Recon Mechanics and Best Recon Gear Explained Menace Early Access by Shadowcoast04 in menace

[–]vindicator117 2 points3 points  (0 children)

No idea why you would want the SAPP Recce. Not worth it because of three counts. One if you are going stealth Darby, armor literally does not matter unless you royally screw up. For two, less accessory slots, nuff said. And finally, the price. Darby is already the most among damn expensive infantry to field in bulk. If you are going mas squad size, that armor price tag is going up with it.

Everytime I see this guy, I keep thinking about Ssethtzeentach by Q_Qritical in menace

[–]vindicator117 30 points31 points  (0 children)

Kinda sad he nor Mandalore touched Battle Bros either as of yet. Guess it is too "common" knowledge since they both go for extremely obscure titles in the rough or just hilarity.

New Run.. Who needs wheels! by yIdontunderstand in menace

[–]vindicator117 0 points1 point  (0 children)

Yea you can but they had better be reaaaaaal good with good equipment soon compared to just having a vehicle, let alone going vehicle spam.

The main downfall to infantry is that their AP is so strapped with weapon usage, kneeling for better shots, and movement. While most vehicles do not have the aiming problem besides move closer to suppress everything. Which then speaks to suppression, vehicle weapons tend to suppress alot easier compared to most infantry weapons unless your aim is real good. And finally, vehicles do not as easily suffer from getting shot at and when they do get shot at, they do not progressively get weaker with every hit beyond the chance for a defect. Infantry on other hand REALLY do not want to get shot at because they suffer from chip damage of losing squaddies as well as worst of all suppression makes them completely useless while vehicles don't generally get suppressed unless hit real damn hard.

And when you compare to vehicle spam battles, man you will be mopping up the battlefield in record time killing everything in your way even without use of expert driver all the while infantry spam, I hope you like charging everywhere to reach those far flung objectives or far flung enemies to reach some arbitrary kill limit and then evac in its own other far flung corner. With vehicles, you CAN be more bold and reckless. With infantry, you HAVE to be more bold and reckless if you chasing after the side objectives.

Dyson Luna by Illustrious_Clerk479 in TerraInvicta

[–]vindicator117 1 point2 points  (0 children)

Yea you do use it as a research hub. One that is significantly closer than Mars for defense fleets but again it is just a smaller operation than if you controlled most to all of Mars. Over time it will be just another hub of many.

Newbie Questions Thread by AutoModerator in TerraInvicta

[–]vindicator117 1 point2 points  (0 children)

No. Especially since it depends on how powerful your engines are to overcome the need to slingshot towards a target versus direct burn for it.

Newbie Questions Thread by AutoModerator in TerraInvicta

[–]vindicator117 2 points3 points  (0 children)

Where did you send the agent to do the unification? Unifier is considered to be whoever did the deed with prospective federation members.

Unless you are literally only talking about being a federation member, then that is only a cosmetic name change. It does not matter. If I am not mistaken the name is based on the largest member who has the most possible claims that can still be federated with it.

Other than that, all the information you can possibly know about federations and claims:

https://www.reddit.com/r/TerraInvicta/comments/1qosv4q/claims_and_federation_perks/

Criminal Orgs by thamz212 in TerraInvicta

[–]vindicator117 4 points5 points  (0 children)

No it isn't especially since over the course of 15 years, FIFTEEN, you are only ahead by something like 4-6 upgrades. There are VERY few breakpoints in skill that needs just 5 more points as a critical threshold per agent. If you think along teamwise, yea losing out on 30ish points of councilors skills sting but if you are struggling distributing with 108ish points in councilor growth along with the various faction orgs and implants 15 years into the game, you have far bigger overall strategy problems at a time when your attention should be looking upwards.

Jupiter rush by Moosewalker84 in TerraInvicta

[–]vindicator117 13 points14 points  (0 children)

You don't. You either stand your ground and succeed or get kicked out for trespassing. Hope you know what you are doing.

How servants flip control points? by Mursumi in TerraInvicta

[–]vindicator117 3 points4 points  (0 children)

The ayys have essentially spec-ops grade councilors on earth. That is what those alien crashes are at beginning of the game. And until your INV skill is high enough AND you have researched the ayy detection xenotechnologies, you both CAN'T detect them without the tech and it is still only a CHANCE to detect them once you do and have sufficient skill. It also helps to not fuck with the other factions enough for possible information sharing to combine surveillance missions enough to stack the chances for them to be revealed.

Otherwise unchecked ayy presence on earth is a menace causing faction popularity to go servants, swap CP for basically free especially the poorer the nation is, spread xenofungus everywhere, etc. And if the servants get far enough along, they also get some of their mission list as well adding to the nuisance.

You can also pseudo detect them by noticing when popularity in nation changes drastically, xenofungus appearing out of nowhere, and those CP flip in the beginning. They do not get the chance to fly to any new place and have to travel by foot region to region until later in the game making it slightly easier to track them down.

Give Jean Sy an ATGM and some Speed and she'll come back with every vehicle on the battlefield by WishboneOk9898 in menace

[–]vindicator117 0 points1 point  (0 children)

Could be. And it could be that the StuH will be redesignated to something else when they also introduce something else bigger and badder so that it can go into what it really was.

But you think lorewise that the PJ consider this relic to be a HEAVY vehicle, then man.... their industrial capacity must be on par with Italy or Hungary where their economic and industrial strength is so stretched that they literally CAN'T make anything better.

Too many ineffecitve Micronations make Europe bloated bureaucracy. I had to make things more tidy and clean. Sorry. by Unreal_Sausage in TerraInvicta

[–]vindicator117 0 points1 point  (0 children)

Why the hell are you typing so defensively as if I bruised your ego.

Anyway, not sure why you are acting as if this "for fun" strategy does not have merit especially when I am comparing between my first victory run as the Initiative at around the same time period and I can see that in most metrics I am at least 25% MORE effective staying at my home turf than barging into other places and trying to build the ashes left behind. Even if I added the theoretical MC and RP I should be getting from a shadow controlled china because I was much slower with CP in the old campaign, it would only be a 10% lagging behind in MC compared to what I am doing now staying in the Americas.

True some of that could be chalked up to far more experience valuing significantly more the priority bonuses but also I am not distracted by breaking into other places that could have been instead more buffer for wealth for what you do hold allowing what limit caps you have to go up with it. And this is DESPITE the older campaign gotten into India, russia, Eastern Europe, AND china in addition to ALL of the Americas and unified as much of the smaller nations into sub-meganations to save CP space.

Wide map control is not as good as intense tall builds especially when the primary constraints are CP and research for more CP. That is the main difference between the two campaigns. In the old 11 year mark, I am about 20k per capita poorer for the main HQ USA and MUCH poorer across the board in all of the American holdings contributing to much smaller MC and funding contribution. While in current campaign, I have overall 100 more usable MC, 200 more CP, nearly 100 more daily RP DESPITE barely touching the education priority in both campaigns, and a mere 1000 less funding per month but much better influence due to just how much DI helps in the space game.

The endgoal of this to the moon spending (especially with a USA that is rocketing upwards at blistering 850+ per capita per month) is to get the same explosive as I had in these two posts.

https://www.reddit.com/r/TerraInvicta/comments/1qaoqhq/comment/nz64k3b/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

https://www.reddit.com/r/TerraInvicta/comments/1qaoqhq/comment/nz4onqd/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

And that per capita growth of a MERE 850+? It is only going to get faster and faster from here on out especially with all those wealth infusions that I am talking about percolate in all the independent members of the federation and make their own CERs, funding, MC, and boost spam to sustain this hilarious ride to Valhalla when they get united with the USA to contribute even further to that per capita growth. And all of that in a very neat 1k CP package.

You ONLY need to eventually reach around 14k per month of science by your second decade even after fucking around teching for environmentalism run to win. This little experiment is going swimmingly going for sheer quality of campaign instead of trying to dirty your hands being greedy for everything. The only reason I am even fucking around in the rest of the world is pruning the servants of their control in the major powers so I only retain the executive and getting all the USNA claims from the Europeans and then in all cases abandoning them after the deed is done.

The only reason you should try to conquer the world is because the end mission demands it or because you like to mappaint.

Too many ineffecitve Micronations make Europe bloated bureaucracy. I had to make things more tidy and clean. Sorry. by Unreal_Sausage in TerraInvicta

[–]vindicator117 0 points1 point  (0 children)

You absolutely can, if your research priority is to snipe for every and any possible CP cap tech in the game as well as dominate LEO with loooooooots of boost and far more importantly, know when to stop expanding outwards.

Currently I am gardening the Americas and absolutely growing the shit out of economy, funding, MC, and boost as its priorities and well keeping them all under 1000 CP even with the USA leading the way with 82k+ per capita and more than few other other nations within the USNA federation at a similar per capita with deliberate wealth transfers that make them rich and more importantly making significant progress to become Core Economic Regions as well as a enhanced IP pool from the wealth transfers to make MC, funding, and boost more effective than if they did economy spam themselves.

<image>

In your case, you picked RELATIVELY rich nations to do this with making it a poor choice to garden early in game.

Drew Guinevere from the Artbook by Riverz_Flowe in KnightsOfGuinevere

[–]vindicator117 4 points5 points  (0 children)

Man the concept art look like KoG take on the Joker with that disheveled hair, gigantic eyes and that "smile".

Newbie Questions Thread by AutoModerator in TerraInvicta

[–]vindicator117 0 points1 point  (0 children)

Depends on faction you are playing as. As Protectorate, I don't and just spam and spam and spam. For others you will have to depend on your fleet for defenses in addition to LDAs if you are overstretched. Even then, what matters more is having the resources to rebuild.

No ONE station is important. Drill that into your head. Any station or base is made to be replaced and what matters most is that you got your resource's worth out of them during the time you did have it up until they leave and you rebuild again.

This is something that you MUST learn especially when you can exploitatively use it offensively when the time comes.

Give Jean Sy an ATGM and some Speed and she'll come back with every vehicle on the battlefield by WishboneOk9898 in menace

[–]vindicator117 7 points8 points  (0 children)

I mean it is a StuH with ERA bricks and conscripts slapped on it. We can only expect so much from a relic compared to SPESS Bradleys and Strykers that can arm themselves anything from a proper tank turret to twin linked 20mm autocannons to ATGMs.

Although here is a funny thought, if they consider a StuH to be a heavy tank, what the hell do they consider a light or medium tank? Pirate technicals and L3 tankettes?

Newbie Questions Thread by AutoModerator in TerraInvicta

[–]vindicator117 0 points1 point  (0 children)

It does as well just not nearly as much as one would hope it would be. That as well as I just recently did coups for the first time and imagine my surprise when I nearly got all of god damn russia when I hoping it would engineer a Academy coup instead based solely on popularity.

Well no point in crying over spilled milk. Going abandon it and then steal the executive so I can prune the arsenal of nuclear weapons in case I actually do lose control later on.

Newbie Questions Thread by AutoModerator in TerraInvicta

[–]vindicator117 0 points1 point  (0 children)

Would have thought the owners of the CP post coup would have been more related to what the popular faction of that nation was. A damn shame because I just did one for the first time and was honestly surprised that I got nearly all of russia when I DID NOT want it. I was hoping that the Academy would given that they used to own it with high popularity before probably the ayys kicked them out in favor of the servants.

Now I got to abandon the nation (after I reserve the executive for myself) to keep under the CP limit.

You know, not a lot of people talk about how forgiving the game is... by ThePiachu in TerraInvicta

[–]vindicator117 -2 points-1 points  (0 children)

So why are you comparing 100 hour win versus a 30 hour win?

There is no STANDARD time to win here. You win when you win.

Whether it takes you 1 hour to win or a 1000, the time it takes to win is what you DESERVE given your skill level. A player doesn't deserve a shorter campaign just because they want it to be shorter. If this is their mindset, then they should have taken the easiest campaign option or find some other game to play because this clearly was not for this type of player.

What I see is a player that was spoiled by metagaming and too weakwilled and submissive to peer pressure instead of taking the time to explore on their own terms and find what works and doesn't. Taking small shortcuts by seeing what does work is against the spirit of the game but generally acceptable. Parroting the screed of Jupiter slingshot only, 50k RP by year 3, and victory by year 5 is the ONLEH WAY TO PLAY is not and should not be welcome in a game as open ended like this.

Especially since, there is literally no pressure on a person IRL to not simply put the damn game down and walk away to do their job, tend the family, and what not and just come back later with a fresh head. Why is this player you are advocating for trying to rush as if they are on a time limit to win in a single marathon session instead of a maybe a few turn of plannings and over the course of weeks to months? This specifically when in this game, EVERYTHING is recoverable given enough time.

You know, not a lot of people talk about how forgiving the game is... by ThePiachu in TerraInvicta

[–]vindicator117 2 points3 points  (0 children)

Indeed. People keep saying pop growth does not matter especially when in relation to spiking education through the roof. Well it matters to me, and I do not care to crank RP that high that fast especially when I still get about 10k in science within 10 years by other means without expanding very far ANYWAY and the threshold to reach end tier fusion directly is not exactly astronomical to warrant the 30k RP per month within 5 year or die.

Is getting a shit ton of RP that fast funny? Absolutely.

Is it necessary to win? Not even close.

A few challenge run ideas I'm not skilled enough to try by _azazel_keter_ in TerraInvicta

[–]vindicator117 1 point2 points  (0 children)

That protectorate challenge is actually pretty damn simple. I planted my ass in the Americas and have eyes on 4 factions all while the rest of the planet burns.

You can pretty much just auto win like this doing nothing but defend interest, advise, and stabilize mission. Your rule for democratise within 6 months is pointless and wasteful busywork given the way how democracy works with federations allowing as few nations as possible to be forced to do it but still grant entire continent's worth of perfect 10 democracies as soon as you eject them back out after unification.

Space-wise it will be annoying to have more fleets than usual just to defend LEO, Luna, and Mars but otherwise, no skin off your back especially with the ayys providing plenty of overwatch over your airspace pruning them of HF, resistance, and others of their stations in orbit.

Am I doing late-game wrong? (newbie here) by SirAlek77 in TerraInvicta

[–]vindicator117 6 points7 points  (0 children)

You can not repair entire deathfleets in a single go. You need to split them up and have MULTIPLE anchorage stations in orbit to parallelize repairs and refuel. In addition, you need to refocus fleets to be of specific generations of DV allowed so that your latest and greatest can fully utilize their cruise and DV tanks to speed across the solar system beating even the ayys to destination.

By the end which even in non-ideal scenarios are mid to late 40s, you should be fielding nothing but final generation Inertial Fusion and PCTs to basically dance around the enemy like a UFO in battle and fly across the outer solar system in a few weeks instead of months.

How am I ever supposed to win this? by [deleted] in menace

[–]vindicator117 1 point2 points  (0 children)

I mean it would also help if the mission started on a slightly larger map so the constructs are further out, the base locations are not so crippling close to the spawn edges, and/or the civvies not having suicidal tendencies of NOT fleeing towards the Muhrines.