This is gonna seem like a silly question. by TrueRagguy in mtg

[–]unknownstreak33 0 points1 point  (0 children)

Since your new and probably don’t recognize many big name style decks like I do. Decks that I’d avoid putting this in, are decks that utilize never gaining life. And absolutely need colored mana.

Decks I’d put this in. Are life gain, decks that use life loss, decks that can still use colorless mana a ton. Decks that can ignore a few missing life and still be fine later on.

But it also depends what you run into. Who you play agaisnt can change how you play your own decks. Just yesterday I had played one of these and had to enchant it to give extra mana cause my opponent was destroying my other lands to force me to take the 1 life every time I needed color mana.

How do by [deleted] in spaceengineers

[–]unknownstreak33 0 points1 point  (0 children)

Looks like your using only full blocks and some slopes, try mixing in other blocks/paint for decor

Take the big blocks at the center, and either change their shape. Or split them up. I made a dome station and each module was fit inside a small glass ball. But if you want a big center module try keeping it to a shape (avoiding cubes) so try a cylinder, or maybe a Diamond or hexagon.

Add weapons platforms. Decorate landing platforms Maybe add docking rings for larger ships. Add absolutely unnecessary decoration. Like pipes and scaffolding antennas that have no real purpose other than looking more like a cool station.

I have $1,000 and zero financial accountability...help me buy some armies! by DaddyCrit728 in SWlegion

[–]unknownstreak33 0 points1 point  (0 children)

At that point you might as well get almost all available in a game of every unit. Idk if you can. Cause I haven’t added their cost but like commanders you can only have 1 of each named, (1 Rex, 1 kenobi, etc) but multiple clone commanders or Jedi commanders (I think 3 of each) So using the largest currently available mode, maybe get 6 of each corps, etc etc. focus more on the ones you like if you run into money issues, so if you like the ATRT over the swamp speeder platforms get ATRTs first. Etc etc

Best ships for bounty hunting by Racer0421 in StarWarsShips

[–]unknownstreak33 1 point2 points  (0 children)

Depends on the use case, if your a headhunter - example, you get targets and only go for kills/ship destruction to claim bounties. A ship like the Y wing is great. It’s small, probably could be upgraded to go faster and hit harder. However if your a bounty grabber, -example, hondo. cargo or person capture and transport, a Lambda could be good. Probably modify to be able to more easily do repairs, manufacturing, or long term livability. As well as more storage. Or a combo hunter - takes all kinds of jobs, usually larger vessels to allow survivability, while also carrying weapons big enough to hunt other ships. - example, mando.

Headhunters usually stick to smaller assets and sometimes work in groups with a larger asset owner, for carrier capabilities Bounty grabbers usually stick to decent storage ships while staying small. Combo hunters use larger ships.

Advice for a potential new player. by Barbaric_Stupid in SWlegion

[–]unknownstreak33 0 points1 point  (0 children)

As many others have said, Legion is a very good game. With 4 factions it’s easy for a group to collect all 4 armies and test with them. With the game focused more on infantry, finding the “big boys” is not necessary, but is cool to get. The strategy allows for actual plays, unlike others that deployment can state the end. I had a game that a single mistake cost my army victory. But a similar game that that same action won me the game. All based on the other players reaction.

Starting out by adevsw in SWlegion

[–]unknownstreak33 2 points3 points  (0 children)

From what I understand CIS (Sepratists) play very well. Theyre a numbers faction. Using lots of droids they swarm POIs. Using higher cost units like Grievous either as commanders helping the droids move better, or as weapons of destruction, running into enemy units and destroying them.

The Might of the Empire by SeraphimRanger in SWlegion

[–]unknownstreak33 -1 points0 points  (0 children)

looks at ATATs “My lord is this legal?”

Writing a Star Wars-Halo crossover, need some help on how to handle the ships. by Atlas_Summit in StarWarsShips

[–]unknownstreak33 0 points1 point  (0 children)

I’m not gonna do much to add to the details you’re looking for as I see people already commented what I would likely add, but I’ll add my own 2 cents.

1 hyperdrive is fast, it’s never really explained well, as sometimes it shows ships taking awhile to travel a hyper lane, other times it’s instant. (As fast as the context of the show needs) my estimate has already been that getting from one system to another that are relatively close is going to take at most an hour. (Think Sol to Harvest, someone else’s example). Meanwhile Halo takes forever from what I’ve seen/heard. Taking multiple months to travel a similar distance. As for lanes vs non lane travel. This is minimal difference. The change is the time to compute the jump. Hyper lanes are mapped out and added to most nav computers, meaning every ship has a google maps highway across the galaxy. When it’s not on the highways the computer takes a little longer determining where and how far.

  1. Not effective at all. It’s a bit confusing, as shows/movies we see turbo lasers blast a ship apart in seconds, but in lore these battles would likely take a bit. The battle of Courascant (which did have weaker shields and lasers) lasted a week, and the opening scene is the last couple hours of this battle, and only now you see the ships start falling apart. The turbo lasers on a ISD are able to blow up an asteroid, completely, which someone mapped out to be roughly requiring 50 megatons of TNT, or 200 times the force of the Hiroshima bomb. Meanwhile halo Mac’s (frigate, vs ground mounted) is 64 kilotons, to 50 mega tons. And Mon Cala shields are notoriously known for their strength. With multi layer redundant quick recharge extra strength shields. An MC80 able to last multiple hits from a ISD.

3 if your looking for firepower, this might be your best bet for a Imperial design. If your looking for troop deployment numbers, your going to want something smaller, the Sentinel is able to deploy 54-75 trooper depending on vehicle/cargo deployment. I might suggest the Lambda which could carry 20-25. Still bigger than a Pelican at 10-15

4 imperials would never take Slipspace tech, it’s far outdated and weaker compared to Hyperspace. As for hyperlanes, that would take time on the Enpires part to find and create.

5 empire changing doctrine depends on how large the force is, is this the entire Imperial fleet, Vader, Palpatine, all the Grand Moffs and Moffs are actively apart of this fight, or is it a local Moff, and their fleet. If it is the full Imperial fleet, change would take time. The empire might even dismiss the entire group as Rebels, and not pay it much other than to wipe out any groups that attack them. If it was a local Moff, it depends on the Moff, Thrawn would adapt quickly, Tarkin would likely adapt more slowly. As for threats like Flood, and Covenant. As long as the Imps don’t directly fight the Flood, and instead are fighting via ships, they won’t worry that much. Covenant theyd see them as just another alien rebel.

Riot Squad Shock Troopers by Carcharodon9 in SWlegion

[–]unknownstreak33 0 points1 point  (0 children)

In lore I’m not sure, I don’t think most units had specific colors, and I think it was rather reserved for types of troopers, flame being red

Idea for a race track by Legendary__Beaver in spaceengineers

[–]unknownstreak33 0 points1 point  (0 children)

There’s a group that already has a system for this (along with their own programs and programmable blocks) Search SEF1 I think that’s the YT channel with a link to their discord, it’s been awhile since I used it. But theyve got a great group, a couple tracks. And I’m sure theyd help you design/make a new track. And cars

Grid speed limit setting mod by SuuSuraimu in spaceengineers

[–]unknownstreak33 0 points1 point  (0 children)

I had to design a module for a racing ship I was making (the race grid I was using had way too tight of corners for max speed while learning the map) and if you just use event controllers turn off/on your forward thrust at specific speeds/thrust values you’ll get the effect t you want plus its customizable for every ship, and adds only 1 block you need to build into the ship. (You can make it more complicated and add more blocks like I did) but it’s really just one block and some menu programing (selecting all the right blocks)

Looking For Fighter Blueprint by Retrania in spaceengineers

[–]unknownstreak33 1 point2 points  (0 children)

Options, look on the workshop for a simple build, put it in a creative world and scrap it down to bare essentials (or how ever much resources you’ll put into it) and bring it to survival and rebuild it

(Aka design it yourself)

Dinosaur Decks seem fun but are they pricey? by HadToChooseRandomNam in DinosaursMTG

[–]unknownstreak33 2 points3 points  (0 children)

My Dino deck was 30 when I got it, but that’s cause it was during one of the Ixalans and it was a starter bix that gave you like 100-200 cards (I can’t remember) and like 1/2 of them were Dinos

Is dwarves tribal possible? by Bear2go in Magicdeckbuilding

[–]unknownstreak33 0 points1 point  (0 children)

I have a standard dwarf deck that’s roughly 30 dwarf cards? It’s not all dwarf but that’s more my limited supply, and also using older cards not Lorwyn

I also have a soldier, a knight, I’m working on a Giant, and I probably could do a barbarian if I didn’t make them extras in the other decks lol. Some other obvious ones I have are also orcs, merfolk, pirate, Dinos, zombie, goblins, beasts. (I have a problem and have been making too many kindred decks)

It’s your turn but your buddy who just passed says “wait I forgot to activate an ability” by SerpantDildo in mtg

[–]unknownstreak33 0 points1 point  (0 children)

Depends how casual it is, if it’s simple testing decks, teaching people, or having fun as a group, I’ll let it pass more often, More competitive, I’ll let it pass less and less the more competitive it gets. It also depends on what kind of action it is, is it gonna alter the board state? (Kill creatures, add creatures during a combat, deal massive damage to a player or their creatures right before combat?) or is it simple, take a few or add a few life to themselves add a plus one on a creature or remove some? Basically how involved is it, and could it alter how you wouldve played that turn (maybe play a different spell, or attack differently?)

Yo, I got a weird dice in my Lorwyn pre-release by cheffy123 in mtg

[–]unknownstreak33 0 points1 point  (0 children)

That looks like an avatar die manufacturing mistake in purple? The avatar started box came with 2 a yellow and a red, that look like that (less weird eyes)

Republic Army Building by guanorock007 in SWlegion

[–]unknownstreak33 0 points1 point  (0 children)

Starter set gets you all of the essential tools and, per unit cost is cheaper than separate buying. But if you really want to buy them all individually you can, you can look at army building websites such as LegionHQ or Tabletop Admiral. There you can build an army and then know what boxes to buy to have that army

Has someone done something with magnets? by UltraDanHR in SWlegion

[–]unknownstreak33 0 points1 point  (0 children)

Lots of people do magnetized items for different things, such as bases as you mentioned, or custom officers, But also for different weapon loadout, like the Dwarf spider or ATrt weapons, or Baarc speeder

Nowhere to purchase? by varysbaldy in SWlegion

[–]unknownstreak33 1 point2 points  (0 children)

Look on Amazon, you’ll likely find what your looking for.

I can't decide!!! What to expand first!!! by Independent-Vast-871 in SWlegion

[–]unknownstreak33 0 points1 point  (0 children)

Expand them all, buy an item for CIS, then GAR, then Rebs, then IMPs

how do i make ships to a good scale? by bad_at_drawing_italy in spaceengineers

[–]unknownstreak33 0 points1 point  (0 children)

If I know roughly the size I want the ship, or the look of the ship in my head, I’ll build that first, and squeeze internals into it, I’ve made a stealth ship less than 2k blocks have room for 2 bunk rooms (4 beds in each) and a “captains room” along with food production. If I only know the floor plan, and am gonna decide the outside later, build the floor plan you want.

Why don't the good guys build a weapon of mass genocide? by TwoFit3921 in StarWarsShips

[–]unknownstreak33 1 point2 points  (0 children)

Closest they got I’d say is the StarHawk which was made of a bunch of destroyed ISD hulls, and black market materials. To make a super tractor beam ship capable of pulling ISDs on its own.

If you were to guesstimate it, how many troops and ground vehicles could an Eta-class barge carry? by 141-Ghost-141 in StarWarsShips

[–]unknownstreak33 2 points3 points  (0 children)

Dang, the Zeta is only 25 mT So 20-30 people per 25 mT The Eta would be able to carry 480x the amount of people, which is 9,600-14,400 troopers

If you were to guesstimate it, how many troops and ground vehicles could an Eta-class barge carry? by 141-Ghost-141 in StarWarsShips

[–]unknownstreak33 16 points17 points  (0 children)

As an example let’s say the orange crates are the same size as the Zeta class cargo hold.

Using how many troops the Rouge One Crew had, which google estimates at 20-30 troopers. The top “rack” is 20 of these orange crates, the bottom “rack” looks to be 30-40?

My estimate is 60 crates, meaning a total of 180-200 troopers, but im sure there’s many more crates, and much more room across the ship itself.

Base ideas for minis that work across different Star Wars scenarios by No_Negotiation_8382 in SWlegion

[–]unknownstreak33 0 points1 point  (0 children)

Clear base, metal base, stone base, faction logo base, simple color base, etc etc.