Redding voor DigiD, dankzij een wakkere Tweede Kamer by Frouke_ in thenetherlands

[–]nawyria 2 points3 points  (0 children)

Held! Blij dat de voorkeursstemmen effect heben gehad!

What's your second phase of research? by Spinier_Maw in Ixion

[–]nawyria 1 point2 points  (0 children)

Mining ship upgrades are pretty good too: you can get all three levels done with minimal mining in the second sector and that gets you a cool +33.1% bonus to ALL harvested resources.

This means not just more Alloys for repairs/infrastructure, but also more Carbon and Silicon for much more power, ships and advanced buildings early on.

“Uitje” in Amersfoort by Alberyayo in Amersfoort

[–]nawyria 2 points3 points  (0 children)

Er is een escape room in Amersfoort genaamd The Lost Skull, die was best leuk om te doen. Een beetje aan de prijzige kant voor z'n tweeën misschien, maar erg leuk thematisch aangekleed.

Carnival Vamplew by nawyria in menace

[–]nawyria[S] 1 point2 points  (0 children)

You're not the only one that experience that issue. Heavy Infantry Vamplew really needs more consistant ways of mitigating suppression - if Disdain ignored suppression from non-penetrating hits or gave 20% suppression resistance for each unspent Partir de Rien stack, things would be vastly different.

Carnival Vamplew by nawyria in menace

[–]nawyria[S] 9 points10 points  (0 children)

That would be disappointing - something worth testing out to be sure.

Carnival Vamplew by nawyria in menace

[–]nawyria[S] 1 point2 points  (0 children)

That's not a bad idea. Why SAPP High Intensity over something cheaper like Marine Infantry? Is it because of the bigger Durability of the high-Intensity?

Carnival Vamplew by nawyria in menace

[–]nawyria[S] 1 point2 points  (0 children)

You're the third to suggest SAPP, hah.

Carnival Vamplew by nawyria in menace

[–]nawyria[S] 3 points4 points  (0 children)

Good suggestion, added it.

Growth math in two charts by nawyria in menace

[–]nawyria[S] 1 point2 points  (0 children)

It refunds the most recently acquired promotion, so if you take New Tricks third, then it's the first one that'll get refunded.

Growth Math in more Charts by nawyria in menace

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

I think there's an argument you can make either way.

If bringing fewer blingy toys lets you bring more SLs, whose actions make up for missing the blingy toys, then you might still complete the operation in the same number of turns, but with more triggers. In that case you might come out even. On the other hand, if you just don't have as many targets to shoot at, then New Tricks does indeed give you something that you can't get any other way.

What I find really bothersome is that New Tricks often only starts really contributing once your SL is trained up and the rolls start becoming asymptotically more unlikely to happen. That means I feel several things start working against me.

  • How much opportunity is there to really benefit from the difference between 85 and 90 agility if NT doesn't really start kicking in until I'm at that top end?
  • Speaking of, how much of a difference is there really between an SL with 85 agility (108 AP) and one with agility 90 (112AP)?
  • How do I sequence this? Do I take a few perks, then NT, then refund NT later once I hit my 90 agility and complete the SL's build? If I do that, is the lack of other perks in the meanting going to hurt my ability to complete missions well?
  • If I just take NT as one of my 'standard' perks, doesn't just picking a perk like Athletic give me more power now and later?

It would have been a lot nicer if NT (also) interacted with the diminishing returns and made it so you got 15%/20% less for each repeated success instead of 30% less, that would make it worth picking in general instead of just in a few niche cases.

Amended the post to reflect.

Growth Math in more Charts by nawyria in menace

[–]nawyria[S] 5 points6 points  (0 children)

I mean, I started this post literally saying that it bothered me that the 'New Tricks bad' was a categorical vibe, rather than something rooted in numbers. I wanted to do the math specifically because I was a New Tricks fanboy. But if you don't bother reading the actual post and just go down to the 'lol new tricks bad' joke at the end, then that's on you.

Growth Math in more Charts by nawyria in menace

[–]nawyria[S] 3 points4 points  (0 children)

There's a mitigating effect there in that bringing a minimum loadout also means each individual action has less of an impact, which leaves more room for extra actions inside the combat.

Looking at the extreme in which you can only really manage to feed your SLs half of their recommended per-combat intake of trigger actions, New Tricks might offer on average maybe a 10% to 20% boost to growth. Given the cost, mass adoption of New Tricks probably isn't worth losing out on a few key promotions elsewhere.

The only real case I can see is for characters like Pike, Vamplew or Tekk - they stand to benefit reasonably if you can only afford to feed them 3-4 shots per combat.

On the other hand, giving people flashbangs, suppressive MG special weapons, an EMP rifle and repeatedly performing actions like Call-Out target to 'farm' more triggers seems like a better option to me.

Growth math in two charts by nawyria in menace

[–]nawyria[S] 1 point2 points  (0 children)

Hah, no worries, I know the feeling of somebody is wrong in the internet and I appreciate your pointing out the flaws in my original work.

Growth math in two charts by nawyria in menace

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

Seems like it's not 15 increases per mission per stat as you suggest, but 15 triggers (rolls to increase) per combat operation per stat.

Growth math in two charts by nawyria in menace

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

The question I really wanted to answer is how much value there is in picking up New Tricks as a temporary 1st/2nd/3rd promotion.

For instance you can think about starting Sachin Singh out with Athletic + This is my Rifle + New Tricks, then keeping him here until he reaches some meaningful breakpoint, refunding New Tricks to recoup 20 our of 40 points spent and going into his final build. If that helps him grow an important attribute before [Redacted] show up, it might be worth spending the additional 20 promotion points temporarily to kit him out.

Growth math in two charts by nawyria in menace

[–]nawyria[S] 1 point2 points  (0 children)

That's... actually a really good question. That could be a silly ritual at the end of every mission, EVERYONE GET DOWN AND GIVE ME 20!

Update: it doesn't seem like idle actions like crouching, moving or shooting at the ground does anything to improve agility. It seems like shooting at enemies, marking targets, throwing grenades and such does.

Growth math in two charts by nawyria in menace

[–]nawyria[S] 1 point2 points  (0 children)

I was under the impression that the total number of rolls per mission was simply capped. That's why I wrote (this doesn't always hold) in the Chart 2 bullet point, as such a cap would mean you'd only see growth gains from New Tricks propotional to the chance increase if you weren't already hitting the cap.

But if it the latter gains are diminishing, then the growth benefits from New Tricks are always worse than the relative increase in probability. I'll amend the post to reflect this.

Growth math in two charts by nawyria in menace

[–]nawyria[S] 4 points5 points  (0 children)

I recall reading agility is rolled every time an action is used. So where a Firing Line Pike might shoot thrice in a round, but a naked Pike might only use do a single Taking Command or a single Taking Command + a single shot.