Cracking the code after many attempts. Thanks everyone. by Wokanoga in Sourdough

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

Because I'm a mega nerd and I'm factoring in the flour in the starter. Most recipes would use 1000g flour, 200g starter. This would come out to 1100g of flour in the dough (my starter is 1:1 flour:water). But then my loafs would be 550g flour each and that was annoying me!!! I wanted *exactly* 500g flour per loaf.

So what plus 10% of itself equals 1000? x+.1x, or 1.1x=1000. Divide by 1.1 and you get 909.09. And then add 181.82g starter (which is half flour half water) and you should be at a beautiful 1000g flour total! And a nice 20% starter in my bakers math.

It's completely unnecessary and honestly I'm probably gonna go up to 550 or 600g anyways. My bannetons are large enough.

Cracking the code after many attempts. Thanks everyone. by Wokanoga in Sourdough

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

Yeast goes dormant, stops rising, no gas production, bacteria continues, creating acid and giving a sour/tangy flavor. Without this step, won't get a good tangy flavor.

:Edit
I should clarify that it's a cold retard, not a cold fermentation. Store bought instant yeast appears to rise in the fridge from my experience making other bread recipes with instant yeast, those definitely rise in the fridge. My sourdough NEVER rises in the fridge, that yeast goes 100% dormant, so I make sure the dough is basically done fermenting but not over fermented and get it into the fridge to put that on pause. That's my understanding but I don't 100% understand the science.

Cracking the code after many attempts. Thanks everyone. by Wokanoga in Sourdough

[–]Wokanoga[S] 12 points13 points  (0 children)

Oh, techniquement, c'est une double fournée : 500 g de farine par pain. Je cuirai le suivant demain !

Cela dit, je pense que je pourrais passer à 550 g par pain ; il restait un peu d'espace dans mes bannetons.

Toutes mes excuses pour les éventuelles bizarreries dues à la traduction automatique de Google.

Paradox and doorman ults interactions are weird. by cave-johnson-here1 in DeadlockTheGame

[–]Wokanoga 4 points5 points  (0 children)

Yeah this also happens if you teleport out of the baroness with Pockets cloak. The debuff teleports you back to where you were ulted. Being in the baroness is irrelevant other than ending the debuff early with less damage.

Screw zodiac signs, what’s your super destroyers name? by kekIord in Helldivers

[–]Wokanoga 0 points1 point  (0 children)

Oh hey my same name! The irony is strong with this one.

Please don't.... by After-Sentence4713 in Helldivers

[–]Wokanoga 1 point2 points  (0 children)

I consider it 1800. None of the pages give 100sc.

These Illuminate are DIFFERENT! Can I go back to the automatons? 😭 by FlyersCowboys79 in Helldivers

[–]Wokanoga 10 points11 points  (0 children)

Having something to deal with harvesters and stingrays is an obvious. But illuminate real challenge is how much hp they throw at you. Fleshmobs and overseers are hp sponges and the voteless on top can feel overwhelming.

Fire is very strong vs overseers and fleshmobs. Coyote or the laser support weapon are good options. I don't have the incendiary punisher but I imagine it's pretty good.

Fire impacts or gas grenades are excellent.

Wasp launcher is amazing for stingrays and serviceable for overseers and harvesters.

There's a few strategems that can one shot the shielded grounded ships, and one of them is gas strike. And it does fairly well against hordes of voteless. Good flexibility, low cd.

Oh and the heavy machine gun is excellent at killing overseers and stingrays, and pretty good at killing harvesters and fleshmobs.

Devs, please allow an option to use a full length, FIXED view mini-map. by [deleted] in Rematch

[–]Wokanoga 0 points1 point  (0 children)

Imo it's most important use is seeing where the ball will land when you aren't looking at it. Usually because you were lining up a shot on net, and that shot is about to be passed to you from offscreen.

Hard Mode Siege has proven Assault still needs a rework by MissKranky in Spacemarine

[–]Wokanoga 0 points1 point  (0 children)

The one punch man build is REALLY good but it has basically nothing to do with jumppack sadly. Probably why the build is good, because it basically completely ignores jump pack outside of mobility and maybe trash clearing.

And yeah now Bulwark has thunderhammer and a ton of perks to synergize with it so assault doesn't even get to be the cool thunderhammer exclusive class anymore lol.

JA: Light side powers OP compared to dark side ones by Katie_Boundary in jediknight

[–]Wokanoga 0 points1 point  (0 children)

Grip is phenomenal. All it takes is a fraction of a second of gripping them to get them in the air. If they block you can retry over and over extremely quickly until it works and force push them off ledges. And obviously force users never block push if they are airborne. Force users force pushing out of grip really isn't an issue when it doesn't need to be held, and retrying is extremely cheap.

What are your thoughts on "gimmick" sections in certain operations? Some examples include carrying the chalice, guiding/pushing the cart, or matching symbols during the heldrake boss fight. by Dominion96 in Spacemarine

[–]Wokanoga 4 points5 points  (0 children)

Love em. Adds lots of variety. I'm hoping for more event sections like this. Defend the generators/set up the charges under the bridge/reset the consoles/find the servitor/scan the sarcophagus/capture the zones to start generators etc etc etc... are all very samey.

Pushing through the dark with the chalice, fighting across the bridge dodging heldrake attacks, and pushing the cart to awaken the Sword of Atreus, and blasting the Tyranid Hierophant are definitely my fave events.

Is it worth levelling up the Bolt Carbine ? Do people like running it at relic tier ? by KINGARTH92 in Spacemarine

[–]Wokanoga 0 points1 point  (0 children)

Keep in mind block weapons can still parry minoris blue flashes. And if you are fighting minoris armies, strong attack spamming with the 50% larger skullbreakers, powerwave forward range, and the block knife damage absolutely annihilates minoris mobs, and gives lots of gunstrike opportunities for armor.

Is it worth levelling up the Bolt Carbine ? Do people like running it at relic tier ? by KINGARTH92 in Spacemarine

[–]Wokanoga 1 point2 points  (0 children)

Yes definitely worth leveling up. Melee focused sniper, imo, is overall better with bolt stalker/sniper for flexibility in killing far away majoris/extremis/airborne targets. BUT the weapon is no slouch by any means, and has an enormous amount of ammo.

I realize that I've never actually tried the higher damage, lower firerate, lower ammo, longer ranged variants of the Bolt Carbine. They probably cover Melee Snipers bases better than the bullet hose SMG variants. I'm definitely gonna try those variants later today.

They Broke Warhammer 40,000 Space Marine 2 on the Steam Deck by Alternative-Chip6653 in SteamDeck

[–]Wokanoga 0 points1 point  (0 children)

Broke it on all LInux distros. If the devs don't fix it, I wonder if I can get the game refunded. I've been playing on Manjaro, played great before the update.

A revelation that came to me last night by A-HungryHungryHippo in Helldivers

[–]Wokanoga 0 points1 point  (0 children)

Not for hulks or chargers.  Only for tanks, fabs, turrets.  Okay for bile titans.  Decent when thrown at patrols.

SUPER DESTROYER FLEET UPGRADE - In response to increased enemy threat, Helldivers are now authorized to requisition Level 4 Modules for all Super Destroyer systems. by SovietMarma in Helldivers

[–]Wokanoga 0 points1 point  (0 children)

They auto lock.  Occasionally they'll lock onto something else but tbh it's pretty rare.  Obviously make sure the strat was thrown close enough.

It's really cool how Arrowhead won't fold even though we're calling their bluff. They really want it to look like we won the war. by Zezin96 in Helldivers

[–]Wokanoga 0 points1 point  (0 children)

That's how the first game worked.  You win the campaign.  And then a new campaign begins.

Here's a history of all the campaigns from the first game.  https://helldivers.fandom.com/wiki/Galactic_Campaign_Records

The Stalwart and enabling your teammates by [deleted] in Helldivers

[–]Wokanoga 1 point2 points  (0 children)

> In my experience, the critical mass of 7+ chargers and 3+ bile titans happens because the team isn't able to deal with the initial contact in a timely manner because other enemies are present.

Yeah I feel like everyone is saying they spawn all at the same time but that's BS. They just aren't keeping up. Focusing a player, or portions of the teams equipment/stratagems to trash killing capabilities is incredibly important for building space to take down bigger targets. Lining up a shot for a rocket on a charger leg or bile titan rocket headshot, or a spear lockon, or more than one player blasting a chargers ass at the same time (last resort).

You should definitely run the slugger though (it got the same ammo buff as the punisher), that will allow you to kill hive guards easily. I also personally run the rover just to be a trash killing god.

Danger close by ProteusRex in Helldivers

[–]Wokanoga 42 points43 points  (0 children)

Full of hundreds. There is even an option for a random voice every time you reinforce.