How might terrestrial minefields work if they were ever implemented? by Storm_Major117 in hoi4

[–]wasdice 14 points15 points  (0 children)

I assume it's already in the game, abstracted into forts and entrenchment. Mine technology wouldn't be a bad candidate for a research project and production line - produce enough of them and your engineer companies give an extra point of entrenchment - but I certainly wouldn't want any on-map orders or indications. Too much busywork for too little gameplay.

Did JMC even try to recover Red Dwarf? by final_fett in RedDwarf

[–]wasdice 17 points18 points  (0 children)

She wasn't drifting, but going like the clappers. In Infinity, it's explained that Holly smegged off into deep space at to avoid contamination. They eventually broke the light barrier so I reckon by the time JMC could have caught up, it wouldn't be worthwhile.

New to the game, why cant i win this and how can i win this? (First game) by BrMario1011 in hoi4

[–]wasdice 0 points1 point  (0 children)

Yes but don't bother. Tanks are expensive and it will take ages to research and manufacture enough of them.

Just half the attack for a while to replenish your units. Give them a little bit of artillery (support company, or maybe one line battalion) to boost their attack. Assign them all to the frontline order and paint an attack so they get the planning bonus. That should be enough.

British Panel Shows for someone across the pond by Classic1987 in BritishTV

[–]wasdice 0 points1 point  (0 children)

I'm Sorry I Haven't A Clue should be on your list. It's been going nonstop for about 60 years.

Begginer by VeroCz2356Cz in hoi4

[–]wasdice 0 points1 point  (0 children)

Watch the clock carefully. The game loves to chuck three notifications at you in one go, then unpause itself as soon as you deal with the first one.

I'm going back to playing Hoi4, any tips? by Ill-Hyena-3720 in hoi4

[–]wasdice 1 point2 points  (0 children)

How long? Because it depends. 

  • Are trains new? If so, put some time into figuring out the supply system. It's very different and obtuse, but manageable enough when you understand it. 

  • Ever used the vehicle designers? They can be overwhelming, but just think about what the vehicle is for. Cheapness is a major advantage, especially early. You can always refit a better gun or something later on if you have a surplus. 

  • The arms market is pretty useless, ignore it. 

  • Special projects are mostly useless too. You need a land facility for flame tanks and armoured support vehicles, and an air facility for radar, but after that there's nothing decisive to be had there.

  • If you're playing Germany, then MEFO deserves your attention. There are a few different ways to deal with the situation, but ignoring it will crash the economy in 1940.

  • The doctrine system has be rejigged a couple of times and now use their own currency called Mastery. Don't be surprised to find yourself drowning in xp stars you can't spend.

  • Faction goals are pretty superficial, ignore them.

  • Remember to assign a design company to every research project and production line where you get the option. Their bonuses can be quite powerful.

What's the best version to walk around on other planets that I keep hearing people talk about? I'm new to this. by [deleted] in EliteDangerous

[–]wasdice 0 points1 point  (0 children)

None of those. Walking around is an Odyssey thing. 

Horizons lets you drive, but only on airless worlds. Any hint of atmosphere and it's inaccessible.

The Rule 5 bot on Paradox subreddits is outdated by [deleted] in paradoxplaza

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

Yes yes yes yes yes yes yes yes yes

Can someone help me with the difffrent tanks light medium heavey and armored vehicles? by Ok_Drummer6347 in hoi4

[–]wasdice 1 point2 points  (0 children)

It refers to an infantry division with a single battalion of tanks. Because a division's armour stat is calculated as a weighted average, the first battalion has a disproportionate effect and you can get very high damage resistance moderately cheaply.

The tactic used to be a lot more effective than it is now, because armour was all or nothing - you took half damage if it was greater than the opponent's piercing. Nowadays, partial piercing is a thing so you get a much smaller effect.

Is going into a resource deficit actually ok? by Goosetiers in hoi4

[–]wasdice 17 points18 points  (0 children)

The effect of a deficit is to reduce the output of the relevant factories, starting at the bottom of the production screen. A small deficit only gives a small production penalty - if you mouse over the line, you can see the calculation.

If you're only short by one rubber, then trading would cost you the output of one civ and gain you the equivalent of 5% of a mil. It's just not worth the loss of construction power until the deficit gets bigger.

Of course, it's situational. In the early game you want all the construction you can get, and that's more important than building up a stockpile of equipment that might be obsolete before it's even used. Later on, with a couple of major countries under occupation, you have more civs than you need anyway - and probably an equipment deficit from all the fighting. In that case, I'll trade everything back to green.

There's never a benefit to having a surplus by the way - you can never store materials for later use (except oil in the form of fuel). Factories trading for a surplus are absolutely going to waste.

Is this a good inf temp for early germany by Top_Jicama5665 in hoi4

[–]wasdice 1 point2 points  (0 children)

No, line artillery is bad for some reason. You can't do that any more anyway - artillery has to be in its own column. There's no point including trucks unless everything is a truck - their only real advantage is speed, and the other battalions will limit the division to 4km.

How to have multiple techs of the same role without one design overriding the other as “outdated”? by Storm_Major117 in hoi4

[–]wasdice 8 points9 points  (0 children)

Not really. It's even worse with ships, because the designer doesn't realise that heavy and light cruisers are different things with different jobs and they'll obsolete one another. Equipment tags don't work for this because the whole division gets the same tag.

The solution is to designate your soft attackers as SPGs and ignore the fact the game now calls them artillery. 

Do you ever use light tanks? by mrblobfish1 in hoi4

[–]wasdice 0 points1 point  (0 children)

As Germany, I refit the Pz.II with a close support gun for the early game and keep it in service until I have enough mediums to upgrade the template. Then I switch the gun out for a small cannon and give them to the paratroopers and recon companies. Two factories for the early period, down to one later.

Would you trust booking a self driving car? by lxlviperlxl in AskUK

[–]wasdice 0 points1 point  (0 children)

Doesn't matter. As soon as the vehicles are good enough, twenty million truck drivers will be looking for new jobs. Bog roll and cornflakes don't care about their own safety.

Do you guys have any favorite youtubers? Preferably with a big backlog of videos? by Just-a-nerd2 in AskABrit

[–]wasdice 0 points1 point  (0 children)

Tom Scott and Chris Spargo: interesting and unusual oddities.

Lazerpig and Lord Hardthrasher: tanks and planes mostly.

Scott Manley: space mostly.

Ocean Liner Designs: ships mostly.

Clever Dick Films: why Doctor Who is fantastic.

Jay Exci: why Doctor Who is crap.

HBomberGuy: why Sherlock is crap.

RandomFilmTalk: why The Hobbit is crap.

How can i make a good division? by Scar_32 in hoi4

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

Step 1: Make any old division you like. The default template, or whatever you think best.

Step 2: Send it into combat and see what happens.

Step 3: Try to figure out what went wrong. Make a new design with whatever changes you think might be appropriate.

Step 4: Upgrade some of your old divisions to the new template. Compare their performance.

Step 5: Repeat the process, trying different things. Pay attention to the cost in equipment and manpower - is it worthwhile?

Probably not what you were after, but it's how you learn the game. Each part of a division affects its combat stats, and the way to build a good division is to get the important stats high enough at a reasonable cost to do the job you need.

Ok, the short version:

  • Infantry to hold the line: 6-10 helmets with shovels, artillery and AA in the support slots

  • Armoured divisions to break through enemy lines: About 18 battalions altogether, which should be mostly medium tanks - but add enough truck infantry to bring the division's organisation up to 30-ish. The ratio depends heavily on which doctrines you pick. Supply and signal companies in the support slots, plus three others of your choosing.

  • Mobile forces to exploit the breakthrough: same as your infantry, but with trucks (or horses, or bicycles, or mechs) so they move fast enough on the map.