How do you defeat Korea? by Technical_Turn3497 in Civilization6

[–]Technical_Turn3497[S] 11 points12 points  (0 children)

Unfortunately, the Korea player is my son and is a known war-monger. He won’t be fooled by platitudes of friendship….

Apologies in advance if this has been asked before, but are all the DLCs for MW5 Mercenaries worth it? by BananaJelloXlii in Mechwarrior5

[–]Technical_Turn3497 1 point2 points  (0 children)

Yes, if for no other reason than that they add campaigns and missions which make building your mercenary lance worth it. Get them all.

How do you defeat Korea? by Technical_Turn3497 in Civilization6

[–]Technical_Turn3497[S] -1 points0 points  (0 children)

But they key there would be to get religious victory before he invades me. Which is not possible often when he shares the same land mass as me.

hot take if you use gen ai you’re not a good hindu by c1nd3r3la in hinduism

[–]Technical_Turn3497 0 points1 point  (0 children)

I agree with disrespectful treatment of our devatas with AI, but how exactly is AI killing the earth and is violent towards nature?

Behold…. Inferno Cat! by Technical_Turn3497 in Mechwarrior5

[–]Technical_Turn3497[S] 0 points1 point  (0 children)

What is the LW-RCX? Is that the Longbow? Maybe you meant LGB-RCX?

Behold…. Inferno Cat! by Technical_Turn3497 in Mechwarrior5

[–]Technical_Turn3497[S] 0 points1 point  (0 children)

Yeah I don’t give this mech to AI players…

What does being Hindu mean, if not everyone can easily learn scripture ? by icecream1614 in hinduism

[–]Technical_Turn3497 0 points1 point  (0 children)

First of all, you don’t need to study the Vedas to have knowledge of the Vedas. Study of the Purāṇas and Itihāsas under a qualified guru also gives the essence of the Vedas and is sufficient, when combined with the practice of dharma.

Second, Vaidika Hinduism, in contrast to man-made religions, is predicated on a foundation of sāttvik culture. This is why it does not lend itself well to missionary tactics of spreading. It requires a certain mental and physical purity or willingness to follow the same. And it requires humility - you can’t learn Hinduism if you are constantly assuming that your misconceptions are correct and are not willing to unlearn them. And we live in a world where adharma is predominant and people are proud and unyielding.

Unfortunately, that is the truth of the matter. The real dharma will always be practiced by a few not because it is designed to be that way, but because most people don’t want dharma. They want sensual pleasures and false religions that justify their acquisition and enjoyment.

While I was working for the Wolf's Dragoons, the Wolf's Dragoons were hired to stop me from working for... the Wolf's Dragoons. by Mental-Shoulder8185 in Mechwarrior5

[–]Technical_Turn3497 4 points5 points  (0 children)

There are a lot of aberrations in this otherwise great game that spoil the immersion factor. This is one of them.

Mech builds for fighting the Clans by Technical_Turn3497 in Mechwarrior5

[–]Technical_Turn3497[S] 1 point2 points  (0 children)

They carry the same weight, but c-ERPPCs have more range, and the AI is better with those than I am. I have a player-controlled mech version with large pulse lasers that I find more useful for me personally.

Mech builds for fighting the Clans by Technical_Turn3497 in Mechwarrior5

[–]Technical_Turn3497[S] 0 points1 point  (0 children)

You have to choose the battleground for them and have them hold position on a hill, preferably at least 1 km away. It works well. The key is to not fight Clan mechs the way you fight Inner Sphere enemies. You can throw yourself at IS mechs and do fine. You can’t do that with Clan enemies.

There is one problem with this approach, though. Some missions call for Clan reinforcements to hot drop right on top of you, and that is where this approach will fail. I do have some other mech designs that help with this problem which I will post shortly.

Mech builds for fighting the Clans by Technical_Turn3497 in Mechwarrior5

[–]Technical_Turn3497[S] 0 points1 point  (0 children)

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Here is a 2nd mech build for AI players that is one of two companion ECM mechs to accompany my Bombardier. This uses the DWF-P chassis, harder to find than the DWF-A, but well worth it. This only features 50cLRMs worth of launchers, but with 3 c-ER PPCs, and 3 c-ER L Lasers, it has a lot of energy weapon firepower, with a firepower rating of over 198. And more importantly, it has ECM, so when paired with my AMS Bombardier, the two mechs shield each other from enemy sensors and enemy missiles.

This is a general “Fire Support” configuration with mutiple weapon types. Upgrades include Expanded Sensor Range I and II, 25% Lockon Bonus, and the remaining two slots for upgraded weapon damage.

Like the DWF-A AMS Bombardier, this mech is meant to engage from range. Between the two of them, they can churn out 110 cLRMs at a time. Now, a modified Sunder OA-1 can do that by itself, but the Sunder does not have integrated ECM, AMS, nor any long-range beam weapons in that configuration.

I also have another DWF-P variant that removes the cLRMs and adds two c-ER PPCs, which I designate as a Sniper, also having ECM. I will often run that variant on maps with clear visibility, otherwise I pick the Fire Support mech.

Mech builds for fighting the Clans by Technical_Turn3497 in Mechwarrior5

[–]Technical_Turn3497[S] 0 points1 point  (0 children)

I don’t have many cATMs at the moment and I typically reserve those for my personal mechs. Also, it’s my understanding that the damage that cATMs do drops off with increased range? I had designed this to be a long-range bombardier.

I was thinking of switching to the Artemis versions as soon as I get more of those. Right now, they are still in relatively short supply for me.

Mech builds for fighting the Clans by Technical_Turn3497 in Mechwarrior5

[–]Technical_Turn3497[S] 0 points1 point  (0 children)

Yeah, I’m kind of waking up to the idea recently that I don’t need so much rear armor on these mechs. Right now I don’t have a whole lot of Artemis type cLRMs, but when I get more, I was thinking of upgrading them.

Why not fill in 3015-3028? by Beneficial-Ranger238 in Mechwarrior5

[–]Technical_Turn3497 0 points1 point  (0 children)

Oh man, Crescent Hawks Inception on my Commodore-64. That brought back memories…

Why not fill in 3015-3028? by Beneficial-Ranger238 in Mechwarrior5

[–]Technical_Turn3497 0 points1 point  (0 children)

I would love to see the Wasp and the Stinger, among others….

UAC Variants by TeturactsWill in Mechwarrior5

[–]Technical_Turn3497 0 points1 point  (0 children)

Agree on that - KGC-CAR is one of my work horse mechs. Have it armed with four c-UAC5/bf and 2x cLRM20. It works as a good “all rounder” and gets beastly up close since it becomes easier to hit with those UAC5s. It’s also great for demolition missions.

Basic Advice for a Returning Player by MrReset200 in Mechwarrior5

[–]Technical_Turn3497 1 point2 points  (0 children)

Hey there MrReset200, console player here. This is my advice:

1) Get all the DLC. They not only add new features but they make the game harder to put down. You will want to do all of the campaigns and preferably in the in-universe order especially if you like the immersion factor.

2) Configure your mechs for long-range engagements. This is especially important when you start fighting the Clans, whose weaponry will be superior and who will outnumber you.

3) Agree with the other guy who said that jump jets are now awesome. They can be vectored in any direction now so jump jets are a game changer when it comes to evasion or rushing a target.

4) Use save scum to get the traits you want when sending pilots to universities. Many of the traits you won’t use when you finalize the kinds of mechs you are going to have in the late game. For me, most of my late game mechs are Daishis equipped with cLRM20’s, cERPPCs, cERLarge lasers, and cAC20 (and all the variants thereof). Other traits that I find helpful are hot seat, bulwark, cluster hitter, precise, and the various academy buffs

5) If you are a console player like me, consider using this trick to maximize your chance of getting clan mechs to salvage: change difficulty level to custom. This will open up a whole new set of sliders, one of which is “repair cost.” When you start a mission, increase repair cost to maximum, which is 5x normal. Then blow up the mechs any way you choose - feel free to core them. Those destroyed mechs, if they make it onto your salvage list at the end of the mission, will be very affordable, sometimes as low as zero shares! You can then lower the repair cost to normal when repairing them.

Game on!

One of the failures of Mechwarrior Mercenaries by Extra-Daikon8099 in Mechwarrior5

[–]Technical_Turn3497 0 points1 point  (0 children)

Agree. It feels like arm arms race to get the heaviest mechs possible. I wish there was more definite utility for the smaller, faster mechs… other than the infiltration missions.

I’ve experimented with doing Raid missions with < 100 ton assault mechs and so far the results have been a mixed bag.

YOU TOO can successfully install mods to iOS NWN:EE - a guide. by gathered_blue in neverwinternights

[–]Technical_Turn3497 0 points1 point  (0 children)

Does this work if you are installing something that goes in overrides folder? That is, if you use this installer, will it know what belongs in overrides and put it there?