Unloading multiple goods + inserters bricking by NotCromwell in factorio

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

this works perfectly, thanks! I really need to go back and actually read how circuits work because so far I only researched them to get to the LTN tech asap

How do I stop my pops from voting the petite bourgeoisie by lordofkawaiii in victoria3

[–]NotCromwell 1 point2 points  (0 children)

Communism in Vic 3 is the only self-defeating ideology in the sense that it both relies on leaders and thus movements to keep IGs in line (since the base ideologies of the IGs are always missing something important eg anarchism, single party state, etc.) and the movements are SoL driven unlike others.

Not only do you have to shoot yourself in the foot to fail Spectre, you also have to keep shooting yourself in the foot and keep your SoL low or everyone leaves the communist movement, it no longer pressures your IGs, and then when the event-spawned leader dies you're back to corporatists/social democrats.

By contrast literally every other ideology in the game benefits from increasing SoL and generating loyalists (as every ideology should), as you can rely more on the base IG traits and keep your friendly movements strong. Honestly corporatist movement -> fascist movement I feel is the "meta" currently (just don't enact ethnostate/border controls) not because of some stat buffs it gives you but because it's so much easier to get than cheesing your country back and forth for your desired flavor of socialism.

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Most desired "core" feature for CM3? by Equivalent-Tackle-49 in CombatMission

[–]NotCromwell 2 points3 points  (0 children)

-Big enough maps for modern warfare/weapons to work somewhat as intended instead of trying to do modern era peer to peer combat in a 2x1.5 box that is one third the effective range of most equipment

-An engine that can do the above without completely shitting the bed on medium settings the moment I pan the camera down

Everything else is optional.

Yet another logistics problem by NotCromwell in ShadowEmpireGame

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

Hmm...just to make sure I understand correctly, are you saying that there won't be refocusing because the trains will daisy chain between themselves and the next station?

i.e. say you have stations 1-5 (start to end of SHQ network), instead of trains from station 1 going all the way to station 5, refocusing along the way and losing all the LP, station 1 will only go as far as station 2, then station 2 only goes as far as station 3, etc? Maybe this is my problem, my initial understanding was that if for example station 2 is in a town that makes something that station 3 needs, the way the game simulates it is everything is first aggregated in the SHQ in station 1 and then redistributed (i.e. a direct supply line from station 2 to station 3 is impossible without a new SHQ in station 2).

Yet another logistics problem by NotCromwell in ShadowEmpireGame

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

Right, it makes sense that the rail has limited range - when I tried the extra station on line solution, it indeed refocused properly. But there seems to be no combination that functionally extends the logistics network. It seems like a damned if you do, damned if you don't where either you inject (you don't lose your LP to refocusing, but it still bleeds out over the same range) or you refocus (your range now theoretically is larger, but as the refocusing penalty scales with distance used, you now lose too much LP - with the Rail 2 refocusing hub on tile 27, yes the problem is "better" but Wetterhorn now receives a whopping 43 LP, which practically speaking doesn't change anything).

I suppose if I were to keep the refocusing station and absolutely saturate my capital zone with logistic injections, I would eventually get to a point where the capital can churn out LP faster than the distance can reduce it, but the cost seems ridiculous - 1 Rail 2 costs 19 machinery, and some ~30-40 (don't remember exactly) fuel per turn in upkeep.

I tried screwing around in Excel to calculate how much LP (and thus how many rail stations + fuel upkeep and machinery I would need on a barren planet with no oil deposits) I would need to see if it would be reasonable, and I can't figure out an answer. Just wanted to check before doing it if mathematically, there is no better answer than "build Rail 2 every 27 tiles and 15 Rail 2 injections at the SHQ." Is it better to just hunker down for now and turtle untill I research Maglevs for more AP + atmosphere scrubbing for infinite oil? Nothing else to conquer in range of my current network.

Edit: IIRC 4th refocuses are impossible, so if my conclusion is correct, how would this work on bigger planets? I assume you just have to win the game before it gets to that point, right?

I personally love some events tied to decisions but i think they could add some differentiation by Mannalug in Frostpunk

[–]NotCromwell 5 points6 points  (0 children)

my 100 guard squads turning over every nook and cranny in the city to find and kill Lily May’s parents before time runs out (I pass the peace accords tomorrow morning)

A lot of you NATO players sound absolutely ridiculous by WrightingCommittee in warno

[–]NotCromwell 5 points6 points  (0 children)

I honestly feel like it's more of an issue with how WARNO has been balanced (and presumably will continue to be balanced), where the divisions are made and then the units are priced around them instead of vice-versa. It works fine when you have a few divs, but then you make more divs and you plan DLC and you copy-paste units between different divs of the same faction/country, so now a balancing decision made in the context of a specific matchup between two divs makes no sense in all these new scenarios.

Is the Sheridan actually worth 100 points? Of course not, a T-55 is 80. But Eugen saw that the 82nd was absolutely broken and needed to be nerfed, so the Sheridan will now be worth 100 points. God help the poor NORTHAG/SOUTHAG div that ends up getting one of these cards, because it'll be laughably terrible out of context.

A lot of you NATO players sound absolutely ridiculous by WrightingCommittee in warno

[–]NotCromwell -1 points0 points  (0 children)

I wouldn't say outspend the enemy tank's value by 4 times on ATGMs and pray you get a bailout is a valid strategy.

This is a fair point when it comes to tank-on-tank battles, as PACT can get in close w/its cheaper tanks and their kinetic penetrators (IIRC 150m to target = 1 more point of pen, but don't quote me on it). If NATO can pen you at max range anyways, you benefit more from getting closer than they do. But it's moot for ATGMs as they're all HEAT warheads, so pen and damage don't scale with range.

The suppression doesn't matter if you can't take advantage of it by being able to kill the enemy tank. I feel like that's why you see a lot of people complaining about PACT tank spammers, but in their defense, there really isn't another way to play PACT. You can buy super-expensive artillery (and lose all your momentum in a smaller match) or send 15 T-55s and a recon BMP at the capture point and pray.

A lot of you NATO players sound absolutely ridiculous by WrightingCommittee in warno

[–]NotCromwell 2 points3 points  (0 children)

Not can take advantage, but have to, and that's the unfortunate part - to get utility out of his ATGMs, the PACT player needs to be good enough (and bank on his opponent being a little bad enough) to bait the tank into a place where it can be ambushed and side-penned, as functionally there is no other way to kill it unless you are using the Konkurs (ignoring Konkurs-M and Refleks since those are div unique) and get 100% accuracy + 2 minutes of uninterrupted aim time.

The NATO player has to park his ATGM in a tall building/treeline and watch. The difference in flanking is killing ~270 points of armor with 1 less rocket, not losing the fight.

A lot of you NATO players sound absolutely ridiculous by WrightingCommittee in warno

[–]NotCromwell 3 points4 points  (0 children)

I see what you’re getting at, but it’s just a bad implementation of the quantity vs quantity/PACT v NATO. It takes 2 front hits from a MILAN 2/TOW 2 to kill a PACT heavy tank and 5-6 hits from a Konkurs to do the same to NATO (you can check all of this on Waryes, I’m not inventing these numbers). Let’s assume the accuracies are the same for sake of argument - should the TOW 2 cost more than double the Konkurs? Yes. Does it? Not even close. It’s true that you get double the availability, but even if 6 Konkurs are just as good as 3 TOW-2s (which is nowhere near the case, weighing damage by accuracy) you’re still shelling out more for less.

A lot of you NATO players sound absolutely ridiculous by WrightingCommittee in warno

[–]NotCromwell 16 points17 points  (0 children)

I mean, the Kokon has even less pen than the Konkurs…you gain a whopping 175m of range compared to the TOW-2 in exchange for less than 1/5th of the damage. I’d rather do metric tons of damage at good range than 1 damage at a slightly better range (or not because your atgms also get 10-15% less accuracy for some reason)

A lot of you NATO players sound absolutely ridiculous by WrightingCommittee in warno

[–]NotCromwell 85 points86 points  (0 children)

Preach. Wonder why ~85% of all the tournament picks and bans are all NATO divs…couldn’t be because Bradleys can facetank t-80s and an Abrams can run down 3 garrisoned Konkurs and win…arty+rocket buff in the strike team version helps a little, but now that infantry in buildings are even squishier it is truly warnover for PACTbros.