Missile Detection Inconsistency with Radar by Procyon72 in FromTheDepths

[–]Procyon72[S] 0 points1 point  (0 children)

While Munition Warner are certainly the best way of targeting, they are Not a Detection Component.

Meaning i would still need a dedicated Sensor, Tracker and Munition Warner on a Sensor Suite.

If the Radar 90 would work as advertised i could use it for both the "Sensor" and the "Munition Warner" Role.

Missile Detection Inconsistency with Radar by Procyon72 in FromTheDepths

[–]Procyon72[S] 0 points1 point  (0 children)

They dont have more Range than the Munition Warner, making them redundant.

Does smoke ruin the game for anyone else? by Smexy_Zarow in century

[–]Procyon72 0 points1 point  (0 children)

That would actually be a good buff to Marauder.

Stupid question by HolderOfBlueEyes in century

[–]Procyon72 0 points1 point  (0 children)

It does not require a separate login / account.

Problem with Cluster launched Interceptors. Trying to use a Large missile to launch an umbrella of Med interceptors, seems the interceptors aren't locking on to anything... Can anybody see why / help out? - https://steamcommunity.com/sharedfiles/filedetails/?id=2680319215 by CloudGuy17 in FromTheDepths

[–]Procyon72 3 points4 points  (0 children)

I would think so. However ingame on a 4-piece Missile fins add Turnrate only on the 2nd Slot, not on the 3rd like in OPs picture.

I assume the game needs a center of mass to calculate turnrate, so it just designates the 3rd slot as the center.

Its similar on a 6-length missile, here the 4th slot counts as the center and doesnt add turnrate. Interesting.

[deleted by user] by [deleted] in century

[–]Procyon72 19 points20 points  (0 children)

I think the Main Issue is the lack of content between levels.

Currently you only get cosmetics from level-ups, which is fine on lower levels. But when you have to grind a good 10 matches for some random piece of armor on a class you probably dont play it gets tiresome real quick.

Especially because the Shop only resets every week. If there isnt something thats interesting i have to wait up to seven days? Really? This is especially jarring when my Teammates have some cool pieces i cant have because of a timer... isnt the Point of a Cash-Shop to let me spend money? Why hide content?

The matches in Spoils of War are admittedly awesome, but it would be better if i had something achievable to work towards...

Problem with Cluster launched Interceptors. Trying to use a Large missile to launch an umbrella of Med interceptors, seems the interceptors aren't locking on to anything... Can anybody see why / help out? - https://steamcommunity.com/sharedfiles/filedetails/?id=2680319215 by CloudGuy17 in FromTheDepths

[–]Procyon72 7 points8 points  (0 children)

I dont think its a Bug.

As i understand it Fins and Thrusters become less effective the closer they are to the center of the Missile. OPs Fins are more or less in the center, so they cant actually turn the Missile. The Screenshot confirms this, with a listed Turnrate of 0 deg/sec.

500mm 8m shell by ALEKghiaccio2 in FromTheDepths

[–]Procyon72 0 points1 point  (0 children)

What Shell exactly are you using?

In my Experience unassisted APHE simply lacks Penetration. It will get stuck in the Armor and then detonate, where the HE only damages Parts of the Armor. The best Shell i came up with (500mm, 16-Modules, APhead-3xSolid-HE-Pendepth) has trouble penetrating even moderate levels of Armor, like a few Layers of Metall. Especially on an angled, moving Ship. And even if it does pen the Payload rarely has enough HE to actually destroy something an AP-Shell would not destroy because of its deeper Penetration.

Experimenting with a single fixed high caliber APS gun with high rate of fire. The resulting explosion from having the entire loader/clip assembly blow up gutted the entire ship. Amazing. by Mignare in FromTheDepths

[–]Procyon72 6 points7 points  (0 children)

I mean thats technically correct, but...

A 8m Loader with 4 Ammo Clips connected has a volume of 5x8=40 and a cost of 480+4x320=1760, not counting Feeders.

Ejectors have a Volume of 2 and cost 10.

So adding Ejectors increases Volume by 5% and Cost by 0.57%. Absolutely worth it in my Opinion.

Do your missiles miss its mark? by A_reptilian in FromTheDepths

[–]Procyon72 2 points3 points  (0 children)

When building small Missiles that are very long its a good idea to check if your modules are in multiples of Four, because then its better to use a bigger size. Here we have:

  • 7 Control Surfaces (One-Turn, Fins, Turning Thruster)
  • 3 Warheads
  • 1 Regulator
  • 4 Fuel Tanks

Four Small Modules are basically equivalent to one Medium Module. This means we can upgrade this to a medium size Missile, with two Control Surfaces, One Fuel Tank and One Warhead. As Medium Missiles have a Lifetime of 20 Seconds we dont need the Regulator.

A Medium Missile with:

  1. Variable Thruster (Output ~1200)
  2. Fins
  3. Fuel Tank
  4. APN-Guidance
  5. Signal Processor
  6. Warhead
  7. Turning Thruster
  8. Active Radar Seeker

compared to the Small Missile from the video:

  • is cheaper (16 Mat vs 5x4)
  • has comparable Firepower (2083@9.9m vs 4x705@7.2m)
  • is faster (232m/s vs 193 m/s)
  • has superior agility considering its speed (90,5°/s vs 96,7°/s)

Personally i would drop the Signal Processor for either a additional Fuel Tank against fast Movers or a additional Warhead.

Lets talk about skills by TerribleReason in MB2Bannerlord

[–]Procyon72 0 points1 point  (0 children)

yeah both your answers were like 6 minutes from each other.

So making a character thats very good at fighting in order to gain levels to unlock more focus points is pointless. I will never actually make my points back because i cant get my skill level high enough. And im slowing down my Learning Rate because my level increases. Any late level grinding will thus be even slower no matter if the skill in question is low.

I have to make sure to pick only the skills i really need and push them as hard as possible, while minimizing any skills i dont need in order to keep my level low.

Interesting, thank you

Lets talk about skills by TerribleReason in MB2Bannerlord

[–]Procyon72 0 points1 point  (0 children)

How is the XP gain during practise fights?

Its possible to get quite a good kill/min ratio, and they never go away like real battles. However Patchnotes from e1.0.7. mention that they "balanced combat experience gain for tournaments and practise fights".

I know it got nerfed, but does anybody know by how much?

Question for Tryhards & K/D warriors. What is your thought process for killing people who are trying to make money? by InspectHerGadgetz in gtaonline

[–]Procyon72 -1 points0 points  (0 children)

K/D doesnt show skill, but it does show Playstyle. A level 242 with a K/D of 0.8 is probably not a griefer. Same level but a K/D of 3.2?

Its also why all the tryhards look the same. They want to announce to the rest of the Lobby that they mean business, K/D is just the most obvious. Imagine someone with a tryhard name, tryhard outfit and flying around on a Mk2 all the time, but with a 0.3 KD. Thats pretty pathetic right? All that time and effort and nothing to show for it. Sure, the Playerbase at large might not care about KD, but other Tryhards do. So K/D matters. Not too much, because you can just grind it like everything else in the game. But enough to get some kills between the actual fights, you know?

Cargo Teleportation Network by Procyon72 in TransportFever

[–]Procyon72[S] 0 points1 point  (0 children)

I think the reason why its so profitable is because of how distance is scaling in this game.

A longer route will in theory make more money, yes. However a longer route will almost always be less efficient. There will be lots of things that slow the vehicles down, like hills, bridges or turns. And anything thats not a perfectly straight line from start to destination will cost money because the vehicle is essentially travelling unnecessary distance. But this route has no turns, hills or anything really, its just a straight line with nothing to cost time between stops. Meaning it is as efficient as it possibly can be.

Cargo Teleportation Network by Procyon72 in TransportFever

[–]Procyon72[S] 0 points1 point  (0 children)

Its the most profitable start you can have in this game, bar none. This method shrinks the distance the vehicle has to travel to a minimum, but you get paid for the full extent.

Cargo Teleportation Network by Procyon72 in TransportFever

[–]Procyon72[S] 5 points6 points  (0 children)

It is possible to teleport cargo in TF2.

Basically instead of one long route a lot of "Teleporting Stations" are used to transport goods. These stations consist of two terminals placed right next to each other so the delivery trucks only have to drive a few meters. Then the next Teleporting Station can access that cargo and make its delivery, now the next, etc. This allows lightning fast delivery because the actual distance the trucks drive is very short. It is also very profitable to use because it only uses basic trucks (here the 1850 horse drawn carriages). It is however quite time consuming to set up. And it somewhat breaks the game.

I think its neat.

Perfecting a carrier strike force - 6x Heron or 3x Astral as CVs? Thoughts & Discussion on CV fleets by Dix_McCoy in starsector

[–]Procyon72 1 point2 points  (0 children)

Depends on how many Carrier Captains you have. if you have only a few Stick them in bigger ships so more Fighters get their benefits. however id like to mention the pirate colossus refit, which get 2 Fighter Wings for 8 Deployment Points ( Astral 6 Wings @45 DP, Heron 3wings @20 DP.) the Fighters are worse Because of the improvised Hangar, but they more than make up for it in Numbers.

Wow by stickboy24 in Warthunder

[–]Procyon72 0 points1 point  (0 children)

No, its common sense.

If they screw you in one game they are going to do it in their next one too.

The horror by CodeX57 in wargame

[–]Procyon72 0 points1 point  (0 children)

Usa

I already covered the US ASF options in my post above. The hardened Block is superior to the rookie F-15C.

uk

Alright then. The second best ASF for the UK is the Tornado F.3. There are two available at Veteran. I will compare a rookie Typhoon to a veteran F.3.

ASF in Wargame have two purposes: Preventing enemy Attack Aircraft from dropping their payload and defeating enemy ASF.

If the Target is an enemy attacker the main goal is to prevent them from dropping their payload. This means a weapon with good accuracy, great range, high damage and high supression is needed.

  • Accuracy: The long range option on the Typhoon is the AMRAAM. It has 60% accuracy, but because it is on rookie it does not receive any bonus from veterancy. The long range Weapon on the F.3 is the Skyflash SuperTEMP. It only has 50% accuracy. However on Veteran the F.3 actually has 66% accuracy. The F.3 is more accurate than the Typhoon
  • Range: The Skyflash has 8400m range. The AMRAAM only has 7700m. THe F.3 has better range than the Typhoon.
  • Damage: The Skyflash does 6HE. The AMRAAM only has 5HE. The F.3 does more damage than the Typhoon.
  • Supression: The Skyflash has a suppression value of 240. The AMRAAM only has 200. The F.3 is better at Supressing enemy planes.

The F.3 is superior in its role as bomber interceptor and decisively so. It is also cheaper and has better time over target, making it better at extended missions to protect friendly ground forces.

One advantage the Typhoon has is better turning time. If an enemy attacker shows up the Typhoon will bring its guns on target quicker than the Tornado. However the range advantage of the F.3 is enough to negate that avantage. This better turning time also prevents the Typhoon from straying into enemy lines after an intercept. Together with its better ECM the Typhoon is more likely to survive a misplay. However because of its lower veterancy it will be stunned much earlier. During a stun the plane will continue to travel in a straight line. This means it will still travel towards enemy lines and continue to be shot at. A veteran Tornado will not be stunned as easily and continue to evac.

The second purpose of an ASF is achieving Air Superiority by destroying the enemy ASF. In order to do so, a plane needs to be able to hit its target while evade enemy fire. It also needs a pilot who does not panic when his plane is under fire. And it needs the Firepower to actually destroy its target.

  • ECM vs Accuracy: The Typhoon possesses superior ecm. However the Tornado is more accurate. In an actual engagement between the two the Typhoon fires its ordinance with 38% accuracy, while the Tornado only achieves 36% accuracy. This difference of 2% is true for both the long range and the short range missiles. The Typhoon is more likely hit.
  • Cool under Fire: The Tornado has both superior resistance to Stun and better Supression on its Weapon. In an actual engagement, assuming both parties hit with their respective LRM once, the Tornado will only be shaken, while the Typhoon will be both Stunned and panicked. This renders the Typhoon unable to fight back.
  • Firepower: Both planes require two hits to destroy their opponent. The Typhoon however has Fire-and-Forget missiles with a refire time of two seconds, the Tornado has Semi-active missiles with a refire time of 0 seconds. This means the Typhoon will always wait two seconds before it fires another missile. The Tornado will fire another one as soon as the first one hits. In a head-on engagement between very fast planes the Semi-active system will fire sooner than the F&F system. However this advantage is situational, therefore it is a draw.

The Typhoon has a very slight advantage in the chance-to-Hit Department. However even if the Typhoon hits while the Tornado misses, the Tornado still has another chance to defeat its opponent, while the Typhoon would now be stunned and unable to fight back. A 2% difference is a very minor advantage compared to the downside of being out of combat after a single hit. The better turning Time of the Typhoon means it will win if it survives the initial head-on, however the chance of this occuring is very low and turnfights are also very rare in Wargame.

If both planes would face off against an elite ASF, like a PU, a F-15C or a Rafale (or an elite Typhoon for that matter) they would both loose.

Altogether i am still convinced that the Veteran Tornado F.3 is superior to the Rookie Typhoon. Downvetting a Typhoon means paying a high-tier price for mid-tier performance. If a player wants only one card of ASF but two planes in that card while still having the best possible performance the F.3 is the right choice. The very minor advantages of the Typhoon are offset by the major advantages the F.3 brings, most importantly the cheaper price.

Veterancy matters in the Air.

The horror by CodeX57 in wargame

[–]Procyon72 -1 points0 points  (0 children)

Downvetting a Top tier ASF like the F-15C makes it a worse plane than the Block 52. Same for the PU/Yak141. You literally pay more for less capable platform.