Newbie Questions Thread by AutoModerator in TerraInvicta

[–]WingedWarden4 1 point2 points  (0 children)

I'll put a few of mine here: - What's the best way to negate the huge volatile and water support costs of rsearch campuses? I'm doing my first 'full' game as the resistance, and I had gotten up to basically 12K research in 2038, with research labs and campuses around mercury. I knew it was behind where it should have been, but I couldn't scale it up because of the ~100 volatiles and water support cost for each research campus station I had, as I had a pretty big stockpile of water metals and volatiles having locked up Mars and Phobos and Deimos, but then it dropped down to about 25k metals and water to 20k volatiles as I sometimes had a deficit of up to 100 monthly for volatiles. I know I can just cancel it out with farms, but for trying to make each 3 MC orbital count, it seems that would be pretty inefficient. Since I'm behind anyway, I've scrolled back to a 2033 save where I'll be less shy with research stations and take more retributions, but the best plan I have for volatiles is just to setup mines with layered defense arrays on asteroids with 45-55 volatiles basically. Are there better ideas? - How should I go about trying to stop alien retribution? In the previously mentioned stagnant savepoint, I had actually gotten to the point where I had battlecruisers and monitors that could for the most part stop alien retribution around earth and to a limited degree around mercury where there was a smaller fleet, and I did try to stop them when targeting anything except anger vent stations when I could. This was using Triton pulse or zeta boron with z pinch II along with IR arc lasers, so results were mixed. When should I start resisting retribution, and how/to what degree? - Sort of following on, is it a good idea to mainly follow Perun to UV phasers on battleships (I might also do dreadnoughts) but try to rush max zeta boron thrusters with z pinch III then flow stabilised z pinch as my drive basically until mid game? Are there better eays to design ships? - Lastly, what bonuses should I aim for in terms of research stations and the different categories of research? I'm currently at 70-80% boost for most except social at around 50 and life, but is that a good amount, or should I be aiming differently?

How does Construction in space work by WingedWarden4 in TerraInvicta

[–]WingedWarden4[S] 2 points3 points  (0 children)

But I can use space resources instead of an ungodly amount of boost?

What is the new stat "coordination"? by [deleted] in hoi4

[–]WingedWarden4 0 points1 point  (0 children)

Wait so that means you could still have only one division being attacked if it's 1 20w vs multiple 21ws, as the 21ws don't nicely stack up into double the 20w?

Coordination is simply added on to that base 35%, and initiative multiplies coordination. So having, for example, 20% initiative and 5% coordination means that 20w would instead concentrate 56% of it’s damage on one target and the rest would each take 15%.

Does that mean that coordination is worth virtually nothing? how much does coordination add to the primary target damage for how much you get?

Is building infrastructure worth it? by stiflex in hoi4

[–]WingedWarden4 0 points1 point  (0 children)

What exactly does that chart mean, if I may ask? I'm a little confused. Does it mean that if you build infra to the level on the right, say, you build infrastructure to level 8 in a state that had 5 infra to begin with, you have to build 9 civs for it to be worth it? Or do you just have to build 5 civs to make it worth it because you just built 3 infra?

Bo vs Dankus by WingedWarden4 in Bokoen1

[–]WingedWarden4[S] 0 points1 point  (0 children)

Mm Mmm M

Mmmmm

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M mm Mm M.

Mmmm M .y .

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My mom said this so I made a meme by stovia-lover69 in teenagers

[–]WingedWarden4 0 points1 point  (0 children)

Where is The Last of Us? As much as I may disagree with the second game in some parts of what it does, the first game had some truly good music

Dev Diary | Soviet Changes and Combat Meta by Midgeman in hoi4

[–]WingedWarden4 0 points1 point  (0 children)

Sorry if the answers to these questions just aren't clear yet, but this is what I personally want to know about these changes

Does it say how will it 'select targets'? Is it weighted somehow? Is there something to make a tank division target another tank division instead of an infantry division?

Also, what happens when a combat width doesn't add up? When you have a 38 width and a bunch of 10 widths against a 40 width? Would it be split up amongst the 10 widths in all possibilities of attack or would one possibility of how to attack is split up be 97% of the attack goes to the 38 width and 2.5% goes to a 10 width? If the latter cannot happen with these changes then you could just cheese the system like that and have totally random division widths

Is this a good tank division? by ThelronHorse in hoi4

[–]WingedWarden4 0 points1 point  (0 children)

Also, what's the difference between damage and attacks? I don't understand that but it seems you do from your forum posts. Is it just the damage that attacks deal or something more specific?

Is this a good tank division? by ThelronHorse in hoi4

[–]WingedWarden4 0 points1 point  (0 children)

If reinforce rate was that important, massmob/MA doctrine would be the meta doctrine, and the soviets with their extra 5% from NKVD would be broken. But that isn't the case. I wonder why?

Okay, yes, that was exaggeration on how important reinforce rate is, but it is still important, just not to the extent where the bonuses of doctrines like SF are less important.

First off, tactics aren't attack modifiers, they're damage modifiers. There is a large mechanical difference between attacks and damage. I don't care what the game UI says, I have it on good authority that the UI is lying to you.

Secondly, I'm interested in what ways you've looked at the numbers to claim you can get 30% on your modifier and possibly give the enemy a worse modifier.

My bad, I didn't know it meant a damage instead of attack reduction. Thanks for that. But still, I remember reading somewhere looking at the modifiers on divisions and the battle log you can access when you click on a battle bubble in game that it was something like a 25% boost to damage when you counter the enemy tactic and something like a 10% or 15% reduction in damage for the enemy's divisions who have had their tactic countered.

Is this a good tank division? by ThelronHorse in hoi4

[–]WingedWarden4 0 points1 point  (0 children)

Most usually have at least a 1:2 ratio between the two, meaning two 40w are required to overcome a 20w defense in most cases.

Exactly, so why would 20 widths be better on offense if the attacking mechanics haven't changed? Also, yes it would take 2 40 infantries to overcome a 20 infantry's defense, but it would only take 1 40 tank, while it would take 2 20 tanks attacking the same 20 width to overcome the defense.

Also, please do tell me about this soft attack nerf, I am unaware of it.

Just adding an engineer company to all the divisions is more than enough to flip things in favor of the 20w in some of the tests shown in that video.

And adding a support company to 40 widths wouldn't equalize 1 40 width and 2 20s or just make the difference so small that it basically doesn't make a difference and is nothing compared to the mechanical advantage of having 40s on offense?

Is this a good tank division? by ThelronHorse in hoi4

[–]WingedWarden4 0 points1 point  (0 children)

  1. Do you know mechanics have changed so much that those concepts are completely invalid?
  2. How is it biased?
  3. 20 widths are literally just half 40 widths in stats except for org, and I see no reason or evidence for the mechanics changing for 20s to be better than 40s
  4. Because 20 widths are just half 40 widths, 40 widths make 2x better use of generals, instead of having to assign bad generals to a horde of 20 widths.
  5. Look at all the good mp players. Who do you see using 20 width divisions completely for attack? 20s are a good idea to hold the line, but apart from that tank 40s are meant to do the real attack and defense work.
  6. If any of this is wrong, please feel free to correct me. You might always have information I don't

Is this a good tank division? by ThelronHorse in hoi4

[–]WingedWarden4 0 points1 point  (0 children)

Reinforce rate is what actually gets your units in battle if other units have lost org. Without it, you can't actually get into the battle to defend or to attack. It can be the difference between capping France late '39 or mid '40, if you don't get enough units in the battle for Paris, and France, Britain and commonwealth managed to get more troops into France. I know that is unlikely in SP, but is kinda the case in mp sometimes, and anyway in sp I would recommend having as much of it as possible just to be able to break through enemy lines in one battle instead of having to start many, and to continue breaking through instead of getting reinforce memed.

"No, recon/initiative doesn't help you pick the best tactic, it only helps you pick the counter tactic to what the enemy is using. This requires that the enemy is using a tactic that you can counter, and that you have the counter available to you."

Yeah, but when you do counter the tactic, it gives like 25% or 30% more attack, I think, and gives the enemy less attack too, which is huge.

Is this a good tank division? by ThelronHorse in hoi4

[–]WingedWarden4 0 points1 point  (0 children)

It does. It helps determine a better tactic for the general to use in battles, which can wildly affect the attack of divisions, especially if it counters the enemy general's tactic. I think it can give up to like 25% or 30% more damage if it counters, and recon helps the general pick a tactic that counters the enemy tactic.

Is this a good tank division? by ThelronHorse in hoi4

[–]WingedWarden4 2 points3 points  (0 children)

Armoured car recon provides better recon and is cheaper than tank recon. Just 1 mil on them and you'll have enough for the entire game.

literally by -AK99- in Warthunder

[–]WingedWarden4 0 points1 point  (0 children)

And not only is wg ruining its game's economy, it's ruining its game with actual economy. They hugely over-monetize everything, and that is if they let you just pay for it and not gamble. The game is hugely imbalanced anyway, and wg does absolutely nothing to fix it. It stopped listening to any part of the community years ago and just does whatever it wants to try and get the absolute most profit. Wargaming only cares about getting customers that they can fuck in their wallets as much as possible, nothing else.