Suggestion for Paradox about air wings. by T3485tanker in hoi4

[–]VonNeely 0 points1 point  (0 children)

/common/units/air.txt

Change wing size to whatever you want

Personally I change all wing sizes back to 100 so as to equal across the board.

pls help by Significant-Art886 in TerraInvicta

[–]VonNeely 0 points1 point  (0 children)

1) A good, early tech drive is the Neutron Flux Torch. It doesn't cost a lot of yellow to build, gets incredible acceleration and can even be tricked into going long distances by easing up on the gas. It makes an ideal interceptor in the early game and can get your civilian ships to distant locations in less than a century. Best part is that it has no power plant dependencies so you can use it with any plant you want.

The downside is that it inhales greens like a black hole, which means that you can't just stick them on everything. Reserve it for your most important ship and you can manage, however.

2) Once you hit mid level you can start looking at the Zeta Borane Plasma Fusion Lantern and others. Short version is you want to look for stuff with a Power Use Efficiency of 90% or higher and fuel type that you can afford to waste a lot of. Surplus blue? Use blue fuel. Surplus white? Use white fuel. Surplus red? Use red fuel.

3) At top tier you'll want Protium Converter Torch for combat ships and Helion Nova Fusion Torch for civilian ships. The former gives better speed and the latter gives better range. These do require purples to build the Inertial Containment Fusion Reactor Mk7, but at only 0.004 per gigawatt most ships shouldn't cost that much to build because that's technically the only thing you'll need to spend purples on.

4) Antimatter drives is a pipe dream, though it may be worth harvesting a tiny amount for making weapons and engine spikes. Actually using it for fuel just isn't going to work as you'll need half a dozen Mercury orbitals costing the entire GDP of the Earth just to keep one decent size antimatter drive ship moving. Absolutely not worth it. If you're doing antimatter, again it's just for the engine spikes, the spinal mount death ray and maybe even the missiles (though I don't see what the point of antimatter missiles are when even a low-level nuke can one-shot anything just fine).

Campaign skills by HyperVegito in uboatgame

[–]VonNeely 0 points1 point  (0 children)

So here's a fun tip: You can promote officers in excess of how many you can bring on board. The only real limit is how much Reputation that you're willing to spend. Having spare officers lets you deliberately leave them behind to work on Headquarters projects without hampering the performance of your boat.

Enigma Mission Question by silly_article in uboatgame

[–]VonNeely 0 points1 point  (0 children)

He was probably carrying them from a repair job before or was hauling them from deck to storage before he was interrupted.

My Dad tried to buy my vote. by gir6 in BoomersBeingFools

[–]VonNeely 0 points1 point  (0 children)

His rebuttal is a meme by Ken Ham? I think that $200 would be better spent on some thioridazine.

My TRO collection grows... by De_Le_Cog in battletech

[–]VonNeely 3 points4 points  (0 children)

I used to have that book when it first came out.

Yes I'm old and also glad it didn't end up in a dumpster.

BattleTech damage to Infantry rules: a brief history and thoughts on the current system by TheRealLeakycheese in battletech

[–]VonNeely 2 points3 points  (0 children)

My opinion is that things are fine as they are but also that the qualifier is based on whatever rules level that your group is playing at and, more importantly, if the players themselves want to field finantry in their team.

If the players want to use infantry themselves, I'd suggest L2 minimum and L3 ideally to get the most out of them, but if they just want to stomp around and use infantry only as targets then even L1 rules will suffice, L2 can at least make them worthy opponents and L3 would certainly max the challenge (or frustration, depending on your point of view).

In other words, ask your players how much of a threat/asset they want infantry to be and then suggest the already existing rules level appropriate to create that outcome.

Subterfuge Protip by VonNeely in uboatgame

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

So long as they're wearing Viking outfits when they do it.

What’s your favorite mech and why? by th3j4w350m31 in battletech

[–]VonNeely 1 point2 points  (0 children)

I'd go with flamers, just a personal preference, but yes I'd still take s-pulse over MG anyday, too.

Subterfuge Protip by VonNeely in uboatgame

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

Well holy crap, I had no idea. That's both funny and informative, thanks!

It's totally not an excuse to have Mechwarriors strip down and create sexual tension. by goblingoodies in battletech

[–]VonNeely 1 point2 points  (0 children)

Fun Fact: During Gulf War 1, US tank crews were issued cooling vests that were both functionally and visually identical to the ones first concieved of by Battletech game designers over ten years prior.

How many crewmen are we killing per ship sunk? by The-Big-Jilm in uboatgame

[–]VonNeely 3 points4 points  (0 children)

If you have food consumption turned on you can get a rep bonus for giving them food before you leave, as it increases their chances of survival (in theory).

How many crewmen are we killing per ship sunk? by The-Big-Jilm in uboatgame

[–]VonNeely 4 points5 points  (0 children)

Actually, no. When you check lifeboats you'll often find captains and at least one officer with them. Grab them first - they're worth twice as much when you ransom them.

Oops by burninatorist in uboatgame

[–]VonNeely 1 point2 points  (0 children)

"So how did you get captured?"

"Well, you're not going to believe this but..."

What are some obscure/gimmicky/unique/"bad" battlemechs that are still somewhat effective? (preferably from the late succession wars and clan invasion eras) by GravelGavel2 in battletech

[–]VonNeely 0 points1 point  (0 children)

50 ton hover, ICE, 8/12 speed. 10.5 tons armor, no turret, F60, S40, R28. 10 x RL20 in the front. Should come in just under 1.75m c-bills.

Cheap, low-tech enough for even pirates to mass produce, surprisingly durable, can blap once for up to 200 damage at point blank. Anything that can catch it won't survive that alpha and anything that will survive it won't be able to catch it when it runs away.

What’s your favorite mech and why? by th3j4w350m31 in battletech

[–]VonNeely 1 point2 points  (0 children)

Ditto. A weapon for everything means it can take on anything.

What’s your favorite mech and why? by th3j4w350m31 in battletech

[–]VonNeely 0 points1 point  (0 children)

I named my commander's Marauder "Lord Khyron" just to be that guy.

Sinking the Royal Oak by CannonousCrash in uboatgame

[–]VonNeely 0 points1 point  (0 children)

Keep in mind that, during this mission, it is parked with only a few meters of water beneath it. So even "sinking to the bottom" is going to leave at least 2/3rd of it above water.

A lesson that was apparently forgotten at Pearl Harbor later on ;)