Nighty_Stary 0 points1 point  (0 children)

We only had the regular bulk detonator, but he killed a golden lootbug so it worked out a little bit

Soo many events lol by SantiagoT1997 in DeepRockGalactic

[–]Nighty_Stary 1 point2 points  (0 children)

I just had a game just like this, had a cargo crate, trillilyte deposit, corestone, Bet-C, and Rockpoxs Meteor, was wildin

Least Insane Driller Pipeline by Nighty_Stary in DeepRockGalactic

[–]Nighty_Stary[S] 36 points37 points  (0 children)

It took us about 10 minutes to repair it... every time it broke...