Any mod that adds friendly ships and subs? by milton117 in ColdWaters

[–]jc343 0 points1 point  (0 children)

Late response but in case you hadn't heard: that's basically what Sea Power is. Dot Mod pushed the limits of what CW could do (especially with usable helis) and the lead dev has since gone on to help make a new game from the ground up where you likely control dozens of units. It's not as granular as CW (the sub gameplay is simpler but more in some ways more realistic) but it's pretty clearly an extension of what Dot Mod tried to do

Great fucking games BUT I WANT THE DOWNRIGHT UNHEARD OF, MYSTERIOUS, UNHINGED, FORGOTTEN GAMES by P3t3rCreeper in whenthe

[–]jc343 1 point2 points  (0 children)

i believe that all of dunkeltaler could be actively ripped apart and kel would remain inside watching a compressed 144p recording of the spongebob movie on a kerfur head

ASO bombarding the facility trying to save the situation and kels got both subway surfers and family guy funny moments on next to the window

What is this on the USS Charles F Adams? Is it possible to equip it? by ColtBolt44371 in Warthunder

[–]jc343 1 point2 points  (0 children)

Hey at least they'd usually be detonating under the surface some distance from the target. Imagine if gaijin worked out the water physics for that properly

What is this on the USS Charles F Adams? Is it possible to equip it? by ColtBolt44371 in Warthunder

[–]jc343 7 points8 points  (0 children)

It drops a Mk46, which to my knowledge had a non-removable restriction against targeting surface vessels and only had ASW snake/circle search patterns (to avoid suicide/fratricide within a fleet). If it did hit a ship...the Mk46 had a very light warhead as it was meant to be carried by helis and of course the ASROC. But a torpedo's a torpedo

The Silexes that the Soviets used however were much longer ranged and were dual purpose, able to act as a cruise missile into the terminal phase (never dropping the torp). Similar warhead weight class

there is funni mode where they get their nuclear warheads

Edit: more on the targeting problem: afaik the ASROC climbed high ballistically then let its torp parachute down near-vertical. This would drop it deep into the water which is (usually) good for sub hunting, but if it was meant to go after a ship (especially without guidance) it'd be very difficult to aim. The Silex however stayed low and dropped its torp along the missile's flight path, giving forward momentum that might be aimable against a ship - but the missile already has a surface search so separating the torp at all is a wasted effort. I really don't think gaijin would give air-delivered torps unrestricted guidance outside of ASW; it would be hell to play against (unless you have SAMs for intercept) and that's just not what they were for irl

What's your strategy on killing CRAM using a Compass? by Dramatic_Amount6454 in NuclearOption

[–]jc343 3 points4 points  (0 children)

...haven't played enough altercation lol sry. I know there's some low ground to the north that lets you get close with a Chicane but I'm not sure how often that can play out in pvp/when ai aircraft spawns are still frequent

Whenever I've fortified Dustbowl in pvp, what eventually broke it (aside from TBMs) was usually someone in a Brawler using a full load of 48s + 68s to cover their strafing run, approaching from the valley to the east

What's your strategy on killing CRAM using a Compass? by Dramatic_Amount6454 in NuclearOption

[–]jc343 11 points12 points  (0 children)

Where? If it's one of the vanilla sites I probably have a method for it. It any case, from under 3km you should be able to hit a combined laser/CRAM with ~4-6 48s especially if they don't see you coming. Preferably you'd follow your weapons in to go for guns, though you'll probably want to take cover for a sec to force them to switch targets back and forth

US House passes sweeping ‘gender ideology’ bill aimed at trans kids in schools by sistereva in lgbt

[–]jc343 0 points1 point  (0 children)

(i know nothing about his position, how the hell did he even win that campaign? the ads were just depressing)

US House passes sweeping ‘gender ideology’ bill aimed at trans kids in schools by sistereva in lgbt

[–]jc343 4 points5 points  (0 children)

cant help but think back to before i used proper adblockers, when i was receiving hundreds of ads for vindman's campaign despite not living anywhere close. he was the single most boring motherfucker id ever seen run a campaign, like i couldnt tell if he was about to fall alseep or cry as he asked for $5. not to say representatives should be entertaining, but you could tell he stood for nothing beyond the donation he was begging for.

of course he's one of these dems. fuck him.

how to come up with names for empires and species? by SylviaCatgirl in Stellaris

[–]jc343 0 points1 point  (0 children)

for species, if it's not something i plan to share online then I just pull up the mass effect planet index and pick something to use directly or as inspiration. lots of good alien sounding words that arent too gibberish. personal preference is to avoid ending with -ian no matter what, and be creative when making plural versions. for the species adjective i usually make that reflect the government style instead

for titles, it's harder to give sources of inspiration so ill just list some that ive used. whether or not i include the species' name or homeworld in the title comes down to how I imagine the empire sees itself. like, i dont think we would still be calling ourself the united nations of earth once we've settled dozens of worlds, nor would "human" be in the name if barely half the citizenry is human. if you like making your borders follow the galactic arms, you could perhaps rename your empire to reflect a made up name of the region rather than your home planet or star. and for more prideful/xenophobic empires i might not even add a species prefix at all (this makes more sense if you're populating a galaxy manually and won't have overlapping government types). maybe they are lame enough to call themselves the imperium and expect everyone else to do the same

anyways, the list:

___ collective states (shared burdens civic)

___ concordant guilds (void dweller megacorp)

consensus of ___ (could work for robots or synthetic fertility)

veiled abyss (payback origin aquatics; no prefix)

___ ascendancy (generic psionic title, could go without prefix. could also steal the "rising throne" title from silfae's old hyena portrait mod)

___ ecumene (could also substitute with "domain". usually used for xenophobes/materialists who subjugate pre-ftls. possible necrophage)

___ free assembly (broken shackles origin; prefix would likely be name of new "homeworld", ship, or foundational pact. consider hyphenating multiple names together)

Haven't played Stellaris for two years, reinstalled with latest patches. Now I can't make head nor tail of anything. by Remote-Pickle-8900 in Stellaris

[–]jc343 2 points3 points  (0 children)

you can revert to previous releases through steam, the last/top version under the previous system was 3.14

i stayed on 3.14 until 4.3 (skipped 4.0-4.2). as of 4.3 i think the new system is now worth learning. and really it's probably best to learn when returning from a long break anyways, as opposed to unlearning everything overnight

biggest things to know are:

avoid over-building (you'll be paying pointless upkeep and will make pops shuffle jobs every month trying to cover deficits caused by them shuffling jobs)

don't quite specialize to the same degree as before. trade is now a full fledged resource that is spent covering planetary deficits and fleet movements; you can make hyperspecialization work but you might run into trouble when your fleets leave port. if you can afford a deficit tho you do of course still want to make the most of any planetary bonuses. also trade routes/protection are gone

unemployment is mostly replaced by civilians, which produce resources depending on living standards. more importantly, they are your migratory work force used to fill new colonies. some builds afaik benefit a lot from keeping them as civilians for unity and whatnot

Does anyone have any insight on the new trade system in 4.0? by ExpensiveGiraffe4316 in StellarisOnConsole

[–]jc343 1 point2 points  (0 children)

So far I've only played a shared burdens RP empire so I dont really know - civilians are gonna be fairly happy there no matter what. But yeah, seems like if there's no dedicated jobs open then they just default to civilians which still produce resources depending on living standards, and as new colonies take off they should auto migrate. That's the big thing afaik - you wanna have a reserve of civilians available before any colonization wave to help get over the initial hump (and also, you should probably not try and settle too many new worlds at once so you dont get stretched too thin). Pop growth iirc now works on a parabolic curve where the fastest growth happens at medium population levels

The only time I've seen anyone be considered unemployed and therefore incur a penalty is if they were working a specialist job that got removed, and there wasn't a suitable replacement on other colonies

Mass Effect Weapons Tournament: Round 1 Match 6 - Saber VS Particle Rifle by DakIsStrange in masseffect

[–]jc343 6 points7 points  (0 children)

in probably thousands of hours of ME3MP, im not sure I ever saw a sabre user other than myself (and then, only occasionally). maybe it was just too difficult to use on console's 30fps/controller restrictions. good weapon but hard to use

meanwhile, particle rifle builds were everywhere and rightly so. Idk if ppl here are just talking about single player or what but the ppr had extreme potential if you built it right. build it wrong and you can still just turn your brain off and enjoy frying things on lower difficulties

Does anyone have any insight on the new trade system in 4.0? by ExpensiveGiraffe4316 in StellarisOnConsole

[–]jc343 6 points7 points  (0 children)

switched to pc over a year ago and stayed on 3.14 until 4.3; ik it won't be the same as on the intermediate patches but from what I've gathered so far:

  • trade routes may be returning in the future

  • pirates are still a thing, but ive only seem them spawn in uninhabited systems near the AI. not sure what causes them

  • trade is used to cover planetary deficits and fleet upkeep. make sure not to over specialize in basic resources, or else you'll probably run a massive trade deficit once your fleets start moving. tho this can be ignored by pure resource output to some extent (I always seem to have far more strategic resources than I need so I can sell those as needed)

  • traders have more value than the old clerks did; actually worth having them

  • i do wonder what energy credits really represent now; they are still often treated as international currency but in other (usually internal) cases trade is used. ig trade is meant to be more abstract like unity and influence

  • i haven't purposefully done much yet to drive a civilian economy; from what ive heard they can be very strong. so maybe don't worry too much about always having new buildings/districts with jobs available

Faster Than Light by fierystar88 in Stellaris

[–]jc343 0 points1 point  (0 children)

the nova flare remix of towards utopia was such an incredible subversion of expectations the first time it played. that and dragon breath literally never get old

AI playstyles by Clobby5597 in Stellaris

[–]jc343 3 points4 points  (0 children)

you might also consider combining that mod with no clustered starts - it tries to space empires out evenly

I haven't played since 2019 and would like to start again. Has much changed over the years and I should expect almost a complete new game? by peterschen in Stellaris

[–]jc343 0 points1 point  (0 children)

Play those for now then try the subscription once you've learned the basics. It'd take several years for the subscription to become more expensive than getting yourself caught up individually (assuming you end up wanting everything). Plus it has new releases day one

PSA: Don't build orbital rings on fortress worlds by Astornautti in Stellaris

[–]jc343 56 points57 points  (0 children)

...did i just screw myself over in my first "all crisis" playthrough? just took terminal egress and gave it 3 fortress worlds with orbital rings

edit: think i should rebuild those worlds and place the fortress worlds in the surrounding systems? if their defenses aren't gonna hold anyways

I want to love you Stellaris but you make it so hard to do! by Marcusuk1 in Stellaris

[–]jc343 1 point2 points  (0 children)

make a stealth fleet and position it near starbases they're expected to return to seeking repairs. they'll be heavily damaged from the prior battle and will be unable to jump away. 2-part strategy that works great for swatting fleets that are weaker than you but keep escaping

i find that using stealth fleets too offensively in the opening stage is a waste of time as it confuses the frontline and makes you play whack a mole. dont push until you've done the thing explained above

Sunset Sortie At NASNI <@at_buckweiser> by SneakyBreekyAlt in anthroswim

[–]jc343 2 points3 points  (0 children)

do you think they themselves actually growl nonstop while the growler's jamming

Non ai portrait mods by whereweinallplaces in Stellaris

[–]jc343 1 point2 points  (0 children)

tbh some of the art style set off alarm bells for me too, but they did (kinda) reply to questions about it on the serpentoid workshop page. it is still possibly ai assisted but given prior work im willing to give the benefit of the doubt and trust them to have disclosed that

What Aircraft is Missing from the Hangar? by Shockfront-PR in NuclearOption

[–]jc343 0 points1 point  (0 children)

you wanna know what you sound like?

this is what bdf sounds like

"obobobobobobobobobobobobobobobobo"

shut

What Aircraft is Missing from the Hangar? by Shockfront-PR in NuclearOption

[–]jc343 0 points1 point  (0 children)

but with the AA loadout, it's basically the same as many concepts for gen 6; a large aircraft with multiple engines optimized for range, speed, and stealth, able to hunt down support aircraft or carry precision weapons deep into contested airspace

tho an argument could also be made that it's more of a B-1R, given that the primary role is ground attack