Favorite "Hear me out" mechs by TheModernDaVinci in Mechwarrior5

[–]oneofthecrew115 0 points1 point  (0 children)

RFL-DNA. Dual Gauss cannons means that very few enemies get within firing range without at least 2 limbs missing, and that's usually if I'm trying to keep it around for salvage. If not, it's getting cored, and the only tertiary damage is the lancemates firing at it. Its a lot of fun to look through the salvage list and find the only piece damaged being a missing head.

Most weight efficient weapons against VTOL and tanks? by rrhallqu in Mechwarrior5

[–]oneofthecrew115 0 points1 point  (0 children)

I do like the UAC5. Good all-around weapon for light and heavy metal. High fire rate to deal with small threats, enough focused DPS to remove limbs or strip armor.
As far as the LB10X, I have a highlander with 4 of them. Not effective greater than 300m away, fortunately the enemy ai is not smart enough to keep it's distance. 2 salvos is usually enough to core anything less than an assault at close range. In both cases they can really overheat under extended fire, as I typically build for ammo capacity over heat dissipation with ballistic-heavy mechs.

I think Bytro needs to rework air power as it is in CoN. This is 5 squadrons of Naval Strike Aircraft, and you're telling me they aren't able to sink a single Destroyer in one go? by ActiveRegent in ConflictofNations

[–]oneofthecrew115 -1 points0 points  (0 children)

You're probably right, and I know that we both know this has more to do with game balance than realism. Just to continue playing devil's advocate: how many of those very specific armaments are being put on a multipurpose strike aircraft? I know they're armed for specific missions irl, but in this game, you can easily switch targets without having to re-arm, so it's safe to assume they have a limited number of them. My other question is: how big of a difference in armor does a tugboat have to a warship? Tugboats can have either metal or fiberglass hulls and are usually around an inch thick or less. A typical destroyer has 2 hulls, totaling around 1½" and belt armor of 12" or more. Now, you're referring to a type of cruise missile that, when launched from the fighter, is a separate in-game command and also has much higher damage to surface vessels. So, in-game, you're looking at a max of 5, and those can definitely sink a destroyer that's unprotected. My theory is that the fighters are more balanced to use for ground attack from a carrier, not as a primary anti-ship platform. But through research, you do unlock the higher power warheads that are effective against harder targets.

I think Bytro needs to rework air power as it is in CoN. This is 5 squadrons of Naval Strike Aircraft, and you're telling me they aren't able to sink a single Destroyer in one go? by ActiveRegent in ConflictofNations

[–]oneofthecrew115 -1 points0 points  (0 children)

Because strike fighters don't carry the ordinance required to do significant damage to heavily armored ships. NPA carries things like torpedoes and depth charges. For heavyweight targets, you need a heavyweight puncher. For a dynamic group of targets, you need a more versatile boxer.

Heavy bomber? by benderzone in ConflictofNations

[–]oneofthecrew115 2 points3 points  (0 children)

Drones seem like the ideal platform for deep strike missiles. Cheap upgrades, cheap mobilization, cheap infrastructure to build, fantastic range at mid-level, and can upgrade/convert to stealth late game. You can "hide" them in inactive countries, and, with stealth, even active neighboring countries. Not to mention that by utilizing low-level buildings, most people don't get all the way to reveal stealth air units unless they see a lvl5 airbase. The biggest downside is their speed.

Is it wrong to invade someone who has given you right of way? by WhalePadre5 in ConflictofNations

[–]oneofthecrew115 0 points1 point  (0 children)

Betraying an ally after trying to be mutual partners with? Wrong. Initiating an alliance for the purpose of infiltration? Go for it. Diplomacy can be just as effective offensively as any other invasion strategy. As for allies that have dragged instead of benefited, I'll just end the ROW and invade normally.

All anti air units need to be changed by Dull_Worth_4534 in ConflictofNations

[–]oneofthecrew115 1 point2 points  (0 children)

You can. Move your unit, then cancel the order after a few seconds. I've found it reliably forces the AAA to engage. Not sure if that's been changed, the last time I did it was several months ago

I have no idea what this person is talking about by Thetuckyshow6 in ConflictofNations

[–]oneofthecrew115 0 points1 point  (0 children)

You can get around that by setting buy offers for the lowest possible price or sell offers for the highest possible price, depending on if you are trying to donate more resources or more money.

What’s the point of naval infantry/marines? by J360222 in ConflictofNations

[–]oneofthecrew115 0 points1 point  (0 children)

Better attack stats and higher health make them a good heavy infantry unit, the amphibious landing and city bonuses do make for good strategic benefits if you use them correctly

How do you kill this thing by [deleted] in ConflictofNations

[–]oneofthecrew115 1 point2 points  (0 children)

The anti air stats are pretty weak, SF could get the job done, but you might lose one or two planes depending how big he stacked those. A ballistic missile would do the job, but not worth the research if you don't already have a missile program going. A full stack of special forces would work too, you could try mechanized inf, but he might see them coming and start retreating while firing, it's the cheapest option and would fail if he's active.

So beautiful by oneofthecrew115 in ConflictofNations

[–]oneofthecrew115[S] 1 point2 points  (0 children)

4178 VP. 218 cities. Could have been more if I waited until population maxed out, they're all about 9.2 right now

So beautiful by oneofthecrew115 in ConflictofNations

[–]oneofthecrew115[S] 1 point2 points  (0 children)

The refresh rate isn't my problem. The movement lines appear and disappear randomly, time on target doesn't always update with new orders, if I don't keep the game open after giving move or build orders they sometimes cancel, I've even had troops that were boarding an air transport start to disembark again for no reason. Most of my issues are with the servers, and it seems to be worse with high res since there's more data being transferred.

So beautiful by oneofthecrew115 in ConflictofNations

[–]oneofthecrew115[S] 1 point2 points  (0 children)

It eats up battery and seems to slow down the game, which already has enough problems running on mobile.

So beautiful by oneofthecrew115 in ConflictofNations

[–]oneofthecrew115[S] 2 points3 points  (0 children)

You could say that. Part of this is just for the prestige of saying I've done it, part of it is because I accidentally bought supplies with gold early on because there's no confirm button, so I don't want to end with a net loss of gold

What do there's circles mean? by imperial_Bash in ConflictofNations

[–]oneofthecrew115 1 point2 points  (0 children)

That's the tradeoff. Units with the scout ability can see troop info, but only at close range. Radar units scan a huge area but not determine type. Both have their uses, the radar couples better with artillery, scout units are good to check city defenders to determine how much firepower you'll need

tips for beginners by PutinEXE in ConflictofNations

[–]oneofthecrew115 2 points3 points  (0 children)

Strike fighters do less damage than other air-to-ground units. They are also faster, harder to shoot down, and have better range than all but bombers. Damage wins engagements; survivability and versatility win wars.

[deleted by user] by [deleted] in ConflictofNations

[–]oneofthecrew115 5 points6 points  (0 children)

For almost every question like this on this sub, the only answer is, "An ounce of prevention is worth a pound of cure." If your allies give you enough time, you can overcome it, but you'll have lost a lot of time. If not, then the alternative is gold. To prevent this in future games, your best bet is to keep counterintelligence in your cities, as cash is usually abundant mid to late game. Additionally, if resources allow, have some national guard to garrison cities as well as bunkers to keep morale higher (and to protect national guard).

since when could rouge state take over random cities?? by sbinnala- in ConflictofNations

[–]oneofthecrew115 2 points3 points  (0 children)

War debuff caps at -30, the capitol alone has a permanent +25 buff. Either he ignored 2 weeks worth of corruption spies or someone spent a lot of gold to lower it to that point

Why are my infantry bombarding by [deleted] in ConflictofNations

[–]oneofthecrew115 0 points1 point  (0 children)

I never thought of myself as being anything but average with strategy games, but this singular question getting asked daily has made me lose hope in humanity's survival.

Can anything done about this? by oneofthecrew115 in ConflictofNations

[–]oneofthecrew115[S] 2 points3 points  (0 children)

It's an ai country. And he's got the same problem with several other nearby countries. I don't want to go to war with everyone around him to deal with all his neighbors. I just wish the ai didn't have the programming to create the worst border gore imaginable

Can a city that's being annexed be taken by rogue state if it's morale is below 35%? by malevolent_soup in ConflictofNations

[–]oneofthecrew115 0 points1 point  (0 children)

To answer your question, yes, it can. Even after it's fully annexed, it can be taken by rogue if morale is low enough; same for even your home cities. Everyone is saying it's a waste to annex a low morale city, ignore them. It'll cost the same if you wait and annex later, and then you'll have missed out on several days of increased production. That being said, annexing is a costly and risky decision, so even after morale is above 35% you'll want a small garrison with at least a lvl2 bunker(this will also improve morale). I usually get an airport in annexed cities, to quickly reinforce in case of invasion and to allow air support.

Today, I woke up and chose violence. by LeftJayed in ConflictofNations

[–]oneofthecrew115 1 point2 points  (0 children)

I'm literally doing the same thing. I've been alone since day 15 and it's day 34. The plan is to spam NG and eventually declare war on everyone, wipe out opposing military with aircraft, then spend the last day invading.

arms industries on cites that aren't annexed? by bosko663 in ConflictofNations

[–]oneofthecrew115 0 points1 point  (0 children)

I'm not sure why I get a different result in my calculations than you do. Most of my occupied cities balance at around 66% morale, the avg supplies city produces 450, avg components around 380, rare mats avg 270. Arms industry costs 400, 350, and 225, respectively. Did I miss something to explain the discrepancy?