TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,989
no way lol
Hang out on a forum long enough and you hear everything. Next we're going to hear about how Spain's UU is mediocre .
no way lol
What UU? Spain has some? Need to check it nowHang out on a forum long enough and you hear everything. Next we're going to hear about how Spain's UU is mediocre .
EXP is fine. Straightforward turn saving, no economic help though.no way lol
You know, I used to play Rosie all the time (favorite leader) but as I've moved up difficulty levels I find him not so hot anymore. He has too much to do/take care of to really pull off the shenanigans I liked to do (like Oracle > MC for cheap forges and still get Mids) Would rather play Lincoln or Wash depending on the opponents.I find Roosevelt a somewhat challenging leader.
EXP translates into a stronger economy. Faster workers = faster tile improvements = more better tiles to work early which means either straight more commerce or more hammers and food, both of which can be directed into commerce. Faster granaries are very good because you get the food advantage faster and save on hammers, both of which again can be translated into commerce. Cheaper harbors straight up give more commerce from TRs and the extra health from them and the +2 from the trait itself allow you to either straight grow your cities bigger or at least to sell more health resources or not have to trade for as many and both of these factors have impact on the economy.
Glad to hear it. It is divisive for sure. Perhaps the most divisive trait. I think the same applies to ORG but it seems to be less popular of a contention.How people rate SPI can greatly differ because it depends on playstyle and preference. I happen to think it's a great trait.
*snip SPI advantages*.
I always compare SPI to the dog soldier. Some say the dog soldier isn't that great because as soon as you find copper or horses or play a map where barbs aren't a big issue the dog soldier loses its entire worth almost. Others love the dog soldier because almost no matter the map, barbs are pretty much immediately a non-issue and it gives a great deal of security if you're going into a map blindly.
Same with SPI. It might not always come to be a huge factor, but if it does on a difficult map, it can be a huge advantage.
I would replace 'what if' for 'what can', and 'saves turns' for 'allows you to maximise civics and religions'SPI is a giant amalgam of "what if" scenarios and that is precisely why it will never be a strong trait in my eyes. It *could* allow you do this, it *could* allow you to do that, the actual effect is comparatively minor in lifting limitations or turn saving
Their weight, underwhelming damage, general inability to make good use of sneak attacks and crits, lack of suppressors, lack of mod choices, high ammo weight and ammo rarity do make them the weakest weapon class by a comfortable margin. But you shouldn't write them off as being unviable.
Junkjet - Has very little growth potential and compares poorly to other weapons, even when you first get it, but it is serviceable and that is all you really need from a weapon.
Minigun - If you use it in shot bursts and/or VATS its economy skyrockets. It'll still never be awesome, but if you manufacture ammo using fertilizer produced at Brahmin farms (which can be done very early) then you can use it as you primary weapon for as long as you want.
Flamer - Performs better if you don't get tempted into increasing its damage at the cost of range. Its entirely reliant on vendors for ammo, but Cricket, Arturo and Myrna all sell 200+ each so there is more than enough to keep it fed as a primary weapon. Just don't use it in VATS. Also becomes quite useless much faster than it should due to the energy DAM bugs..
Harpoon Gun - There isn't a level requirement to start Far Harbour, and you don't need to involve yourself in the initial fight if you don't want to so its not hard to get one early on. They can both breed ammo and take on a sniper role. Pretty excellent by heavy weapon standards, even if still underwhelming.
Striker - Hits reasonably hard, and has a powerful legendary effect. Reusable ammo is nice, and it can breed ammo if the mod is moved to the Big Boy, but it generally feels like a worse alternative to the harpoon.
Missile Launcher - The same merchants that sell flamer fuel often have 5+ missiles and they aren't too expensive. The main knocks against it is weight and practicality, but its also not as powerful as it might seem when compared to sneak attack and crit weapons (it can't make use of either effect)
Cryolator - Only Cricket seems to stock a decent amount of ammo, and its incredibly expensive. Your not going to be able to use it much 'early' unless you use a method of breaking the games economy. Haven't really used it at very high levels, but likely falls behind due to the energy DAM bugs.
Broadsider - The only way to keep this fed is to use eyebot pods. They actually do a respectable job of it, especially employed in numbers, but you need to finish Automatron to get them so its not a simple 'early' option unless you find a few random ones.
Due to the exponential stacking of damage multipliers it would be unwise to simply write off ballistic weapons at high levels. With enough buffs in place they can still do impressive things, like one shotting mythic deathclaws with a junkjet.
Indeed.Rock-it launcher from Fallout 3 - It is deadly,especially if you use teddy bears for ammo.