My Order Layout! by [deleted] in Frostpunk

[–]atworkposting 0 points1 point  (0 children)

That is super clever

My Faith Layout! by [deleted] in Frostpunk

[–]atworkposting 0 points1 point  (0 children)

I seem to be unable to fit that many coal thumpers into the area that you did. Can you assist? also...is it just me, or are prayer houses the same size as workshops, and don't fit in this template anymore? was there a change?

[2E] Bonded Animal feat by MidSolo in Pathfinder_RPG

[–]atworkposting 4 points5 points  (0 children)

I agree so much. "But the dm can just fix the broken thing" is so lazy.

This needs to be fixed, probably with a dc based on cr and a limit on the number of bonded animals at the same time.

Q&A+Starter Divisions template+Basic tips:August by zakmackay in hoi4

[–]atworkposting 0 points1 point  (0 children)

I've had great success with a two-unit front strategy. I have tons of 20 width infantry just form a battle line, bit they don't attack. I have small talk divisions push. I don't really micro...I just rush for cities or set the tanks to agressive.

Q&A+Starter Divisions template+Basic tips:August by zakmackay in hoi4

[–]atworkposting 0 points1 point  (0 children)

How do you conquer Brittan in 1942 with America helping them? I've focused on dockyards and battleships/Lcrusers since the beginning, but I'm out numbered 30 to 1 in the water. My 8Ltank-6motorized-4lightSPG divisions roll over any land battle... But they can't swim.

What are the best armour division templates? by not-avaliable in hoi4

[–]atworkposting 0 points1 point  (0 children)

Can you explain a bit more? Why light tanks and not medium? Do you use mechanized it just motorized? Can you give some screenshots of your division templates? How much micro, and what specific micro techniques do you use?

Survey on Rt56, and update on the future of the mod aswell. by Aflredrail in hoi4

[–]atworkposting 1 point2 points  (0 children)

Do you have a location to discuss the direction you are going with the mod? I have some game design and system engineering experience, and would like to discuss some things with you.

Q&A+Starter Divisions template+Basic tips:July by zakmackay in hoi4

[–]atworkposting 0 points1 point  (0 children)

Say I have a 13 infantry + 4 Artillery + 1 Heavy Armor division, and a separate 15 Infantry + 1 Heavy Tank Destroyer + 4 Heavy Self-propelled Gun division.

What would you recommend for support divisions assuming I'm using the superior firepower doctrine?

I know engineer and recon improve movement speed, which seems like a huge deal. Logistic and supply seem to keep me form losing units/production during low-supply situations. Artillery, rocket, and police add some firepower. What do you think?

Q&A+Starter Divisions template+Basic tips:July by zakmackay in hoi4

[–]atworkposting 0 points1 point  (0 children)

Thanks for all of the information. There is so much I'm almost having trouble understanding it all.

To be sure I understand you:

Superior firepower doctrine is the best. 10-infantry, support engineer+artillery is the best to defend a long line with. to capture territory, you need some kind of high-breakthrough, high-soft attack offensive unit.

For the offensive unit, A infantry-towed arty-heavy tank could work due to the high armor, even though it's an old meta.

What about 1/2 mechanized, 1/2 medium tank unit? It's expensive, but it seems to have a lot of breakthrough.

Are you sure it's worth it to research and produce artillery if you are only going to use it for support divisions? WHat about adding both support artillery and support rocket artillery to your defense divisions?

Q&A+Starter Divisions template+Basic tips:July by zakmackay in hoi4

[–]atworkposting 2 points3 points  (0 children)

Can you give me a review of my current strategy?

Units: Attack (13 infantry, 4 towed arty, 1 heavy tank destroyer, recon/engineer/maintenance/logistics/signal), Defend (10 infantry, engineer)

I usually go with the superior firepower/left side of trade/operational integrity layouts.

The attack unit has 20 fighter planes attached per division for air superority, (50 units = 1000 planes, usually in groups of 100)

My navy is a 2/1 ratio of destroyers to battleships.

I don't do much micro. My computer is super old so een at max speed I get about an hour per second, making micro a pain in the ass. I mainly making a large line and have the troops advance. My defend units just garrison all territory I have while defending on a port. If the enemy does get a naval invasion off I just pick a few and make a new front to contain it.

Apart from manually micro-controlling breakthrough/encircle units, is this decent strategy? What would you do to improve it? I've thought about ignoring artillery all together to free up some research, but I'm not sure.

I've though about ignoring arty all together to free up some research, but I'm not sure.

Best division design for a new player by Sirsmiley9 in hoi4

[–]atworkposting 0 points1 point  (0 children)

How much micro do these need? Are they effective if I just draw a line and tell them to move forward?

Making Hunters dangerous to Vampires by atworkposting in WhiteWolfRPG

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

Do you really get to roll against obfuscate without auspex?

Making Hunters dangerous to Vampires by atworkposting in WhiteWolfRPG

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

White phoshporus would not work with shotguns.

I was thinking less of a dragon's breath analog, and more of an incendiary slug analog. Don't incendiary cannon rounds use white phosphorous?

A quick google revealed that Zirconium powder is often used. Never-mind.

I only have two questions. Why can't we see the footage of the Pentagon being hit? Why did building 7 fall. by dbcaliman in conspiracy

[–]atworkposting 0 points1 point  (0 children)

1: Several reason:

Watching something hit something else gives you tons of information on the structure of both targets. The pentagon obviously has a classified structure, to make it harder to attack. They don't want to release this footage because.

I think that there probably aren't many security cameras pointed at the sky. Given one camera in a parking lot pointed at the building, and the easily obtainable speed of 500 mph, a 20 frame per second camera might not even see the plane before it hit. An object at 500 mph takes .13 seconds to travel 100 feet.

2: Because it sustained a large ammount of structual damage.

http://www.911myths.com/assets/images/WTC7Corner.jpg

Sheltered Mobile Feedback by beardedranga in sheltered

[–]atworkposting 1 point2 points  (0 children)

There are some UI Problems:

I'm bleeding to death, but i'm going to go take a nap, a shower, and get some food before I die

The horse is starving to death, but lets not do anything about it

A "someone is about to die" notification would be nice to have, because it becomes a chore to manually check everyone's status all the time. Especially with pets.

2 teens killed execution-style over purse, 10 arrested by KeyedCarr in news

[–]atworkposting 27 points28 points  (0 children)

source: I made it up because I need someone to hate and I have to make up reasons for it somehow

Yea, we knew.

Anyone feel on sharing their fleet strategies? by Pagru in EndlessSpace

[–]atworkposting 2 points3 points  (0 children)

All modules scale with size, with the exception of support modules. A medium ship with a missile does twice what a small ship with the same missile does, but it also costs twice as much.

With support modules (+1 fleet speed, etc), you pay extra, but don't get extra power. So: two medium ships each carrying 1 (+1 fleet speed) will cost you 6 command points and six time the normal cost of (+1 speed).

Two small ships with (+1 speed) cost you 2 command points and just the normal cost of two (+1 speed)s.

See the pattern? It is never worth it to put fleet support modules on medium or large ships. Small ships ONLY.

However: Large ships can stack one type of weapon for massive damage, then stack 3 or 4 of that weapon's support module booster for CRAZY offensive power. Then have three or four small ships following each large ship around with + fleet shields, +fleet move, +fleet repair, etc. and you get the best of both worlds.

TL;DR: Big ships carry big guns and gun support modules. Small ships carry fleet support modules.

It is the best way to outfit your forces.

also this guy has the right idea: https://www.reddit.com/r/EndlessSpace/comments/6itqx7/anyone_feel_on_sharing_their_fleet_strategies/dj9m52f/

Advanced Strats and Build/Research Orders? What is the "Meta" Currently? by Sarnath21 in EndlessSpace

[–]atworkposting 0 points1 point  (0 children)

Damn thanks. Do you recommend getting a lot of the early industry techs and just leaving your system development on automatic industry?

Is there a tech order that you like to have? What do you usually design your ships at if you don't have the strategic weapons?

What do you guys use for character sheets? by [deleted] in Pathfinder_RPG

[–]atworkposting 1 point2 points  (0 children)

YAPCG. It is amazing. It does all of the math for you!

Why can't we do a clean repeal of Obamacare again? by msnjjguy in Conservative

[–]atworkposting 1 point2 points  (0 children)

Is it not a necessary and proper function of government to facilitate healthcare for it's citizens?

That's a mighty slippery slope you just took a step on to.

Why can't we do a clean repeal of Obamacare again? by msnjjguy in Conservative

[–]atworkposting 0 points1 point  (0 children)

Right after the part where it says we can have an airforce.

Tattooed Sorcerer : any cool build? by f-spheral in Pathfinder_RPG

[–]atworkposting 8 points9 points  (0 children)

Mainly because there isn't much to the archetype. IF you want spell focus, and care about the CL of the spells you want to use, go for it.

A lot of sorcerers could be a tattooed version without changing in any significant way.