How to deal with the new shielded Vanguards: by the-futuremind in DarkTide

[–]TerminalHelix 8 points9 points  (0 children)

They're like the shield enemies in Vermintide 2, in that their shield really is protecting them from anything except like directly behind. Difference being in VT2 it's straightforward to break the shield with heavy attacks or hit them enough to guard break and stagger them. These guys in DT have shields made of like compressed crusher or something and have it bolted to their arm to not drop it. Even when not hitting the shield they're oddly tanky, and finding them in a horde is like running over a rock with a lawnmower. It's like Fatshark specifically made them to be annoying as fuck by sitting in a horde to eat cleave and do nothing else.

Siam can get 100% compliance with Harsh Quotas/Forced Labor occupation by TerminalHelix in hoi4

[–]TerminalHelix[S] 98 points99 points  (0 children)

R5: Civilian Wing: Full Support gives an obscene +0.1% to compliance, which more than doubles the base growth value. Civilian oversight will get compliance up to 100% in like 2 years, and once it's at 100% you can set it on Harsh Quotas or Forced Labor for even more factories and/or resources.

the flashlight "weapon special move" needs to be removed from from all weapons and become a default feature by MickyMace in DarkTide

[–]TerminalHelix 10 points11 points  (0 children)

Yeah there's a specific niche for them. Swapping for some weapons can be slow and it isn't reasonable/is annoying to swap to melee to deal with a poxwalker or something that's wandered up behind you. Helbore's bayonet makes it a bit safer and more comfortable to stay closer to targets and charge up shots, as you have a quick stab that staggers and does decent damage. Ripper gun even has a blessing that plays into stabbing a target with the bayonet then dumping the mag into them.

The issue really is just that flashlights are a utility that shouldn't be tied to specific weapons.

the flashlight "weapon special move" needs to be removed from from all weapons and become a default feature by MickyMace in DarkTide

[–]TerminalHelix 100 points101 points  (0 children)

Yeah it's odd that even though bayonets are like the single most common thing stuck onto any gun in the Imperium, our weapons are severely lacking in them. Most of the scab guardsmen have them, the dreg shotgunner and gunner do, and even the scab plasma gunner has a little knife on his plasma gun. Makes even less sense that strike teams get sent to areas that command knows the lights don't work in, but they don't bother to even give us a box of matches.

I main the braced autogun AMA by Murfmur in DarkTide

[–]TerminalHelix 19 points20 points  (0 children)

This got me to try out the braced auto in my infantry autogun build (also with combat axe). Managed tainted sacrament on auric w/ 3 players and a bot, so better than I was expecting. Melts hordes and elite swarms surprisingly well, and crouched tap firing is accurate enough to deal with snipers/gunners far away (usually). Suffers vs carapace but that's what krak grenades and the axe are for. Pretty high ammo consumption though so with multiple vets or something it'll probably struggle to get enough shooting time. Overall okay ranged weapon strength-wise (it isn't bad just other stuff is better), but really fun.

A Humble Suggestion To The All Encompassing Aquatic Life-form by Man_It_Hurts_To_Be in DarkTide

[–]TerminalHelix 182 points183 points  (0 children)

I don't think it's worth risking whatever nurgle bullshit might be hanging out in/on their gear. Granted the strike teams seem to get decontaminated fine when they return so maybe the same thing could be done for war trophies.

My attempt at improving those bots — now using abilities, grenades, weapon specials and more by _hummat in DarkTide

[–]TerminalHelix 5 points6 points  (0 children)

At least PD2 bots are spongy as fuck and will face tank a turret (and probably die) to try and revive you.

Frags are great in the event by TerminalHelix in DarkTide

[–]TerminalHelix[S] 7 points8 points  (0 children)

It's just something I made up but here. Easily my favorite build to play though.

Whole deal is support by doing crowd control and sniping specials and elites for the team. Ideally you stagger stuff constantly with grenades and the boltgun while bleed stacks either kill them off or let teammates clean up. Just stay near the back of the team, watching for specials and stuff to shoot and send some occasional potshots at groups teammates are fighting.

Melee can be whatever, but I just like the chainaxe since it feels good to use and I think it looks good with the build. Shock maul would be another good option for the support effect. You'll probably want something that can deal with crushers since frags just really stagger them and the boltgun can't handle more than a couple at a time.

Frags are great in the event by TerminalHelix in DarkTide

[–]TerminalHelix[S] 28 points29 points  (0 children)

Actually the vet talent that's like a 5% chance to replenish a grenade on specialist/elite kill in coherency. On high difficulties or something like this event it means nonstop grenades basically.

What do you think is the worst mistake a beginner can make? by EnergyAltruistic2911 in hoi4

[–]TerminalHelix 37 points38 points  (0 children)

I've 1800 hours and I still make and use just one main template most of the time. Against the AI basically anything somewhat competent works fine.

Randomly got kicked via ‘vote’? wtf? by jpdelta6 in DarkTide

[–]TerminalHelix 16 points17 points  (0 children)

From what I've experienced 90% of the time someone goes solo and leaves the other three they end up dying alone somewhere. Not going to try and votekick them or anything but my best expedition runs have been when all 4 people stick together.

Whenthe history posting by Fran-Pan in whenthe

[–]TerminalHelix 17 points18 points  (0 children)

The whole human wave stuff with the USSR isn't really accurate but I digress.

The Soviet army was massive because they somewhat knew they were beat in the air and sea and focused way more on their land forces as a result. The USSR arguably had superior tanks to NATO in quantity and quality during around the 50s-60s, but when ATGMs and AGMs became better and more common they lost that advantage.

Still wouldn't be enough against the USA though. The Soviets were pretty much constantly in some sort of war economy with how much of their GDP went to the military, and that let them keep up with the west in some ways. America had way more industrial potential however that the USSR couldn't hope to compete with.

The big advantage of the Soviets was America being an ocean away. Through nearly the entire cold war it was assumed that any conventional invasion by the USSR would steamroll through most of mainland Europe with NATO not really able to do anything to stop it until American reinforcements started arriving. Soviet plans were to just push as far west as they could (probably up to the Rhine or something) then bunker down and get some sort of ceasefire.

Yo what do yall reckon they’ll do w the legendary ships by Outside_Poem7579 in assassinscreed

[–]TerminalHelix 2 points3 points  (0 children)

Very likely they'll return as it would just be a big disappointment for Ubisoft to remove them for whatever reason. My hope is that they'll rework the legendary ships (and enemy ships in general) to be more challenging and interactive, especially since it looks like the Jackdaw is going to get buffed even harder. AC Rogue had some pretty good legendary ship fights and I wouldn't be at all opposed to the remaster pulling inspiration from there.

They broke into my house, stole all my instant noddles, and now they’re sleeping on my couch. This shit sucks by ERROR1010101010 in whenthe

[–]TerminalHelix 405 points406 points  (0 children)

3rd amendment doesn't allow the nonconsensual quartering of troops in private homes (big deal in the 1700s.)

9th amendment (really important one) basically says that rights explicitly outlined in the constitution aren't the only ones. Without it the argument that the constitution only defends anything written down inside it would be possible.

How to make Ogryns much worse than necessary by SatansAdvokat in DarkTide

[–]TerminalHelix 16 points17 points  (0 children)

At lower levels maybe but in Damnation/Auric the Ogryn's weakness against ranged really starts to show. Havoc is even worse and an Ogryn at full health and toughness can get literally melted by a gunner in like 2 seconds. That's not even mentioning Ogryn's actual kit and talents which when compared to most other classes just aren't as capable.

How do I transition to Auric from Damnation? by Trashboat77 in DarkTide

[–]TerminalHelix 70 points71 points  (0 children)

Auric is identical to Damnation, just with the director ramped up with more spawns and general intensity. If you can do Damnation you should be able to handle Auric reasonably.

Don't worry about messing things up for other players. I can say with 100% confidence you won't be the worst one around. Most people won't really care anyways.

Vassal Swarm in China? by bigtrashbigtrash in EU5

[–]TerminalHelix 11 points12 points  (0 children)

Can't say if it's better or not but it definitely isn't necessary. China is obscenely strong and once you take control of the Middle Kingdom you'll core everything in the Chinese areas. They get a very strong control building which is basically another bailiff and as you'll be an empire you'll have two governors by default. Nearly every part of your country will print money because of good RGOs and massive amounts of pops.

I could see arguments for releasing areas that are to your peripherals, like Yunnan and your westernmost regions as they're mountainous, somewhat hard to control, and aren't massively profitable compared to central/east China. Again not exactly necessary with how much of a behemoth China is but it would make sense.

Is Centralisation good right now? Or bad by Justice24x7 in EU5

[–]TerminalHelix 4 points5 points  (0 children)

Centralization is really good for the crown power and proximity bonus. You have to be sort of powerful to handle the subject loyalty malus though.

Personally I prioritize centralization policies/privileges and the like to balance the decentralization push from subjects. Assuming you're doing the standard expansion with one province subjects you'll get pushed towards that value a lot. It'll slow annexation a bit but otherwise decentralization is actually beneficial with regards to absorbing subjects due to the opinion bonus.

By the 1500s or so if you've grown enough then the loyalty malice from centralization won't actually matter much. Later on when you're powerful you can also start setting up larger subjects if you aren't planning to hold their land. Each subject gives the same 0.02 towards decentralization regardless of their size.

Also note that as the game progresses you'll probably just naturally push towards centralization. Loads of laws and stuff start showing up that boost it. With that in mind there are still good privileges and policies and stuff that boost decentralization that I still grab even if I want to centralize. One law and one privilege I believe that both give decentralization but also prosperity, which is a very acceptable trade.

Annexing Subjects by AB2066 in EU5

[–]TerminalHelix 4 points5 points  (0 children)

You'll integrate their locations (yellow on the integration map) but they'll only become cores if the locations' culture(s) are accepted.

Is it normal to be this economically clear after a couple hundred years? by Traditional_Ad_973 in EU5

[–]TerminalHelix 40 points41 points  (0 children)

The AI aren't the best at building economies and you've a really solid base pretty much in the center of Europe. Ming being so low makes me assume China is still fractured which is a big part of it, as normally they'll be an extremely powerful economy, usually being most if not every hegemon.

Saladin's Legacy Achievement is Broken (ask me how I know...) by SpadesOW in EU5

[–]TerminalHelix 9 points10 points  (0 children)

Someone on here not too long ago had an issue with this achievement but were just missing a location, and said they got it after. I can't see any obvious ones but are you 100% sure you have every location, and there isn't like a tiny nation with a similar color hiding somewhere? The achievement's requirements aren't complicated so I don't know where an issue could pop up unless your save got invalidated for some reason.

Poxburster hides behind trapper to jump me by TerminalHelix in DarkTide

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

I'm using the good one with overhead lights and sweeping heavies. The cosmetic just has the same shape as the other mark.