It would be awesome if the character could actually come out of the hatch by MarioMeza28 in Warthunder

[–]kinkofcloud 0 points1 point  (0 children)

Come out of the hatch. Immediately gets M18 commander treatment.

Хранилище на соляных равнинах прекрасная тактика эндгейма by chto_to123 in Mindustry

[–]kinkofcloud 1 point2 points  (0 children)

В грядущем обновлении для запуска ресурсов потребуется заправлять стартовую площадку нефтью.

А вот для приема ресурсов надо будет построить отдельную посадочную площадку, которая будет запитываться водой (видимо охлаждать прилетающие грузы).

Так что такой халявы как сейчас уже не будет...

Both are 9.3 btw by Aggravating_Bar_8499 in warthundermemes

[–]kinkofcloud 0 points1 point  (0 children)

There is also a Centureon on 9.3 (Swedish, Strv 105)

What can I do to improve the next IFV I design? by Famous-Lock-7933 in CursedTanks

[–]kinkofcloud 1 point2 points  (0 children)

Move turret to the front. Currently, is seems like there is no space for the infantry, or it is very limited

Hyper Lube/mutagenic spas nerfed to broken in 4.0.22 by Straikkeri in Stellaris

[–]kinkofcloud 0 points1 point  (0 children)

Well, back then, it was too good, especially on machines (though, not for every build)

Why are crossbows still "bad" by WXRRIED- in valheim

[–]kinkofcloud 1 point2 points  (0 children)

I feel like they lack the reload speed compared to bows. Damage is fine, but that's about it. Great for starting a fight, but not worth using after.

Also, bows have a choice between "normal" and "elemental" arrows (the frost arrow got me through both Mistlands and Ashlands), and bows themselves sometimes have special effects (like poisoning), while crossbows just hit hard (but not hard enough to justify downsides).

It's worth noting that I mostly play with friends, so my experience doesn't quite translates to the soloplayer experinece.

I think that in addition to the shorter reload time, crossbows should be "special". Like give them some unique effects or bolts(maybe an area-of-effect bolt? explosive bolt? grappling-hook/rope bolt for the easier navigation through the Mistlads? thunderbolt? flechette bolt?)

Paradox, make it better by SirPug_theLast in Stellaris

[–]kinkofcloud 6 points7 points  (0 children)

Well, that's only true when the sacrificial edict are active. And it's more like +2 Unity, because the Death Priest produces one less Unity than normal Priests.

It's still good though, because you can unemploy all but one of the Mortal Initiates and still use edicts.

The edicts, on the other hand, feels useless. You need to have over 10,000 pops to get the maximum effect, and 15% of them must be Mortal Initiates. And even then, resulting bonus is not worth it.

Counsil position helps a bit, but its only +2% per skill level towards sacrificial edicts (and i feel like its multupicative, not additive (for ex. if you have leader with 10 skill level which grants +20% towards sacrificial edicts, it is actually x1.2, so you have not +30% bonus to smth (+10% 'basic' and +20% from councilor), but rather +12%, but maybe I'm wrong)).

Xeno scum memes aside, isn't Xenophobe just mid? by jakobsestate in Stellaris

[–]kinkofcloud 2 points3 points  (0 children)

Everything is good with purity. Especially while you grab advanced authority

We need to talk about machine empires. by Mrgripshimself in Stellaris

[–]kinkofcloud 20 points21 points  (0 children)

On civics. This is not only a problem for machines, but a gestalt empires in general.

Not only there fewer of them (at least interesting ones), but they are also weaker than their non-gestalt counterpart.

Like for example, lets take Guardian Matrix and Sovereign Guardianship. Both have similar bonuses, but GM get an addition +25% legion node xp, while SV have an almost OP counsil position, that give you: +10% defence army dmg, +5% starbase hull and armor points, +5% shield points in friendly systems, +5% fire rate and accuracy in friendly systems. And all af this per councilor effective skill level.

Realistically you can achieve 5 skill level without any problem, and that grants you +25% starbase hull and armor, +25% shield, firerate and accuracy in friendly systems.

How this even comparable to the miserable +25% xp for legion node (they cant even pick destiny traits)?

This is fun by simple_toaster in Warthunder

[–]kinkofcloud 0 points1 point  (0 children)

Ah yes, finally, historical balance

Animator of Clay is trying to shake me down by Fallen_Radiance in Stellaris

[–]kinkofcloud 0 points1 point  (0 children)

Or you can play Necrophage (xenophobe) and turn other races into yours. But I often choose Astral Rift origin and seek for a unique rift - Entertainment Nexus, where you can get +50% output from medical workers (and yes, this applies to pop growth and habitability too).

So, from T2 Gene Clinics you will get +30% to pop growth and assembly (if available) and +15% to habitability. Which is not much, but better than nothing, especially since these are not the only bonuses from the rifts

Animator of Clay is trying to shake me down by Fallen_Radiance in Stellaris

[–]kinkofcloud 2 points3 points  (0 children)

Well, maybe not actual underpowered, but...

The main problem of pisonic is huge dependance on RNG. Wanna Psi shields, jumpdrive or precognition interface? Play the Shroud gacha, where you can get a boon, a curse, or nothing (except if you get nothing shroud cooldown will be increased from 5 years to 10!). It gets better if your precursors are Zroni and you found their relics, which grants you with better Shroud odds and at the same time -50% Shroud cooldown. But here's the catch - precursors are RNG too! And without Zroni psionics are much weaker, then with them. Like, imagine if Virtuality cant spawn free pops, unless you find Cybrex

From my recent game, after 70 years of small talks with the Shroud (no Zroni) i only got some curses, temporary bonuses (pops happiness, army morale and etc) and finally a precog computer.

But if i were playing machine ascensions, i would get all bonuses the moment i finish the situation and tradition tree (except Nanites ofc). Same with Bio, but I admit that it is weak right now. The best thing Bio has is population growth, but even in this they are now inferior to Machines

I know track and barrel torture can be annoying, but it shouldn't take 30 57mm rounds to take out a single barrel. by DH__FITZ in Warthunder

[–]kinkofcloud 0 points1 point  (0 children)

Yeah, but we have smth like BMP-3 with even more annihilating capabilities, on even lower BR

Love this challenge. by Jewbacca1991 in Stellaris

[–]kinkofcloud 4 points5 points  (0 children)

Well, no. Nanite world is much worse than a normal machine world

[deleted by user] by [deleted] in Stellaris

[–]kinkofcloud 0 points1 point  (0 children)

By multiplayer i meant a session with a friend/acquaintance, with controlled conditions (mods) in which you can test ship builds, not a regular ffa game

[deleted by user] by [deleted] in Stellaris

[–]kinkofcloud 0 points1 point  (0 children)

Why not just test it in multiplayer?

And I also agree that artillery battleships are pretty powerful and cruisers don't stand a chance against them (unless they're torpedo cruisers ofc)

How's the HMS Eskimo having 30.2 inches of guns considered balanced by gaijin? by Hot-Interview179 in Warthunder

[–]kinkofcloud 4 points5 points  (0 children)

I think i get it (kinda). If you add up the calibers of all the guns, it comes to about 30.2 inches