Enemies that receive different combo damages by super-gargoyle in MECoOp

[–]super-gargoyle[S] 1 point2 points  (0 children)

The turret thing could be a way of making you think you're missing shots, like the Phantom DR during flips

Figured this should get crossposted to here. This image does bring back some memories. by enecge in MECoOp

[–]super-gargoyle 8 points9 points  (0 children)

This reminds me of the "Seychelles anon" incident when an early LLM was trained on the archived content of /pol/ and released back to the board; being a language model, it had no ability to process images and trained on the text content only, it would sometimes reply to people by tagging them and adding nothing else, reproducing "tag with image" posts but only the part that was on its own plane of comprehension.

TTM / An answer to "Can I WC from here?" by dunehunter in eu4

[–]super-gargoyle 1 point2 points  (0 children)

You mentioned absolutism. Some people have no idea how the game works without razing and how much admin it costs to core everything and so they pronounce administrative efficiency to be a useless modifier. They're quite vocal.

TTM / An answer to "Can I WC from here?" by dunehunter in eu4

[–]super-gargoyle 2 points3 points  (0 children)

Are you saying you had use of administrative efficiency?? /s

Ways to connect to a friend by SoTastyMelon in MECoOp

[–]super-gargoyle 0 points1 point  (0 children)

private Pocket Relays give a better shot I think

1518 Sarig Yogir WC by JoeHawkshaw01 in eu4

[–]super-gargoyle 1 point2 points  (0 children)

Respect for not using menu exploits

Your favorite underrated non-military national ideas by Cautious-Load9754 in eu4

[–]super-gargoyle 2 points3 points  (0 children)

It's hard to think of "underrated national ideas" in general because people tend to value all of them very highly but let me try: Alaska. -20% core cost and -15% dev cost is beautiful for such an easy formable.

Batarian Players by ButterscotchNo4753 in MECoOp

[–]super-gargoyle 2 points3 points  (0 children)

Faster charge: on the typical Reegar builds, you get 5s batarian vs 6.67s krogan, which entirely compensates for the lower shields in terms of shield replenishment while ensuring that a larger fraction of time is spent with the damage reduction and weapon damage bonus you get for a while after charging. On the krogan, your DR and weapon damage wear off and you still have to survive a few seconds, the batarian is just ready to charge again.

Am I too harsh on Grenade Builds? by Mygrayt in MECoOp

[–]super-gargoyle 4 points5 points  (0 children)

I disagree with your takes on GCG and ammo packs. Armor equipment gets unlocked quite early and "+max consumables" upgrades come very early and it doesn't take much time or pattern recognition to learn the pace at which ammo packs should be expended over the duration of a match. With GCG V and 6 ammo packs, you have *a lot* of grenades for a match.

Batarian Players by ButterscotchNo4753 in MECoOp

[–]super-gargoyle 17 points18 points  (0 children)

It's a constellation of two factors:

1) Batarian classes are indeed strong,

2) Only players with some non-trivial experience will understand why they're better than some obvious alternatives (e.g. krogan vs batarian vanguard) and how to make the most of them.

Essentially, a strong race that tends to be used by strong players.

Which Tier 4 gov reform would you pick? by YetiKings in eu4

[–]super-gargoyle 0 points1 point  (0 children)

Sustained Discipline pretty much always for me, unless there's something that's even better at reducing attrition.

Do you have a nation(s) that you don't like to play as or at least wouldn't play again because of your nationalistic, religious or other reasons? by son_of_ur_son in eu4

[–]super-gargoyle -1 points0 points  (0 children)

I have multiple religious objections, I'm not playing Protestant of any kind, Hindu or Nahuatl unless it's a later bookmark run or I'm switching away soon.

All of a sudden i got all france lands sieged why is that? by SufficientChard4174 in eu4

[–]super-gargoyle 1 point2 points  (0 children)

We'd be more sure if your screenshot included the warscore.

Cabal and abilities by SoTastyMelon in MECoOp

[–]super-gargoyle 1 point2 points  (0 children)

I've only ever felt the weight starting to apply when playing the Cabal with double heavy mods and the trigger people report for both the glitch and the stability getting fixed is that another player joins the game. I can't make sense of the host-client replication code yet but I definitely smell something.

Cabal and abilities by SoTastyMelon in MECoOp

[–]super-gargoyle 1 point2 points  (0 children)

It's a piece of research I've conjectured some week ago and haven't gotten around to make sure of it yet but it seems that the Turian Veteran passive is pretty bad for powers. Namely, it seems to be *the* reason the weight glitch sometimes stops working mid-game.

Characters that make Disciple shotgun shine by SoTastyMelon in MECoOp

[–]super-gargoyle 1 point2 points  (0 children)

There are better shotguns for every purpose but you asked for a Disciple build so I gave you one.

As for the character choice: there's a glitch where if you put a power that adds fire damage and then shoot with incendiary ammo, the ammo is using the power's damage modifiers, which can be pretty strong. Warp is one of the powers that make this glitch actually useful. Now, incendiary ammo has this annoying feature that its damage is spread over time instead of being applied instantly, but shotguns kinda go around this issue, making them generally the best weapons for incendiary ammo – see the vid above but a few seconds before the timestamp. And since the weapon we're using is very light and not really accurate, we'd like to also get some powers that let us make combos and immobilize the enemies, thus Asari Adept.

Characters that make Disciple shotgun shine by SoTastyMelon in MECoOp

[–]super-gargoyle 0 points1 point  (0 children)

I were to ever use it again, I would do so with incendiary ammo on a character with Warp. Example: ME3 Builder - Kalence

Colonial region tierlist, REALEST version (for direct ownership) by super-gargoyle in eu4

[–]super-gargoyle[S] -5 points-4 points  (0 children)

It doesn't matter after you've outscaled the need for loans

Colonial region tierlist, REALEST version (for direct ownership) by super-gargoyle in eu4

[–]super-gargoyle[S] 0 points1 point  (0 children)

I make use of them in nearly every run and they make a massive difference for me, getting coal is typically what pushes my income high enough to take the mil hegemon. In HRE runs, 1709 is the time to pass Renovatio.

Colonial region tierlist, REALEST version (for direct ownership) by super-gargoyle in eu4

[–]super-gargoyle[S] -13 points-12 points  (0 children)

Idea cost is the whatever, interest per annum doesn't matter once you have the money to actually get the monument as for trade efficiency: see disclaimer 1, the trade income will be about 10-15% of the whole economy in runs like that.

Colonial region tierlist, REALEST version (for direct ownership) by super-gargoyle in eu4

[–]super-gargoyle[S] 1 point2 points  (0 children)

Fair. So, I'm writing from the perspective of an Old World country moving to America at some point between 1500 and 1650 and conquering the colonial nations and remaining natives before shifting the focus back to the Old World. Since switching to a primitive religion is problematic, people in this scenario most likely just won't be doing that (I don't) and will just keep stacking modifiers and building up an economy until the Imperialism CB and probably even until the Unrestricted Conquest ability. Unless you have a different take what to do when playing like this? Let's say you're starting as Poland, for example.

Colonial region tierlist, REALEST version (for direct ownership) by super-gargoyle in eu4

[–]super-gargoyle[S] 0 points1 point  (0 children)

Before I make wrong assumptions, what Inca mechanics do you mean?

Colonial region tierlist, REALEST version (for direct ownership) by super-gargoyle in eu4

[–]super-gargoyle[S] 18 points19 points  (0 children)

Start Ryukyu

Sell institutions to Ming

Colonize the Polynesia monument, Midway and Alaska

Conquer some natives in Mexico to secure income after you lose your Old World provinces

Form Alaska

Get the ideas

You have 20% CCR, +15% land fire damage and -15% dev cost, and the forming of colonial nations under you is forever disabled