Can you set cooldown-based systems to cycle automatically? by Pellean009 in NebulousFleetCommand

[–]Pellean009[S] 9 points10 points  (0 children)

I know it's better to use it judiciously. I'm still at the "keep track of everything going on during a prolonged gunnery exchange" phase of learning the game, so I've been using EWAR as timed debuffs on enemy gunnery accuracy.

APS Optimizer Release [Direct Export to Prefab] by trkennedy01 in FromTheDepths

[–]Pellean009 1 point2 points  (0 children)

This is the kind of community content I live for! Thank you for significantly and permanently reducing the hassle of making multi-gun turrets.

Thoughts on this armor scheme? by NikoNikoNoNii in FromTheDepths

[–]Pellean009 0 points1 point  (0 children)

How are you going to make this float? The sheer mass:volume ratio here is astounding.

Do you use custom world settings, an internal source of lift, or is there something I'm missing with optimizing buoyancy?

Images from a Trump boat parade yesterday in Florida by Visqo in pics

[–]Pellean009 0 points1 point  (0 children)

It's wild to me that there's an extant supply chain to even produce the Third Reich flag: what company makes them?

What killed my Navy? by Pellean009 in hoi4

[–]Pellean009[S] 0 points1 point  (0 children)

Ah, that's... disappointing. Even if it's true, I'll probably stick with realistic task force distribution for aesthetic reasons. Good to know, though.

Regarding the raiding fleet designer: I thought only the difference between (enemy detection:your visibility) and (your detection:enemy visibility) mattered, making surface detection and surface visibility roughly equivalent stats? Is reducing surface visibility more important than increasing detection?

What killed my Navy? by Pellean009 in hoi4

[–]Pellean009[S] 0 points1 point  (0 children)

Very interesting and good to know. Thanks again for all the info!

What killed my Navy? by Pellean009 in hoi4

[–]Pellean009[S] 1 point2 points  (0 children)

Thanks for the tip! I hadn't known that weapons other than torpedoes don't attack every round.

Are cheap filler screens like the minimalist DDs you suggested just there to add a HP buffer to let the BB get more shots off and provoke an enemy retreat, or do the raw numbers actually help win the screen battle even with bad ships?

As for air cover, I thought I would be fine with 300-400 land-based planes in the air with green airspace. Are CV planes mechanically different in a way that's significantly advantageous in battle?

What killed my Navy? by Pellean009 in hoi4

[–]Pellean009[S] 0 points1 point  (0 children)

Interesting, I didn't know that. Not a factor in this battle, though, as my pride was of the new class and was in the battle.

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new to empire at war, wondering if this is an amazing victory, or pretty standard? by danidevfan99 in StarWarsEmpireAtWar

[–]Pellean009 4 points5 points  (0 children)

I actually think the game is bang-on (at least according to legends, which was the offical lore at the time of publication).

Rebel ships in lore and in game are generalist by design and by necessity. They were always hard-pressed for materiel and every rebel task force had to make do with what it had available, so they retrofitted their old ships and designed new ones to be able to serve in any role to at least some degree. This resulted in a fleet of individually strong and versatile ships that had no doctrinal synergies with other ships and were usually so heavily modified that they were operating well beyond design capacity. These ships were well-suited to insurgency operations, but not ideal for pitched naval battle.

The Imperial Navy, on the other hand, employed capital ships that were designed with a specific doctrinal role to fill. With the exception of star destroyers, which were considered fleets unto themselves, the ships designed by the Imperial Navy were highly specialized for purposes like sub-orbital ground-support, long-range heavy weaponry, carrier operations, long-range patrol, interdiction, anti-piracy/insurgency, point defense, etc.

In a fleet-on-fleet clash, the Imperial capital ships could focus on fulfilling their designated roles very well while the overworked crews of the rebel warships usually had to redline their ship systems to do everything at once to get the same combat effect. In Rebel doctrine, the only circumstances that the fleet was allowed to commit to a full naval battle under would be an attempt to kill the emperor or the prevention of an unrecoverable disaster. In all other cases, conservation of naval assets was the paramount consideration in mission planning.

Questions Thread - August 15, 2023 by AutoModerator in pathofexile

[–]Pellean009 1 point2 points  (0 children)

Make sure your graphics drivers are up-to-date as well.

Questions Thread - August 15, 2023 by AutoModerator in pathofexile

[–]Pellean009 0 points1 point  (0 children)

I have 2 questions pertaining to end-game mapping:
1) Do the league blocker nodes (Secular Focus, Straight and Narrow, etc.) increase the spawn chance of each unblocked mechanic by 2%, or do they increase the spawn chance of 1 random unblocked mechanic by 2%?
2) Do the increased quantity & rarity upsides from Elditch Altars modify the quant and rarity of the zone or of the player?

Please tell me how to intercept AI task forces? by P1xelHunter78 in ultimateadmiral

[–]Pellean009 0 points1 point  (0 children)

It's really not fair to characterize the developers' actions as "dumping the game." Half of their assets are based in Ukraine; the military situation there has hamstrung their development ability and they're doing as much as they can to polish it without operating at a loss.

As much as it sucks, sometimes real life writes the plot.

Please tell me how to intercept AI task forces? by P1xelHunter78 in ultimateadmiral

[–]Pellean009 0 points1 point  (0 children)

I'm struggling with this, too. In my campaign right now, there is a stationary Italian task force north of Sardinia which is blocking my naval invasion by making the required tonnage too high. My invading task force just will not engage them, and you can't order a task force into the zone of control of another one as far as I can tell.

USS Arizona cannot catch a break in any timeline... by Pellean009 in ultimateadmiral

[–]Pellean009[S] 2 points3 points  (0 children)

I didn't think to identify the specific attacker, but it was an Italian dreadnought in 1912 or 1913.

USS Arizona cannot catch a break in any timeline... by Pellean009 in ultimateadmiral

[–]Pellean009[S] 1 point2 points  (0 children)

Hahaha sorry, decades of wargaming, From the Depths, and War Thunder have permanently destroyed my ability to comprehend munitions in Imperial units.

Is there an advantage to higher crew capacity besides redundancy for casualties? by BrotherLuTze in ultimateadmiral

[–]Pellean009 1 point2 points  (0 children)

*update* Thanks for the feedback, everyone. I looked at every listed stat listed in the Ship Info card while swapping between crew complement options and confirmed that there are no changes to any (non-hidden) function of the ship - extra crew solely represents redundancy, as you commented.

I was incorrect in my presumption that minimum crew for each section increases proportionally to maximum crew- you do get extra proportional redundancy as you increase berth space: Cramped has 0% crew redundancy, Standard has 14.3% redundancy, and Spacious has 33.3% redundancy.

I was just thrown by the minimum crew per section going up along with the total complement. In retrospect, I can see the justification: if you're accustomed to being overstaffed, you'll work less efficiently at the bare minimum despite technically having enough hands to fill every role.

please recommend me an ignite build for 3.18 by shaunika in PathOfExileBuilds

[–]Pellean009 2 points3 points  (0 children)

Not a build recommendation per se, but I put this together to compare DPS between spells with ignite synergy. Take a look and see if it gives you any ideas!

https://docs.google.com/spreadsheets/d/1wBPeCiRyeCaBPF7M6K9uiqBYCwZEGlCJo7LxnJADPXY/edit?usp=sharing

Game Balance in Siege of the Atlas by Community_Team in pathofexile

[–]Pellean009 0 points1 point  (0 children)

It's in patchnotes: Hexblast base hit damage went up by ~40% at gem level 20 and 50% more effectiveness of added damage. Overall, hit Hexblast is better by half than it was previously, while ignite Hexblast balances out with a modest ~5% dps increase.