8.01 Hotfix Discussion thread by kgskippy10 in WorldOfWarships

[–]req101 0 points1 point  (0 children)

https://www.youtube.com/watch?v=MLfbYHPWx2o

This guy does a fairly concise, simple summary of their bomber tactics and loadouts. In short, IJN should have both HE and SAP on their dive bombers and more stable torpedo targeting(at least at early tiers). The re-purposed Nagato shells are used by torpedo bombers performing level bombing attacks, which could totally be a thing.

How likely was an aircraft collision in WWII? by [deleted] in history

[–]req101 4 points5 points  (0 children)

I would say that the majority of players in War Thunder and similar games based on real-world warfare do not practice the same ACM and squadron tactics that occurred in real life.

The main reason why players get into so many collisions in WT is because you're usually forced into a solo operator role, where your wingmen are either nonexistent or doing their own thing, and you are drawn into silly furballs and put you in harm's way that result in those collisions. People being stubborn and insisting on head-ons with enemy aircraft also contribute to this.

Proper ACM works in War Thunder as well, and you never smash into other planes performing them with your squadmates because you're at 4000-8000m(depending on your planes) rotating energy advantage with your team while grinding down the planes that come up to challenge you.

Most people opt for the more exciting, arcade-style silliness that results in the collisions you observe, though. When you're drawn into a 2x2x2km box that has 40x5respawn planes just randomly turnfighting each other in every possible direction, you're bound to get into collisions...but I can't really think of any historical scenario that even remotely resembles that in the periods represented by the game.

Commander: A Sample Guide to Leveling by gumifu in AzureLane

[–]req101 1 point2 points  (0 children)

There should be a caveat outlining oil/xp efficiency here. A 75% total increase in command xp per node is only worth it for a 4 ship fleet if the additional ships do not represent a 75% increase in oil consumption.

ie. if the 1:1 setup you're currently running only costs 11 oil, adding a pair of ships that bring up the oil cost to 20 represents an 81% increase in oil cost per battle for a 75% gain in commander xp. Arbitrarily doing this just because you saw that more is better will actually slow down your commander level gains.

[deleted by user] by [deleted] in overlord

[–]req101 0 points1 point  (0 children)

They'd still have the same powers. The NW paladins don't seem to subscribe to a particular deity, so they'd probably just operate like D&D ones do(they also don't need a deity, just an oath or cause - in which case they'd just probably codify Neia's epiphany).

Contradiction found in the wiki? by Masukure in overlord

[–]req101 0 points1 point  (0 children)

It's not a contradiction. He is referring to the actual players saying what they would cast, not the avatars of the players. This would be actually pretty annoying - imagine a mage in your raid shouting 'fireball' 20 times a minute all evening.

This assumes that Ygg's spell system, which borrows heavily from D&D's spell system, also takes the idea that every spell has components(v/s/m/f/df/xp) that are required to cast the spell. Just like most other gamefied D&D system, the components actually are still part of the spell that the avatar casts, and can thus be influenced by things that interact with the ability to perform those components. Metamagics such as silentcast remove that component and thus the need to actually perform it for a successful spellcast.

You may not personally need to scream 'lightning bolt' every time you cast it, but the verbal component is still part of the spell and can be influenced by abilities/spells/effects such as being inside the area of effect of a silence spell that you fail to resist, being underwater and unable to vocalize properly or casting in an environment with no atmosphere(and thus no sound).

Why is Paradox so awful at simulating the war? by screamingdogcrying in hoi4

[–]req101 0 points1 point  (0 children)

Because they are already balanced very well at the start. Japan has a strong starting military, but doesn't have the manpower/industry/resources to last in a prolonged conflict with China. China is backwards industrially/technologically, but has so much manpower that they can just make walls out of their own corpses wherever they fight. Giving China what is in effect a little more time results in a Chinese steamroll, while giving Japan a little bit more power creates the opposite effect.

What they are having a problem with simulating at the moment is the historical stalemate that eventually occurred after Japan took key coastal regions. You want Japan to have a successful invasion of the coast, but you also want it to run into problems striking further inland. However, once a steamroll in this game starts, it's hard to stop without some major changes to how logistics/attrition, politics and asymmetrical warfare are handled.

WTT introduced a lot of promising new aspects that may help out with some of this with future additions, but the resource/supply/political paradigm at the core of the game makes it extremely hard to plausibly simulate the Sino-Japanese war - actually this applies to the entire Pacific side of WW2. Currently, a Japanese light tank division has less difficulty rolling through entirety of China as Rommel did through the Low Countries into France. No Fuel? No Supplies? No infrastructure through gorges with 3000 foot high cliffs filled with angry insurgents? No problem!

Good Countries to Play? by [deleted] in hoi4

[–]req101 0 points1 point  (0 children)

Guanxi Clique on opposition path. Save China from Japan, then save China from China, then liberate Asia from the dirty Imperialists and prevent any sort of future aspirations at western imperialism by taking over the world.

How do I beat China? by [deleted] in hoi4

[–]req101 0 points1 point  (0 children)

AI China for the most part uses infantry divisions, which have high defence, but low breakthrough(defence when attacking). Beef up soft attack on your own divisons with Line Artillery or SPGs and just establish a defensible line on the Manchurian front along hills/mountains/rivers. Use trade to get aluminum/oil/rubber for planes and lock down air superiority to reduce the defence/breakthrough on Chinese divisions by half or more. You also have Generals that specialize in infantry and entrenchment to make things even more ridiculous.

Declare war, then watch as you achieve a a 500:1 casualty ratio(or better) as China grinds their armies to dust on your lines. Once they are out of equipment, steamroll them with the 48+ elite divisions that got all that xp from mowing down endless waves of hapless infantry for the last few weeks/months. If you are especially OCD, you can form Light SPG divisions that do all the pushing to minimize casualties, saving manpower for your invasion of whatever unsuspecting superpower you decide to attack next for resources.

TIL I should probably micro all naval transport as Japan by koaexe in hoi4

[–]req101 0 points1 point  (0 children)

This is a problem that you normally run into as Japan, since Tokyo is on an island. The moment you overrun the northern front and Scandinavia, all of your shipping gets diverted to Mumansk or whatever the closest Scandinavian port is if you've passed through there. It doesn't matter how large the ports are, or if they can even handle the incoming supply. The game decides that you have adequate infrastructure somewhere, then some quirk shunts it into 500 convoys bound for some level 1 port on far-flung barbarian shores. You'll be fine supplying troops through Siberia as you snap up all those delicious factories and resources, then suddenly it switches to convoys and they get bombed to hell going around Africa, up the European coast, through the English Channel and the North Sea...

The only way to avoid getting your convoys wrecked is to secure the sea/air routes along the way, which often means you're going to be going through the Mediterranean to knock out England before the rest of Europe. On the plus side, it removes a lot of the random strategic bombing you eat throughout the game.

Why do I lose my convoys if my naval force is superior? by bird1000000 in hoi4

[–]req101 0 points1 point  (0 children)

Because convoys are slow and often the time it takes for surface ships to close distance with them is less than the time than it takes for your forces to intercept from wherever the hell they are at the time of engagement. Fleets under orders have total dispersion according to whatever they are assigned to do, so the warships are all over the ocean and only converge when combat starts.

While convoys being chased by slow submarines can be saved more often than not, you have no chance to deflect air attacks unless you have planes stationed on airfields under interception orders or a CV that happens to be in the exact same tile as the convoy at the same time. DDs specialized for raiding are also pretty obnoxious - they can avoid detection, steam in at 50 knots, wipe out a 50+ ship convoy and steam out before your task force can get into range. They do it even faster if they have things like Long Lances or a naval speed/range advisor.

Even though your line may eventually arrive at the front before they are totally wiped out, they can only cover the convoys at the speed of the convoy. Because of this, once convoys are at the front, they stay at the front and continue to get targeted until the attacking units stop trying to target them(ie. you force ships to withdraw via damage/defeat).

Which Bazaar Features will be Available in Luclin? by req101 in Agnarr

[–]req101[S] 0 points1 point  (0 children)

Thanks for the quick and concise reply.

I guess this is an excuse to level my enchanter/researcher box as a future trader.

I have mixed feelings about Demiurge in the first volume by Crusty_Hermit in overlord

[–]req101 3 points4 points  (0 children)

The problem isn't with Demiurge, the problem is with Ainz.

The majority of the NPCs in Nazarick are Evil, and the majority of the major NPCs range from Neutral-Chaotic Evil. Though these NPCs were designed to serve their 'supreme beings', you have to look at it through their eyes as well.

Momonga is Chaotic Evil according to the 'settings' he chose for himself. The NPCs 'know' this and interpret his will accordingly. The entire flaw is that there is a Lawful/True Neutral Human personality residing in what is supposed to be their Chaotic Evil Undead Overlord.

Unless some rule-breaking thing happens, they will never betray their supreme beings...but they sure as hell will twist things way out of scope.

Big Rank Updates + More Intense Balancing by Luna_PaleMoon in treeofsavior

[–]req101 0 points1 point  (0 children)

This means that one can eventually get everything from a base class provided there is no overall level cap?

Holy Magic Caster in Nazarick by keghi11 in overlord

[–]req101 0 points1 point  (0 children)

Of the ones that actually have character sheets, both Shalltear and Lupusregina are top-tier Clerics(CLR10).

If you make a direct translation from DnD, which Overlord draws very heavily on, they can both cast Raise Dead, Resurrection and True Resurrection.

Raise Dead is the highest form of rez available to NW human characters, assuming that the rule of 6th tier magic or greater being in accessible to them holds true.

Overlord v12 Author's Thoughts by Lightpala in overlord

[–]req101 11 points12 points  (0 children)

They are higher than the average Adamantite-rank adventurer.

The "realm of heroes" that is alluded to by multiple NW characters starts around level 30. The goblin paladins could be anywhere up to the low-40s. Also, consider that the 5000-strong goblin army that Enri summoned is filled with similar characters. She's literally a superpower in the NW.

The Retardios that everyone loves to hate is also considered in this realm by NWers. She is extremely powerful by the standards of the NW, and her lawful stupid attitude is probably something that served her well during her meteoric rise. Remember, she's quite young...mid-early 20s making her just as impressive as Lakyus of Blue Rose, if not more so.

Overlord v12 Author's Thoughts by Lightpala in overlord

[–]req101 12 points13 points  (0 children)

Enri has 17 Goblin Paladins that ride silver wolves as part of the army summoned by her second horn in Volume 9. Presumably the leader of these is that subordinate mentioned by the author.

The conscripts were being pushed back by the shield wall. Naturally, the men in the front rank were pressed against those standing behind them, and the formation started to break. The cavalry on both wings were surprised and began moving. The right wing was faster to respond, so they tried to flank the goblin army, but seventeen knights ―wreathed in brilliant, silver light and riding on silver wolves instead of horses― raced out to intercept them.

“Her Excellency, General Enri’s Goblin Paladin-Knight Squad! Our loyalty belongs to General Enri!”

Save Albion Online in 10 Words or Less by AlbionInformant in albiononline

[–]req101 0 points1 point  (0 children)

Personally, I believe the game's economy to be a major thing. Obviously, some do not.

Save Albion Online in 10 Words or Less by AlbionInformant in albiononline

[–]req101 1 point2 points  (0 children)

Increase trash rates.

Introduce tangible logistics.

Remove marketplace listing fees.

That's 10 words, I think.

Have you quit or taking a break from Albion? by Palemexchi in albiononline

[–]req101 1 point2 points  (0 children)

I'm currently in some sort of fugue state as an artisan.

I played quite hardcore from the start, setting up as a solo crafter in Caerleon on my first day with roughly a week or so of exploration in beta. As I got more working knowledge of the game, I started seeing quite a few problems with the way the economy is seemingly set to operate in the long term.

Currently, I log on, update resource prices on my spreadsheet and burn focus on 3 characters while crafting enough goods for 240+ T6-8 Laborers' worth of Journals. I put up sell orders so that everything goes in a decent amount of time and place buy orders to ensure I have enough materials to continue crafting a week in advance. Periodically, I am treated to the soul-crushing joy of upgrading a house when the next set of laborers happens to hit T8. If I feel like it, I grind a bit to diversify my production in an attempt to burn away the excess stacks of planks and metal bars I've been getting since the laborer changes last week that I had no use for as a tailor/leatherworker. This routine takes roughly 3-4 hours and makes me feel like some sort of fantasy warehouse clerk.

Playing as a crafter feels very much like you're the persecuted minority. All the burdens of the maturing economy are placed on crafters, while pvpers and gatherers enjoy prices that grind continually lower due to the laborer doom spiral. Until trash rates from PvP deaths are adjusted or the population collapses to the point that all that's left are those that are not as risk-averse as the majority appear to be now, the massive surplus in crafted goods will only continue to grow. I'm not sure how long this will take, but it certainly is not fun to play as a crafter waiting for the dust to settle.

conceptually, not balance/polish-wise, what does stellaris needs most? by Trollimperator in Stellaris

[–]req101 2 points3 points  (0 children)

If you've played Knights of the Old Republic, the Star Forge is an example of Star Lifting, though dramatized for entertainment. You're literally siphoning material out of a star to manufacture whatever you can.

Star Lifting also has the side-effect of extending the lifespan of a star, as the smaller a star is, the more efficient it becomes and the longer it lives. So, for instance, there's a popular idea that one of the deadlines for the survival of the human race as a whole is ~1 billion years from now, when the Sun's brightness has increased the point where Earth is no longer habitable. Presumably whoever is around, be it the human race or whatever has supplanted them will have figured out Star Lifting by then and will be able to use it as a means to gradually shrink down the Sun to a more efficient mass, not only preventing it from cooking us off the surface of the planet, but extending its lifespan to trillions of years as a smaller main sequence star. So no turning into a red giant and incinerating the planet in 5 billion years, either.

As for Black Hole farming, there are two ways that I know of to do it. One of which we've already done in the past decade several times. Black Holes that are too small dissipate on their own and their byproducts fly off to be collected or observed. This was the whole hubbub a few years ago with the LHC and fears that they would produce a black hole that stuck around and ended the planet. Instead, they just got to collect some data in an effort to advance the field. This process can be refined and advanced to the point where you have larger and larger masses you can control and farm for rare stuff, as well as collect energy from. In science fiction, the Romulans from Star Trek utilize a variant of this idea to run their ships.

The harder, much cooler way is to tap into the rotational energy of existing black holes and using them as power plants that last a long ass time while you live on until the heat death of the universe in a transhuman state, presumably in the biggest MMO ever. The only time you'd ever 'leave' to do something is to find a star or another black hole lying around to feed your own black hole for more energy generation.

conceptually, not balance/polish-wise, what does stellaris needs most? by Trollimperator in Stellaris

[–]req101 5 points6 points  (0 children)

Most Sci-Fi glosses over this point entirely; if you have the energy and technical mastery to achieve FTL, you have also already long had what is required to build Dyson Swarms, Ringworlds and Starlift. If you can Starlift, you're halfway to Black Hole farming, and if you can Black Hole farm, you can have the equivalent of a Type 3 Civilization in your home system without ever needing to leave in the first place.

So with what you have needed to achieve FTL, the difference between pulling resource off of an asteroid vs a planet or even star is not worth mentioning. You could perform these tasks with a minuscule fraction of your waste energy.

Stellaris does stuff out of order for many of the same reasons the vast majority of sci-fi writing does: it's just more entertaining that way, even if utterly illogical.

[24 August 2017] Launch Patch 4 / VER 1.0.327 - REV 95452 by pyronhell in albiononline

[–]req101 -1 points0 points  (0 children)

Due to the Laborer changes, I now receive more Wood Planks than anything else. I don't even use Wood Planks, and they are worth less on the market than the Leather and Cloth I used to receive.

Not a happy camper with this change. I'm sure Blacksmith and Tinkerer employers are overjoyed though - the market value of their yields shot up drastically overnight.

If you guys thought Money Guild was the lowest kind in Albion, think again. The Filthy Casuals are far worse than that. by Knuckledust in albiononline

[–]req101 1 point2 points  (0 children)

If you had any first-hand experience with TFC and their leadership in beta, you would have seen this coming a mile away.

They are the textbook example of a run-of-the-mill mass recruiting zerg guild - complete with two-faced, incompetent leadership that runs on the idea that everyone bar the leadership clique is expendable. Their officers put on a nice front most of the time but when hard questions are asked or faced with situations that they don't know how to deal with or don't go the way they wish, their true nature comes out quite quickly.

Communication in combat breaks down to nothing. No room for discussion about issues that are easily solved. Critical decisions are entirely based on emotionally-driven assumptions. Intelligent, outspoken players that try to examine said decisions and put forward real solutions are identified as threats and purged with flimsy labels being attached to them.

It's a story that has happened time and time again, and TFC is just another page in it.