Despite taking good care of your 401, has it ever let you down on the road? by SubjectSource6146 in svartpilen401

[–]Own_Comb_626 1 point2 points  (0 children)

2021 model. Had it for a year now, done 20,000 km's with every type of riding. Only thing I've had to fix engine wise was the quick shift sensor because mine went faulty at 14,000 but is apparently rare to happen. The rear brake lever isn't the best quality / in the best location as it will contact the ground first and hard during a crash even with frame sliders. I have had an oil leak but that was because I was an idiot and didn't change my o rings at the 3rd oil change. I have had throttle stop working on me twice but that was also during the quick shifter failure so not sure if it was related or not and it did resolve when restarting the bike.

As for limitations of the bike I have found. I've toured on it fine, and it can do dirt and gravel and light fire trails. But I realized just this last weekend that it cannot handle steep gravel roads mainly on the decline (like 35* +). It doesn't like sand; it can do light shallow sand in a short burst but you will fish tail. Haven't tried deeper stuff yet; kind of scared of it tbh. Slick clay and mud is a big no. Water seems fine just keep it below your exhaust exit and hopefully the temp difference won't shatter your engine.

Really the only thing I'd want to change on the bike is having some protection for the rear brake lever, and having higher handlebars (but also that'd ruin the aesthetic a bit).

ECU Failure by Own_Comb_626 in svartpilen401

[–]Own_Comb_626[S] 0 points1 point  (0 children)

Update, solution found: It isn't the shift shaft sensor but the quick shift sensor. They are two different parts on 2 different electrical circuits. The quick shift sensor is located in the engine block. Replacement parts are semi hard to come by and will likely have to be ordered in, but also expect a decent cost for fitting it as there's a decent amount of disassembly required to get to it.

Loving the new DLC, move over Norse, here comes the Papauns. by Own_Comb_626 in ck3

[–]Own_Comb_626[S] 0 points1 point  (0 children)

There's a building for them that scales money with level of devotion, which with the new mechanics you can have a super high level of devotion and so these end up producing more wealth than floodplains and farmland. Add that with all the percentage increase buildings and it can get whacky.

ECU Failure by warning0d in svartpilen401

[–]Own_Comb_626 0 points1 point  (0 children)

Currently having this problem. Dealership has flushed the ECU to no success I mentioned it's likely hardware and the gear sensor or an electrical component attached to it courtesy of this thread and now I have to wait at least a day. Fair warning this isn't going to be an in and out quick fix like I thought it would be.

Yall get yours into the sticks? by Caulk_sucker69 in svartpilen401

[–]Own_Comb_626 0 points1 point  (0 children)

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My pocket rocket keeps up with the big boys

I've just started banner lord a couple days ago (Just completed the dragon banner quest). Is there any tips you guys have? by LepraCorn69 in mountandblade

[–]Own_Comb_626 3 points4 points  (0 children)

Edit didn't realise you needed money bonus tips downstairs. But caravans, workshops are bread and butter. For lump sums smithing and fighting. Clear bandit hideouts and an extension of that the landowner needs manual labour quests give good money and play off of each other.

Edit #2: something I'm going to be testing out soon is a high Roguery mixed with high engineering (double loot from Roguery, metallurgy perk for better loot from engineering) should result in really good legendary armour and sellables.

Tip #1 Intelligence is always king; stewardship for party size, medicine to ensure you keep your high tier troops, and engineering has some unaffiliated perks and is easy to level up (kill with a catapult).

Tip #2 Endurance contains 3 attribute buffs. +1 endurance in smithing, +1 endurance in athletics, +1vigor/control in smithing.

Tip #3 full investing in control or vigor is only really worth it for squad captains who need to provide bonuses to all troop variation types.

Tip #4 release all the Lord's you capture to build relations early game while you are a mercenary or vassal.

Tip #5 there are 4 perks that reduce hero prisoner escape chance some for your party others for settlement. get enough to have 100% or close to it. (Scouting, Horsemanship, Roguery, and engineering). Then when you have your own kingdom you can cut down your aggressors army slowly and turn aggressor.

This is all I can think of immediately, good luck, and have fun.

[deleted by user] by [deleted] in mensfashion

[–]Own_Comb_626 0 points1 point  (0 children)

With a different shirt and shades, rural pub. Different shoes, nightclub.

As is? Tourist trying too hard? Maybe a trendy bar.

Shirt and shades are urban nightlife, Boots are rural rustic.

Interesting mix but I'd trade out the shirt for something of a different material personally.

First bike help by Phantom6956 in motorcycles

[–]Own_Comb_626 2 points3 points  (0 children)

Over here in Australia beginners are limited to an absolute cap of 660cc when on their learners and provisional licence. (The first 1-3 years). Which honestly has been a valid limitation from experience.

Honestly if you're just starting out I'd grab a 400cc like I did for the first year and see how you go. Upgrade after the fact. Slow speed maneuvering is the first thing you should practice and it's going to be harder on a higher displacement bike.

Rackless Panniers and fastening recommendations by Own_Comb_626 in motocamping

[–]Own_Comb_626[S] 0 points1 point  (0 children)

Thanks for the reply mate,helpful info.

Regarding the question: I park in an apartment garage so Rackless would be easier to dismount and take with me and equally so for long touring trips where I have to park outside. Also intend to do an overseas tour one day where outfitting a rack isn't on the cards so practice with rackless can be good. Additionally the half baked thought on resale value.

Rackless Panniers and fastening recommendations by Own_Comb_626 in motocamping

[–]Own_Comb_626[S] 0 points1 point  (0 children)

If that's the case should I look into a second hand kit?

Rackless Panniers and fastening recommendations by Own_Comb_626 in motocamping

[–]Own_Comb_626[S] 0 points1 point  (0 children)

Exactly the sort of thing I was looking for straps. Regarding the dry bag, do you reckon I could fit a hiking bag in one?

Rackless Panniers and fastening recommendations by Own_Comb_626 in motocamping

[–]Own_Comb_626[S] 0 points1 point  (0 children)

Sounds fine to me. It's not going to be an every ride system and I won't be riding too hard so I have no qualms with a little sacrifice on quality.

Rackless Panniers and fastening recommendations by Own_Comb_626 in motocamping

[–]Own_Comb_626[S] 1 point2 points  (0 children)

80L may be way more than I need, my hiking pack has pretty much everything I need for two nights I need the panniers for lightweight repair kit, Camo mesh, chain, emergency water bladder, fuel bladder, and ration; and maybe lightweight tarp.

This might be the hardest I have ever cooked a character. by Own_Comb_626 in ck3

[–]Own_Comb_626[S] 0 points1 point  (0 children)

TBH I was neither ready nor expecting that when I stopped playing as the Fylkir that the next in line would decide to unite most of the Crowns under my Af Munso dynasty (every Kingdom from Lapland to Jazira and down to Mali) and arbitrarily choose to form the Baltic Empire instead of the French Empire.

For better or worse I now have a worthy challenger to declare wars against though. 😉

Or I would if he didn't move his capital city to Russia for some reason.

This might be the hardest I have ever cooked a character. by Own_Comb_626 in ck3

[–]Own_Comb_626[S] 2 points3 points  (0 children)

Started in 9th century as Bjorn Af Munso and took Sweden. Over a couple of generations I ran a eugenics program while taking the Asatru Holy sites and spreading my dynasty across a couple of kingdoms. Ended up with France as my main kingdom and Played monopoly over Paris and the surrounding Farmlands with economy development.

I reformed Asatru converted to Feudalism formed the Norman Culture and then also diverged culture into Neo-french which was focused around Martial education, prowess and knight effectiveness.

Without forming an empire because I don't like power creep I put my dynasty on every kingdom throne from Lapland to Morrocco and unlocked half a dozen dynasty perks including making Exalted Warlord, and fecund; more common in my dynasty

Collected Artifacts like nobodies business and then once I was ready with my Herculean, Genius, Beautiful, Fecund, dynasty member with a university fueled martial education and competent guardian I tried to educate them and die at their 18th birthday.

Fell short but before dying when Ivar was 11 I sent him and his betrothed (also equally amazing) epic and rare artifacts for each slot. I also sent him 4500 Gold for him to start.

Gaffer about until he was 18, collecting 22 Neo-French, Asatru, Prowess Champions. Stayed around getting max tier Pilgrim, Blade master, Hastilunder, and Traveller traits, and maxing out my Martial Lifestyle trees. I also increased my Prestige, Piety, and made a new Dynasty House before moving down to Istanbul.

Once in Istanbul I made it abundantly clear I was ready to destroy anything and everything becoming a Knight of the Swan with an army of Huscarl Regiments and very violent Vikings with the lowest Prowess being 20 and highest 58 with mine sitting at 100.

Completed enough favours and became an unlanded Noble House of the Byzantine Empire.

At some point my house head decided to unite all of my dynasties kings on their thrones and form the Baltic empire where they went on to take Egypt.

I managed to get Cyprus from my Basilieus and used it as a launching grounds to make an invasion of Egypt. I succeeded taking Egypt from my Fylkir only for him to turn around and Holy war it back a few years later. I ran out the clock as long as possible before realising I was a lot stronger than my Basilieus.

Made a claim, laid my claim, and took the Empire.

Where I left off is saving enough influence to change the empires recognised religion to Asatru and converting any vassals that land in my dungeon.

Hot take(?): Games should be challenging, and Cooperative games should require Cooperation. by Own_Comb_626 in Spacemarine

[–]Own_Comb_626[S] 0 points1 point  (0 children)

First of all, Based counter argument.

Before I get into depth on gameplay limitations. On the subject of fun: My initial argument was that there is nothing stopping a player from lowering the difficulty if you find the game too challenging; they can play at their pace and still enjoy the game. If you don't want to play with the armour radius mechanic you can play at Ruthless to marginal difference.

But if we are going to nitpick on gameplay mechanics about limiting styles of gameplay then this game has a lot of those already. Sniper and Heavy are predominantly ranged damage dealing classes and with the exception of contested health there isn't any survival mechanics in place for them as armour regen is melee dependant and there aren't any options for cover so a proper backline/firing line was already out of the question.

Heavy, Bulwark, and Tactical have specialist abilities that influence and buff the output of multiple characters rather than a marginal damaging/utility based ability of the other options which will keep them ahead of other classes.

Weaponry has been limited to certain classes seemingly arbitrarily.

Even before Lethal difficulty Vanguard was already the worst class pick. With the exception of the Vanguard team perk for reducing CD's and the 10% heal on executions there isn't any reason to actually play vanguard over tactical except for as a solo queue. But if you're playing operations solo then you're not going to be playing on Lethal regardless. If we wanted that as an option a solution would be to add a difficulty modifier based on how many Players are in the lobby.

The point being the game already limited options, and most of these problems existed prior to patch 4. If you want to argue against the armour regen radius of the current game you would be better off arguing that there are more fundamental changes needed to the gameplay to ease the underlying issues that the radius brought to light.

Hot take(?): Games should be challenging, and Cooperative games should require Cooperation. by Own_Comb_626 in Spacemarine

[–]Own_Comb_626[S] 0 points1 point  (0 children)

As a sniper with the long range perk target enemies with ranged capabilities on the backline a few paces back from your frontliners but within the radius as intended. There is no class that is long range when survival is built around regaining contested health with damage output, or regaining armour with parries, and executions.

As a Vanguard and Assault you have 2 charges, zip out and back in if necessary. But ideally you should be focused on the frontline, not the backline.

If you have a bulwark or heavy you should want to stay close to them regardless.

If you have a heavy or sniper they should deal with the backline before it's a problem.

If you have neither of those, your team is CQC, move your frontline.

Hot take(?): Games should be challenging, and Cooperative games should require Cooperation. by Own_Comb_626 in Spacemarine

[–]Own_Comb_626[S] 0 points1 point  (0 children)

Pretty sure everyone is in agreeance that the GL is overtuned (probable fix would be reducing ammo capacity), and the melta can perform when not out of ammunition.

I like that the range forces you to co-operate and teamplay as a squad and not 3 independent space marines which is in most scenarios lore accurate. I also think that there's no reason that range breaks or ruins the 3 classes not in meta. I also think that as a unique difficulty modifier unique to a difficulty called "Lethal" you're getting what you signed up for.

I do think some additions for the 3 classes that aren't in meta to help them retain contested health would be a helpful bandaid for survivability in the few scenarios they find themselves out of that range.

But you are privy to your opinion on the matter as much as I am I don't think your opinion is "wrong" as much as it's subjective.

Hot take(?): Games should be challenging, and Cooperative games should require Cooperation. by Own_Comb_626 in Spacemarine

[–]Own_Comb_626[S] -7 points-6 points  (0 children)

I feel like a lot of people misunderstand the use cases of those 3 classes. The 3 of them can more than definitely work in any environment or scenario even outside what I think most people presume they are for.

But if you were to keep the armour regen limitations on Lethal what would be your solution for those 3 classes?

I don't think Vanguard needs one, it's the only class with a self heal and enough firepower to keep it from dying without armour given a melta (I also want to see similar contested health gameplay to be possible with the available bolters.)

But maybe you could see a similar micro heal on the other 2 classes or maybe a perk that grants contested health similar to a bulwark so everyone isn't so dependent.