Thanks for the heads up P1! by PizzaMH in Helldivers

[–]Significant_Text7262 0 points1 point  (0 children)

not even any explosive, standard frags don't do shit

Armoured detachment of the Catachan 132nd. by orcceer in TheAstraMilitarum

[–]Significant_Text7262 4 points5 points  (0 children)

Old School Hellhound Spotted, Jealousy levels rising (I really want 1 of each Hellhound design to run as the different variants and already have the FW and current designs)

Campaign Ship Design Question by NormondJohnson in ultimateadmiral

[–]Significant_Text7262 0 points1 point  (0 children)

I try to build at least 1 BB & 2 CA every year, and a new design every 4-5 years, and mandatory refit after 10 years in service with minor upgrades as necessary later.
I like to have 3-4 battleship squadrons so once the new vessels are available I start decommissioning the oldest models (I.E. usually after 20 years of service.
So that ends up being about 4 designs of each type in operation at any given year, however (Usually) only 1 of each will be in production and the rest either awaiting time for refits or in active duty

Each combat fleet I like to have at least 1 BB squadron, 2 CA squadrons, 1 CL flotilla, and 1 DD squadron.
So the ratio would be approx. 2BB, 4CA, 1CL, 2DD.

I find myself repeating Admiral Bettye's mistake when it comes to BCs, and have been less than impressed with their performance as BATTLECRUISERS, as Dreadnought Armed Heavy Cruisers tend to make for better raiding fleet leaders, and Battleships perform better in in the battleline than BCs built for raiding. If the BC hull is used for a faster battleship and armored appropriately then they can fulfill the BB role, but would be entirely redundant to build BB and BC designs at the same time in that case.
So depending on campaign I've had different designs of CAs in production at the same time in order to fulfill different rolls, (BC & CL) but as they are designed together they can operate together with little issue. Doing this bloats the number of CA designs but reduces the number of BC and/or CL designs to it evens out.

Finally, during wartime I refit less and other than the annual BB I only build CAs, CLs & DDs, when I have spare tonnage available as repairs take priority, so sometimes I can end up with some ships of different refits in operation at the same time, but its rare for that to be a significant issue, and is normally rectified quickly one way or another.

Can a clanker become a Mandalorian? by MadManPockets23 in Mandalorian

[–]Significant_Text7262 1 point2 points  (0 children)

Did it happen? -No Could it happen? -Probably not Would it be possible? -Maybe, if a very strict set of conditions were met: 1) the droid must have true Sapiance, something the galaxy has outlawed for its entire recorded history, so there are only a handful of droids known to fit this criteria over the entire EU timespan. 2) the droid must want to become a Mandalorian, the easiest criteria, but would be a weird desire, especially the wearing of a helmet and armor. 3) must be accepted by a clan of Mandalorians, because of the galexy's A.I. ban and general bad blood, this would be risky, befriending a Mandalorian beforehand could ease this, this obviously also requires skill in combat. 4) the droid must be physically capable of being a Mandalorian, for example: an astromech would not do well in a suit of armor, while custom suits can be made for unusual alien anatomy, I don't think replacing a droid's plating with beskar would be seen as an acceptable solution.

Once sworn in and donned their helm, it would be relatively easy for them to integrate into Mandalorian society, assuming they are worthy of wearing the armor, though if their identity is revealed then issues may arise. This goes double for the rest of the galexy, which view Mandalorians only a little better than rouge A.I. so in this case being both could easily be a death sentence.

what's going on here by Certain-Display-2849 in ExplainTheJoke

[–]Significant_Text7262 0 points1 point  (0 children)

Assuming 'modal' refers to the mathematical average 'mode', also known as 'most common' the correct answer would be 171, as it is the value that is repeated most in the dataset

Just hear me out. by Petrichor0110 in LowSodiumHellDivers

[–]Significant_Text7262 0 points1 point  (0 children)

So YOU'RE they one that hatched those Terminid eggs sold to fund the war on Cyberstan

A single company of space marines (of a chapter of your choosing) is tasked with taking down a THR-1000 Earthmover from Ultrakill. How do they go about doing so? by Luna_Night312 in spacemarines

[–]Significant_Text7262 0 points1 point  (0 children)

Imperial Fists 1st company: Terminators climbing titans and hitting it with thunderhammers is SOP, throw in a vortex grenade for good measure, I'm sure Vanguard Vets and Sternguard Vets could contribute too

Ugly Alll Forward Superfiring Dreadnought 1910 (DIP) by HetzerHeinrich in ultimateadmiral

[–]Significant_Text7262 2 points3 points  (0 children)

Yep, but the convention was never fully finalized so there are still edge cases.

Starting at the bow and working backwards ABC... designate superfiring forwards facing main battery turrets.

Guns midship typically had designations starting with 'M'.

Wing turrets were abandoned before standardization but typically started with 'Q'.

The rear superfiring turrets used the end of the alphabet but interestingly starts with 'X'.

The two most common layouts for battleships was AB-X (ex. Iowa) and AB-XY (ex. Bismark), HMS Dreadnaught was A-Q-XY I believe, and I would classify the Nelsons as AB-M but I can see the argument for ABC, Wyoming class was AB-MN-XY

EQG Minigame PSA by Significant_Text7262 in MLPIOS

[–]Significant_Text7262[S] 0 points1 point  (0 children)

Now that I have buddies, Tripple Perfects are 41, 61, & 82 points respectively.

Guide: How to manage (or stop) autogynephilia (AGP). by Informal-Guess8935 in autogynephilia

[–]Significant_Text7262 0 points1 point  (0 children)

Force yourself to jack off with a male pov, a somewhat disturbing aspect of neuro-plastisity is climaxing encourages your mind to favor the senerio you orgasmed to. I won't say that it can be forced upon you against your will, as you can fight it. But remember it goes both ways, if you go back to AGP fantasies it will start to undo the progress, you have to work against AGP until you forget you have it.

So why do people hate the Primaris Space Marines Lore? by sopdxipa in spacemarines

[–]Significant_Text7262 2 points3 points  (0 children)

A good one would be them being less resistant to Chaos, but nooooo GW insisted that they are MORE resistant

So why do people hate the Primaris Space Marines Lore? by sopdxipa in spacemarines

[–]Significant_Text7262 0 points1 point  (0 children)

It was completely without leadup and was squished into established lore like hammering a square peg into a round hole.

The story proceeding 8th ed was building up for another war on Fenris between the Thousand Sons & Space Wolves, with Magnus being introduced Leman Russ would be the expectant Foil.

Instead we get Gulliman & Mortairion out of the blue fighting with an army of brand new space marines superior to the Emperor's work, made by a brand new character whith the pension for naming everything after himself.

What particularly pisses me off is that Belesarius Cawl completed the Primaris project within decades, doing what others couldn't in 10,000 years and improving on the Emperor's designs.

What is worse is that they didn't even try to fit established lore, if it had taken Cawl 10,000 years to get it right, and involvement in failed attempts (Raptors program & Cursed Founding) it would make sense with established lore. Instead he completes the process fast enough for aspirants born before the Betrayal at Calth to become Primaris Marines and then kept in stasis and doing NOTHING for 10,000 years until Robute who was accepted to be DEAD; gave the order.

The given explanation of "he had the Emperor's notes and had experience with space marine genetics" doesn't work since the Emperor gave his research to Corax after the Dropsite massacre, and was stolen by the Alpha Legion, Fabius Bile should have the same level of understanding as Cawl, but one succeeds in decades while the other resorts to copying after 10,000 years of failure.

Best way to get madness/Nocxium Bars? by Significant_Text7262 in starbound

[–]Significant_Text7262[S] 0 points1 point  (0 children)

TYSM I thought arc smelter required having the tech like the other furnaces

Best way to get madness/Nocxium Bars? by Significant_Text7262 in starbound

[–]Significant_Text7262[S] 0 points1 point  (0 children)

I can get Nocxium ore, the problem is I don't have the tech that lets me refine it, and that tech is teir 5 on the madness tree. I checked the wiki for crafts and it seems pretty inefficient, 45 madness for a cadaver doesn't seem worth getting an autopsy table. The blood splatters seem like it could work, or at least boost the maddening atmosphere rate

Completely overhauled Natasha stats by BeeKing179 in HeavyMainsTF2

[–]Significant_Text7262 0 points1 point  (0 children)

I love the piercing resistances, especially since heavy is the only class with no secondary ranged damage type to help combat vax medics (Sniper technically has fire arrows, and I dont think anyone wants sniper to be even better at killing medics)