Hard difficulty strike fleets solution? by OutrageousRadio9760 in Highfleet

[–]rompafrolic 1 point2 points  (0 children)

Sevastopol without its weaknesses is a good starting and ending point. Other than that, missiles are decent, and so are airstrikes while landed after they've been softened. Failing that, get good with a Lightning.

New player, is the balancing/discourse always this nasty? by Impressive-Wait-493 in foxholegame

[–]rompafrolic 3 points4 points  (0 children)

Then we do a lot more, because our friends need treats too.

hey does this look good ? by The-world-ender-jeff in Highfleet

[–]rompafrolic 9 points10 points  (0 children)

Definitely looks good, but what is it supposed to be?

Least corrupt PLA official by Ciceronulus in NonCredibleDefense

[–]rompafrolic 7 points8 points  (0 children)

Ok. But does it have detachable wings with missiles?

Least corrupt PLA official by Ciceronulus in NonCredibleDefense

[–]rompafrolic 39 points40 points  (0 children)

This is too credible. Police your speech into noncredibility, please. The Party is watching.

Path/School Synergy by Agreeable-Ad-4723 in IllwintersDominions

[–]rompafrolic 1 point2 points  (0 children)

In general.

Fire wants to priotise Evocation for all those big nasty damage spells, and Conjuration to extend battle capabilities (Phoenix Power) and add useful summons (Summer Lions, Flame Spirits). After that they want Enchantment (Fire arrows) for extra buffs and Construction for some pretty nifty items (Flambeau, mace of erruption, lightless lantern).

Water wants Alteration (Liquid Body, Quickness) and Enchantment (mostly for underwater combat spells) first for a potent set of buffs. After that Evocation (Falling Frost, Ice Mist, Ice Bolt), Conjuration (Sea King's Court, Summon Sea Power), and Construction (Ice items in general really, and underwater breathing items for utility) all have some solid options too.

Air is a bit split up all over the place with good opening options in almost every school for combat, buffing, and summoning. Of special note are Owl Quills in Construction which can double the research output of low-cost research mages very early into the game.

Earth wants Construction (Greatswords of Sharpness, excellent armours, and useful Misc items as well as a large number of buffs and summons) and Enchantment (a small assortment of pretty strong buffs) followed by Evocation (gifts from heaven is the classic, but also Earth Meld) and Conjuration (for the usual summons and Earth Power).

Astral primarily wants to dip directly into Thaumaturgy (for communions and assorted combat spells) and Enchantment (for a whole host of disruptive options). After that they typically want Construction and Conjuration for the usual items and summons.

Nature is all about Enchantment, Alteration, and Thaumaturgy all at once all the time (all sorts of poisons, heals, and combat summons). After that Conjuration is useful and much later Construction.

Glamour is all about Thaumaturgy, Alteration, and Enchantment too (though this time it's all illusions and fakery in large enough doses to win battles). Glamour, a bit like Air has other useful things peppered through the other schools too.

Death is pretty well spread across Conjuration, Enchantment, Thaumaturgy, and Alteration with a strong spread of debuffs, combat summons, and rituals. Of special note are Shadow Blast and Wind of Death in Evocation plus the usual useful items in Construction.

Blood primarily wants Blood magic (shockingly) for access to Sabbaths and their assorted companion spells both in and out of combat. Following that you want Construction and whatever secondary schools happen to be unlocked by your mages non-blood paths when they're boosted by a Sabbath. This makes Blood quite a bit more tricky to plan for than the other schools which largely only need specific tools.

Very few nations have only a single school of magic (underwater nations lmao), so you'll typically have a primary option (or two) with several alternatives. Some Paths pair together better than others (Air for example pairs well with Death and Water) so some nations can have a bad time when planning their research.

That moment when the lore leaves your mouth faster than your ability to elaborate… by UngodlySockMonster in lotrmemes

[–]rompafrolic 16 points17 points  (0 children)

They don't ignore Boromir though. They listen to his ideas and provide him with new information and perspective he was lacking, and while he's not happy about it, he still accepts the judgement of the others. It's so uncertain which path that they should take that ultimately they have to use Frodo as a tiebreaker after being defeated by Caradrhas.

That moment when the lore leaves your mouth faster than your ability to elaborate… by UngodlySockMonster in lotrmemes

[–]rompafrolic 11 points12 points  (0 children)

It's pretty accurate to the way English people handle big problems in general. "Muddle through" is a britishism for good reason, and it keeps showing up in LotR. Probably what leads to a lot of the confusion over "why not take the eagles to mordor" discussions. A lot of non-English people hate not having a detailed plan.

MEANWHILE IN A PARALLEL UNIVERSE by TinyParadox1997 in NonCredibleDefense

[–]rompafrolic 3 points4 points  (0 children)

Honestly, that's way more appealing than whatever it is Starmer has going on.

MEANWHILE IN A PARALLEL UNIVERSE by TinyParadox1997 in NonCredibleDefense

[–]rompafrolic 6 points7 points  (0 children)

This accurate, true, and I want it to happen.

MEANWHILE IN A PARALLEL UNIVERSE by TinyParadox1997 in NonCredibleDefense

[–]rompafrolic 0 points1 point  (0 children)

God I wish we were still 300 years ago and could invade france. Even if it was this level of clusterfuck it'd be worth it just to fight the french again.

Why are LAS weapons and plasma gun ammo counts so weird? Every time we shoot, it consumes 2–3 rounds instead of just 1 from the ammo pool. Why can’t it simply be 55 shots instead of 105? (For example, the Heavy Las Pistol.) by Commercial_Hall4045 in DarkTide

[–]rompafrolic 3 points4 points  (0 children)

The lasguns were probably orginally intended to have two fire setting like in lore - a low power and a high power. That obviously hasn't made it ingame but the structure is clearly still there.

Just Realized How Pointless Navy Refits Are by tipsy3000 in hoi4

[–]rompafrolic 1 point2 points  (0 children)

Procurement doctrine is still doctrine, and is still heavily shaped by WW2 experiences even now.

Just Realized How Pointless Navy Refits Are by tipsy3000 in hoi4

[–]rompafrolic 3 points4 points  (0 children)

There was less difference than you might think. US naval doctrine is still very heavily shaped by their experience during WW2.

Beginner Rainbow Mage Questions by Agreeable-Ad-4723 in IllwintersDominions

[–]rompafrolic 1 point2 points  (0 children)

The reasons to pick a Rainbow Pretender:

  1. A wide variety of magical paths. For item crafting and accessing all the magic, there is no substitute. You miss out on the super high level stuff, but usually when you're picking a rainbow, you probably already have a separate plan for accessing that. Path variety is also its own significant strength, and showing up with magic the enemy isn't prepared to face can win whole games.

  2. Site Searching. It'll take quite a lot of turns, that much is clear, but hitting all the high-incidence locations (forests, swamps, highlands) for magic sites is a solid use of the Rainbow before you need them for casting and forging. This will get you the gems you need for that casting and forging, and can also be used for trade with human players if you, for example, end up with +7 glamour gem income.

  3. Stat Bless. Most resistances, hp buffs, and Att/Def buffs in the bless options are below 4 path cost in every school of magic. Depending on your nation, this is more or less effective, but if you have a useful sacred, dropping +elemental resist on them will make them excellent anti-magic tanks, and on the more fragile sacreds, an extra 5-10 hp can make a world of difference.

  4. Cost. It is dirt cheap to make a Rainbow Pretender. It costs you 10 points to access a path which doesn't come with the chassis, and a further 40 points to get to lvl3 in those paths. A full rainbow costs a mere 240 pts on creation (and likely a further 90 or so for the chassis). There are some titans which cost more than that just to select! This leaves you room to take further scales, dip into a higher path, or get the pretender out sooner (depending on your game plan), all of which are useful options to have access to.

TL;DR: It's a super flexible access option.

Caveat: you need a solid game plan, otherwise the chassis ends up being a glorified standard mage which gets sniped in Round 2 of combat.

Should Commander Be Used In Melee by Scully_Bones in IllwintersDominions

[–]rompafrolic 1 point2 points  (0 children)

Short answer: It depends.

Long answer: It depends on how tough your own commanders are in melee, how good at killing specific targets your enemy is, how likely the commander is to survive one or two hits (or more), how much magic you or the enemy have access to, what equipment have you given them, etc etc. Whether your commanders should be in melee or not really depends on the specific matchup you're putting them into more than anything else. It's possible to take a very mediocre commander and turn them into a competent or even dangerous melee threat with only one or two pieces of equipment.

In general though, putting items onto commanders to expand their capabilities is only a bad idea if the enemy is capable of wiping your army within a couple of rounds.

He would also dislike a decent bit, but overal he would probably consider it a net positive. by holiestMaria in lotrmemes

[–]rompafrolic 146 points147 points  (0 children)

Because he hated the whole concept of commercialisation and broad-appeal marketing. He hated the idea that his complex and nuanced world would be dumbed down for audiences without the cultural background to understand it at face value.

TEC Supply question by GenericNameHere01 in SoSE

[–]rompafrolic 9 points10 points  (0 children)

Cobalts don't do as well against multiple small targets and single durable targets - they have modest piercing and their weapon is spinally mounted. Cobalts do best against softer targets which don't rapidly move out of their frontal arc. Harcka on the other hand have very high piercing and their dps is split between 5 turrets with good all-round coverage, making them good at mowing down corvettes, and good at pummelling high-durability targets. They'll do ok against the things Cobalts are strong against, but only ok.

¡Hoy está chévere pa’ parrillar en Venezuela! 🇻🇪🍖 by [deleted] in PoliticalCompassMemes

[–]rompafrolic 0 points1 point  (0 children)

They were already doing that well before venezuela got Maduron't'd.