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Verified Tanker [EU]
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Everything posted by GloatingSwine

  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 stoppi
  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. It might only be the sequel to the greatest JRPG ever, but it does have the best intro theme.
  4. 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. 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. 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
  7. 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 prom
  8. 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. 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.
  10. 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.
  11. 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 MOB
  12. 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. (Where
  13. 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).
  14. 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?
  15. The biggest arsehole bosses are the optional ones in this. The required bosses are pretty OK, but Champion Gundyr and the Nameless King are both rather meaty and took me many many goes.
  16. You can probably edit a scenario file where they exist to give yourself control of them, but they're supposed to be infinitely OP and threaten to wipe out all organic life if they get established.
  17. I've been reading the dev diaries, and it's kinda a hybrid. Once your empire gets beyond a certain size you start getting penalties just like being over your demense limit in CK, so you can define a "sector" of a group of systems which basically becomes the automated thing. Except it's not quite that simple, because sectors can start to develop their own characteristics, eg. population units with similar ideologies or species can start to cluster in a sector, and can generate factions within your empire which affect the politics of it (especially if you're a democracy), and could possibly ev
  18. I expect the number of systems you can personally control will be similar to the Demense system in Crusader Kings, so it won't be strictly a certain number but will be modified by other things like government type, specific leaders, and maybe techs. The "AI control" of other systems will probably also be Crusader Kings style, where they're actually vassal governors who have their own characters and so have to be dealt with slightly differently. It's not intended to be a Civ style 4x where you always have absolute authority over your empire, it's CK in space where things
  19. 1. Acquire torch. 2. If covered in maggots equip torch in either hand. 3. Cease bleeding. I haven't actually found a brick wall boss yet, and I'm p. far after spending wednesday and thursday on a 40 hour Dark Souls bender. But then this is my fifth Souls game now and so I'm just used to seeing the design patterns. A lot of the bosses have been really cool designs mind.
  20. GloatingSwine

    T1 Heavey

    The T1 benefits from being a tank that many people don't really know where to shoot from the front, so even a bit of angling will protect you from most equal tiers (that aren't packing some kind of bullshit gun). It's got ferocious DPM as well.
  21. Artificial Scarcity. It's desirable because you can't buy it, that means WG have something with percieved value to use as prizes when they run competitions that feels more special than the ordinary premium tonks or just giving away gold or premium time that people can just have if they want it.
  22. It's listed on the wiki at wiki.wargaming.net To calculate the effective accuracy of a tank at a given gunner skill level, take the listed number on the stats and multiply it by 0.875/((0.00375*Skill)+0.5) The same formula is used for all degressive stats (better skill makes the number smaller).
  23. Yes, but it's wrong. They've calculated aimtime as a linear, it's not linear. Vertical Stabilisers do not reduce your aimtime by 20%, they reduce your dispersion by 20%, and dispersion is a logarithmic factor in the effective aimtime calculation. Vertical Stabilisers have a variable effect between about 18% and 9% reduction in total aimtime depending on what the initial total dispersion was. Their calculations of dispersion are wrong as well. Let's take the M60 because that's what they spend a lot of time talking about. The M60 incurs 0.1 dispersion from hull moveme
  24. That explanation is wrong (and tanknumbers.com is wrong about the effect on aimtime of vstabs). The listed aimtime is the time taken for the reticle to close by 1/e of its current size. The formula to calculate the actual aimtime from a given starting size is: AT * ln(Dispersion) * (0.875 / ((0.00375 * Gunner Skill) + 0.5)) In the case of the Lorraine with a 110% gunner and no equipment the dispersion after firing is 4 (reticle grows by 4x its smallest size), so plug that into the formula and you get an aimtime after firing of 3.3s (time to return to maximum accuracy). Fit
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