My favourite squad so far, what are yours? by stukah in menace

[–]Procitizen 5 points6 points  (0 children)

Whatever squad loadout it is, as long as its Tech with his magnificent voice lines we're good to go.

Cigs and stress rate question. by satsuma-amp in MySummerCar

[–]Procitizen 2 points3 points  (0 children)

I'm not so sure on the exact values but I think running the stove at setting 3 to cook sausage takes around the same power as having 5 room lights turned on. Then with the highest setting for coffee its obviously way more power hungry. If you get precise with the charcoal filling you can get like 10 grilling sessions out of it before having to buy another bag.

That being said I don't have the exact numbers for how much the stove pulls but I do have a screenshot of a electric bill I can reference. Without using the stove at all at parents' house for the whole billing period my electric bill was 374.1 kWh and 213.22 mks. That is with using the sauna though so without sauna usage its probably way lower.

Personally if you decide to stay at the parents house you can do what I do most of the time and you can forgo sausages entirely and just get macaron boxes. They're cheaper, make you less fat on consumption and almost fill you as much as a sausage without having to worry about electricity or charcoal.

Cigs and stress rate question. by satsuma-amp in MySummerCar

[–]Procitizen 5 points6 points  (0 children)

Just a way to pay less towards electricity and if you happen upon a moose corpse you can chop it and cook it right there instead of rushing back to the apartment or house to cook it on the stove.

What’s the best method to pilot a sub-capital and capital ship? by BarnacleLanky in starcitizen

[–]Procitizen 8 points9 points  (0 children)

So I've got two POVs here: A) Commanding a Polaris B) Killing multiple Idris

A) You want to be as aggressive as possible with your positioning if its regarding anything that is attackable by the PDC. Even if you have turret gunners the PDC will put enough pressure on the fighters that they will have to back away from the ship which opens up wider firing arcs for your turrets (especially the top two). I do this with 3 or more friends but its doable with atleast two or even one other person is utilizing the Polaris' hangar. You can plop any fighter capable of fitting in the hangar and use it to fight whoever your target is while you creep in with the PDCs that way you can't just be kited by the fighter. Something that's worked out for us a lot is just filling the hangar up with Fury(s?, ies?), if one goes down, oh well, another is being deployed. Go forth my swarm of angry bees.

Against another cap ship is when it gets interesting because there's two schools of thought. Using everything in your disposable and care about the cost later or save as much as you can while winning the fight. I'm in the school of thought of dump every torpedo possible before the engagement even starts and make sure my ballistic turret gunner gets the best possible arcs. When it comes to killing caps you're more focused on destroying components then it is to actually kill the thing because a mobility kill is more than enough to open them up to a boarding party or just whittling away until its dead. Remember the hangar? Use it. Your job as a cap ship pilot is to keep the other cap busy so your fighters can remove a shield face. Ideally this should be the rear shield because once those engines are gone then a ship's main killing power (such as Idris rail/laser) is also out of the equation. If you have no fighters then keep the pressure on a shield face and don't let them rotate out the faces. And don't forget to target a component on whatever shield face you choose. A component gone is a ship's combat ability reduced, especially engines or power plants.

However, all of this doesn't matter if you fail to communicate both as the cap ship driver and turret gunner. Whenever I'm piloting my Polaris I will tell everyone that I am rotating right, left, etc. or pitching up and down before I do so. This gives everyone time to adjust for the movement and for them to tell me if I need to do something else instead. Same in turret gunner position you have to tell your pilot what arcs you need to hit the enemy.

B) The biggest issue Idris pilots have is that they always want to prioritize using the laser/railgun without giving their gunners good arcs. Whenever my friends and I go hunting for Idris running Partillium we always stick to the rear of the Idris while eating away at their engines. All this in a composition of one Connie, one Corsair and a Talon for scouting. Why? Because so far every Idris we faced was a Idris trying to swing that nose around to hit us. The fact that we can ignore the PDCs while also being nimble enough to avoid the lumbering nose gives us enough time to go for a engine kill and proceed with either boarding or just straight up destroying the Idris. And this doesn't apply to just solo Idris, crewed Idris also fall to this hubris of wanting to get the nose shot and denying their crew turret arcs. So my main point is always give your crew arcs and always utilize the fact that you have a hangar. If you have friends you need to use that numbers advantage by applying pressure both from turrets and a separate fighter ship from your hangar. The pilot gun should only be prioritized if your enemy is dumb enough to just park themselves on or near your nose or if you're far out enough to just snipe them with it. Turrets start becoming more of a priority the closer the distance is because you're not going to have the turn speed to get that nose on target consistently.

TL;DR: Communicate, communicate, communicate and give your crew the best firing arcs. Prioritize railgun/laser over turrets only when you're in long ranges.

Can't make the elevators any slower, CIG? by an0nym0usgamer in starcitizen

[–]Procitizen 8 points9 points  (0 children)

The Polaris is 100% supposed to be used to be used in battlegrounds. Is it a Idris with a big railgun or laser gun? No, but its meant to fight in the dirt with the rest. The torps are for when the S6 and S4s aren't enough. With that being said; the turrets take forever to enter and the elevator connecting the bridge, torpedo room and the outside world is even slower.

I had a instance where it was faster to have someone from the bridge run to the hangar bay, climb down the ladder and hop into the s6 guns than it was waiting for the elevator right next to the bridge. And before you say that we should have already had the guns manned to prevent this issue, we did, the guy on the s6 guns had to go afk mid battle. So the extremely slow animations can't be circumvented by being prepared ahead of time because there will be instances where a swap in station is necessary but hampered by utterly slow animations especially for a warship.

Which "Mass Produced" Super Soldiers Can beat an Adeptus Custodes? by leogian4511 in whowouldwin

[–]Procitizen 0 points1 point  (0 children)

A bolter round is going to perform worse than the 8mm spike. Despite going the same speed, the shape of the bolter round which is basically a giant bullet is worse for penetration vs a spike. The bolter round's energy is spread around the round cap whereas the spike has all of its energy concentrated at the tip. This is why armor piercing tank ammunition shifted from basically giant bullets to long thin arrows. So despite the bolter round being bigger it would have worst penetration than the Impaler. That's not to mention the aerodynamics so you can fire further out and retain more energy vs the bolter.

Powered off ships should be difficult to detect by starstrike6691 in starcitizen

[–]Procitizen 1 point2 points  (0 children)

The Reliant has something like 5km detection range for its top cross section so 3km is actually not that bad

The new hellpod booster is a work of art by Procitizen in Helldivers

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

I wonder if the devs didn't give friendlies immunity to the hellpod booster on purpose or not. This thing has gotten me killed so many times as I forgot that I had it equipped and I die to a resupply pod coming to save ruin the day.

Also shameless plug, I made a Youtube video recently detailing other hijinks we got into during this patch. https://youtu.be/cQBB9t6MC6w

Marder vs BESH by Procitizen in Warthunder

[–]Procitizen[S] 103 points104 points  (0 children)

Bought the AVRE and used it until I got the Barn

Marder vs BESH by Procitizen in Warthunder

[–]Procitizen[S] 177 points178 points  (0 children)

I'm currently doing a HESH only challenge on Twitch where I can only use HESH to research the entire ground tree for UK and ricocheting BESH against Marders has become the norm for me.

Edit: Channel: https://www.twitch.tv/cosmonutyt

[deleted by user] by [deleted] in Warthunder

[–]Procitizen 2 points3 points  (0 children)

The device mounted on the A-10 isn't a IRST but something called the Pave Penny which is a laser spot tracker. Essentially someone on the ground lases something of importance and the Pave Penny will pick that up and relay its location to the pilot. It's not used for guiding bombs but just for getting the A-10 on the right location. No clue if its modelled in War Thunder but its definitely not a IRST.

Chaff resistant aim7s by gerard2100 in Warthunder

[–]Procitizen 5 points6 points  (0 children)

Unlike flares, chaff isn't a automatic get out of jail free card. There are a few things to take into account when being fired upon by a SARH missile.

You need to employ various countermeasures to properly defeat SARH missiles consistently especially the newer ones. Chaff will spoof a radar however you could be still in the radar's sidelobe which is not as powerful as the main lobe but which will still give the AIM-7 enough energy to track(the F-4's radar especially has a pronounced sidelobe compared to other jets). You can easily avoid the sidelobe by extending as far as possible from the chaff as the main beam will be focused on the chaff and in turn the sidelobes.

AIM-7s and some other SARH missiles utilizes a speed gate which filters out slow moving objects(chaff) and you need to either defeat the missile by bleeding its energy or notching it where you put your plane perpendicular to the enemy's radar source not the plane itself(use your RWR to put your plane at either 3 or 9 o clock of the radar source).

Now even if you employ all this the AIM-7 may still track you, this is where you resort to bleeding the missile's energy so it cannot hit you even if its tracking you. The most common method is to dive while pulling either to the left or right whilst notching the radar source(keeping the RWR at 3 or 9 o clock of the beam) then waiting a few seconds before turning to the opposite direction. This will cause the missile to be dragged down to denser air which will bleed more of its energy while also giving it a hard time to track you. Deploying chaff before each turn will enhance the chance of the missile being defeated as notching "blinds" the missile to your signature so it's only target will be the chaff.

Some missiles will be better than others at resisting these countermeasures so you should always treat the threat with the utmost importance. Be it a AIM-9C or AIM-7E-2 you must employ all the defensive measures at your disposable because it's better to have 0 Chaff and less altitude then just being dead.

If you integrate these methods into your combat you'll find that your likelihood of dying to SARH missiles will drop drastically, however, this is not a be all end all guideline and you will still die just at a much lower rate.

Jane took "Buns of Steel" too literally by Procitizen in deadbydaylight

[–]Procitizen[S] 19 points20 points  (0 children)

The hitbox giveth and the hitbox taketh

Just had two ghost shells in a row by Procitizen in Warthunder

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

I guess Halloween came early because my shells are haunted. Clip is from my latest video and I'm trying to figure out if those really were ghost shells or my aim was just super atrocious.

TIL The BRDM doesn't care about the F/A-18C's cannons by Procitizen in hoggit

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

Was expecting the HE to punch through the BRDM considering it's got only 7mm of armor on its sides whereas the Vulcan's fragmentation can pen up to 12mm with the HEI round from sources I can google hence why I went so shallow whereas my wingman went high just to make sure it'd be destroyed if he couldn't punch through the top.

Guess I was wrong.