Jump to content

GloatingSwine

Verified Tanker [EU]
  • Content Count

    1,045
  • Joined

  • Last visited

About GloatingSwine

  • Rank
    Proceeds to Hotel Nine

Profile Information

  • Gender
    Male
  • Server
    EU

Recent Profile Visitors

1,421 profile views
  1. By reducing the maximum bloom, VSTAB reduces the amount of time it takes to reach peak accuracy when you take away the source of bloom. Using the ST-I as the example again, at full speed the dispersion factor is 10 (0.25*40kmh), when you stop it takes 3.3*LN(10) seconds to reach peak accuracy (about 7.59s). If you mount a vertical stabiliser the dispersion factor is 8 (0.25*0.8*40), when you stop it takes 3.3*LN(8) seconds to reach peak accuracy (about 6.86s) If you had a GLD instead the dispersion factor would be 10 and it would take 2.97*LN(10) to reach peak accuracy on stopping (about 6.83s).
  2. It will shrink back down. It's really easy to see that by driving in a straight line then traversing your hull, because hull traverse causes very fast spikes in bloom (because your tank reaches its full traverse rate quite fast). Your accuracy will spike up and then return back down when you stop traversing the hull. Taking the ST-I as an example because the OP mentions it. An ST-I moving at full forward speed in a straight line will incur a dispersion factor of 10. If you then turn the turret at full speed your dispersion would increase to SQRT((10^2)+(5.25^2)) which is about 11.3. If you stop turning the turret but keep driving the dispersion would return over time to 10. (This will only take about .8 seconds even without GLD, so GLD doesn't really do much here. If the ST-I traversed its turret faster then it would make a difference because the bloom from rotation would make more difference)
  3. It might only be the sequel to the greatest JRPG ever, but it does have the best intro theme.
  4. GloatingSwine

    Stellaris

    I just paved over entire planets with power plants. Then I invaded a fallen empire. Now I have +1700 energy a turn with ~1000 fleet strength.
  5. GloatingSwine

    Stellaris

    It did that to me with tile blocker reasearch. I had planets that are 50% covered in glacier and I hadn't seen a tile blocker removal tech in decades, and the Frontier Clinic which would boost me to 90% happiness on every planet is a super basic tech that it just refuses to give me. (Both the ones I needed showed up when I started writing this. Complaining on the internet. It fixes everything.)
  6. GloatingSwine

    Stellaris

    Currently running Happy Space Penguins. Materialist/Individualist/Pacifist, Moral Democracy. Make pops happy enough and get +20% output per tile, which is easy to achieve with this build, plus you get access to the Research Institute and Galactic Stock Exchange for moar research and money. Use happiness producing edicts to keep pops happy even at war and keep up production. If I go robots as well and go for sentient AI, Synthetics get +20% to all tiles and can be happy for another 20%. Have just met the neighbours. We are not going to get on. (Evangelising Zealots). (I'm going to ignore worlds below size 10 for colonisation. Can't have planetary capital, can't upgrade buildings far enough).
  7. GloatingSwine

    Stellaris

    Minerals are the limiting factor in the early game. Explore your space, use frontier outposts to expand your reach and grab systems with good minerals until you can afford to drop colonies to grab more good minerals. You probably want to build a second science ship p. fast, maybe a third if you've acidentally a Warp civ (don't do Warp kids it has all of the disadvantages and basically no upsides*, do hyperlane or wormhole and send your starting fleet on a magical mystery tour, they'll spot planets that you can send your science vessels into to investigate for early colonies and find promising things like asteroid belts that like to have minerals, show you where the space wildlife is so you don't waste time with science vessels scampering away from it.) * It's the slowest, the shortest range, has a long cooldown which makes the ship helpless for days, and takes up the most power on a ship.
  8. GloatingSwine

    Stellaris

    If they're in sectors the direct cost will be disappearing into the sector budget, but you'll get less out of the sector. It's still always worth putting solars on all the stations that the sectors have inevitably built. The 3 energy definitely shows up in your energy budget, just start a new game and you'll have -3 for station maintainance before you build anything.
  9. GloatingSwine

    Stellaris

    They do. 3 energy.
  10. GloatingSwine

    Stellaris

    Go round all your sector planets, find out if the AI has built spaceports. If it has put solar panels on them to delete their upkeep. Remove any space money from the sector that it doesn't need. Not a replacement for actually being able to reclaim the income, and yeah they should be capped and then overflow like puppets have done since back to HoI2, particularly given how expensive war gets late game.
  11. GloatingSwine

    Stellaris

    I'm not likely to play such a long game multi. I suspect my first go will be to try and stack all the science bonuses and play mad scientist with all the dangerous technologies.
  12. I think there's a tendency in gaming communities to regard "accessable" as a dirty word, which isn't always necessarily wrong because a lot of developers will say it when they mean "make game more like other more popular games", but the only other more popular RTS at all is Starcraft and as noted, that's about as accessable as a bank vault. I mean they could make the game "more accessable" by making it more like LoL because that's the biggest example of an RTS-like interface in popular gaming culture but they basically already did that with DoW2 anyway. (DoW2 is a single player MOBA, really. Driven by hero units, waves of expendable mooks, largely based on dropping abilities at the right time, the whole nine yards)
  13. Dark Souls isn't even that inaccessable because combat is slow and based on planning not reflexes, it's just that the internet blows it out of proportion with all the "git gud" memes (okay and the way stats work is poorly explained). Starcraft 2 is, barring compstomping in campaign, far more inaccessable because of the required levels of micro and the fact that your base needs permanent attention because although there is a queue system for unit building you're bad if you use it, and the fact that if there's a single obvious thing to do your units won't do it by themselves. (Whereas in DoW/CoH they will eg. seek cover for themselves and certain abilities are automatic not triggered) Like it took until Heart of the Swarm before you could set your drones to go and mine minerals immediately on building, which is what you want 99% of all drones ever to do and the AI would automatically go to an unoccupied patch when told "mine minerals" rather than going to the specific one ordered and then having to relocate (it used to be a significant advantage at high level play if you had enough micro skill to manually direct your drones to different patches in the first seconds of the game because you got your first unit out faster). It also took until then for them to give you a non-pointless number of starting drones because it's so important to have the first minute of the game always be "watch minerals increase who can tap S fastest after it reaches 50". Dave Sirlin (former tournament Street Fighter player, now game designer) has an interesting discussion about SC2 here: http://www.sirlin.net/posts/sirlin-on-game-design-ep-13-starcraft-2 The previous Dawn of War games were much more accessable than Starcraft has ever been, with less micro, more explicit guidance that map control is good (because you have to go and get strategic points), and once they'd smoothed out the hard counter nature with the first few expansions, more forgiving army construction (esp. Spess Mehreens and METAL BOXES Chaos who have amazingly solid basic troops). I mean they were imba as fuck and only got more so as time went on (especially new races, lol vanilla DC with infinite necrons and 3x broadsides in a squad), but they were accessable.
  14. They made Spidey as strong as he's actually supposed to be, and used that strength pretty well (like with him casually catching a punch from Bucky, which all the more "normal" fighters had had real trouble with). I also liked the way his dialogue in the fight scenes really felt like he was mouthing off to cover for being nervous, which is exactly what he should be doing, especially when they've made him a relative newbie (though still in full control of his powers which is nice).
  15. It's only going to be any use at all in low tiers anyway, because all it can do is try and hit centre mass, albeit it can lead and autofire. So y'know, automatic seal clubbing go?
×
×
  • Create New...