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RimWorld => General Discussion => Topic started by: Monzer on August 30, 2016, 11:17:59 PM

Title: Siege is really imbalanced !!
Post by: Monzer on August 30, 2016, 11:17:59 PM
I started with Cassandra , Extreme , Permadeath.. 2 colonist died from plague ended up with 2 one of them not violent after a while a siege attack started there is no way i can go there and fight them decided to stay in and hope for the best ( visitors tackle , mad animal attack them lol was so desperate  ) they built 2 incendiary mortar and the BBQ began ok np they will ran out of shells and start to attack my colony but no the artillery shells kept on coming and they burned everything to the ground not even rain stopped that. I'm sure you guys have ideas how to defend that I was somehow too late with my researches but even if I had mortar wont help I'd say still its nearly impossible to play extreme without prepare carefully right ?
Title: Re: Siege is really imbalanced !!
Post by: keylocke on August 31, 2016, 01:01:56 AM
try to get at least 1 sniper rifle asap (try get a good ratio of snipers to current population. ie : i usually go 1/3 snipers, 1/3 assault rifle, 1/3 melee, the odd ones out are grenadiers).

set your sniper squad as dedicated hunters. try to get them to around 10 shooting skill.

the sooner you get a sniper squad set up, the easier it is to deal with enemies while getting minimal injuries/casualties.

---------------

i know a lot of people don't think that rimworld is an RTS tower defense game + colony sim, but.. that's the way i've been playing this game since day one.

in my mindset, it's a pretty good RTS tower defense colony sim game. which is why i enjoyed playing it.
Title: Re: Siege is really imbalanced !!
Post by: A Friend on August 31, 2016, 01:17:06 AM
I luckily got out of a seige event once without the use of sniper rifles. Early game and my 5 pawns were only equipped with a few shotguns and a rifle then a 7 man siege came up. What I did was look around the ancient structures for anything useful and then I found an insanity lance. I positioned my people behind a nearby hill and then when everything was ready, I had my sole pacifist back home activate the lance on a shielded raider in the middle of the camp. He distracted the snipers while my colonists moved in and shotgunned them in the face. The berserk raider went down half-way through the fight and 4 raiders remained. One fell down and the rest retreated.

I won in the end with only a few gunshot wounds.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If you don't have any shields or long range weapons, I suggest maybe hiding inside a mountain where mortars can't get ya or opening up ancient structures then luring the mechanoids/space soldiers inside to the raider camp. If there is a lance or something in there, use the strategy above.
Title: Re: Siege is really imbalanced !!
Post by: zandadoum on August 31, 2016, 02:51:08 AM
Quote from: Monzer on August 30, 2016, 11:17:59 PM
I started with Cassandra , Extreme , Permadeath.. 2 colonist died from plague ended up with 2 one of them not violent after a while a siege attack started there is no way i can go there and fight them decided to stay in and hope for the best ( visitors tackle , mad animal attack them lol was so desperate  ) they built 2 incendiary mortar and the BBQ began ok np they will ran out of shells and start to attack my colony but no the artillery shells kept on coming and they burned everything to the ground not even rain stopped that. I'm sure you guys have ideas how to defend that I was somehow too late with my researches but even if I had mortar wont help I'd say still its nearly impossible to play extreme without prepare carefully right ?
bolded out your problem. try rough next time...

welcome to rimworld
Title: Re: Siege is really imbalanced !!
Post by: Chibiabos on August 31, 2016, 03:12:59 AM
There are several ways of dealing with sieges.  Here are 3 ways I deal with them:

Title: Re: Siege is really imbalanced !!
Post by: mrofa on August 31, 2016, 03:16:26 AM
You know very funny fact, shells do explode just like turrets when heavy damaged, mortars do explode when heavy damaged. And goddamn how fast you can wipe out sige camp.
Your best bet is ofc sniper rifle, but if you dont have one your next best thing is personal shield. Get one of colonist to run around with a shild close engouh to distract enemies, while other to shoot shells or mortar.
Title: Re: Siege is really imbalanced !!
Post by: Chibiabos on August 31, 2016, 03:24:39 AM
Quote from: mrofa on August 31, 2016, 03:16:26 AM
You know very funny fact, shells do explode just like turrets when heavy damaged, mortars do explode when heavy damaged. And goddamn how fast you can wipe out sige camp.
Your best bet is ofc sniper rifle, but if you dont have one your next best thing is personal shield. Get one of colonist to run around with a shild close engouh to distract enemies, while other to shoot shells or mortar.

There's no one-size-fits-all 'best bet.'

If you have some sort of incendiary weapon, you can also start a fire near their siege camp.
Title: Re: Siege is really imbalanced !!
Post by: mrofa on August 31, 2016, 04:11:02 AM
Quote from: Chibiabos on August 31, 2016, 03:24:39 AM
Quote from: mrofa on August 31, 2016, 03:16:26 AM
You know very funny fact, shells do explode just like turrets when heavy damaged, mortars do explode when heavy damaged. And goddamn how fast you can wipe out sige camp.
Your best bet is ofc sniper rifle, but if you dont have one your next best thing is personal shield. Get one of colonist to run around with a shild close engouh to distract enemies, while other to shoot shells or mortar.

There's no one-size-fits-all 'best bet.'

Except minigun :D
(https://s9.postimg.org/4e9zxdolr/Me_Gunning.gif)
Title: Re: Siege is really imbalanced !!
Post by: ShadowTani on August 31, 2016, 08:02:52 AM
Part of the problem is that he had a non-voilent colonist too...

In situations like these I have a hard time appreciating the "unable to do, ever" thingy of the skill system. I can understand them not wanting to, but that doesn't mean they can't -  a person without arms or legs can't, these forbidden skills is just due to snobbery, ideology  or trauma; in situations of life and death it would make sense one could force these whiners to do stuff anyway - at a significant mood debuff of course, and a reduced lingering debuff after being forced. Along with that forbidden skills would never gain experience and act as a perma skill level 1 then I think that would be plenty balanced in favor of not forcing those skills unless absolutely necessary.

But I digress, you can always use the non-voilent one as bait to have them fire their bullets away from the base... And if you had a sniper rifle you only need one colonist to weed them out anyway - though at a risk whenever they got survival/sniper rifles of their own.

Sieges aren't really imbalanced, you just gotten yourself in such a tight spot that what you had left to deal was not enough. The fault lies with the consequences of earlier events, not with the siege mechanism itself. But yeah, extreme is masochist mode, lol, so that doesn't help either. I myself get frustrated too easily to play on it for long. Lots of respect to those of you who do.
Title: Re: Siege is really imbalanced !!
Post by: MikeLemmer on August 31, 2016, 08:56:51 AM
I do wonder if early sieges shouldn't have incendiary mortars; those seem too powerful against open forest bases and too weak against mountain bases, while Sieges seem meant to counter holed-up mountain bases.
Title: Re: Siege is really imbalanced !!
Post by: ShadowTani on August 31, 2016, 09:11:32 AM
Yeah, incendiary is a bit griefy against more open bases, even in late game if you're having a situation and not able to act fast enough. I don't like limiting, disabling or nerfing challenges though, I prefer to instead get more tools to handle these situations.

Like the traitor event that got disabled as an example, it should instead have been worked in a loyalty bar that would increase over time that would start out low after recruiting a prisoner. The problem with that event was that long time colonists could betray you and try to run off as well, which didn't make sense.

But I'm tracking off, sorry. ^^;
Title: Re: Siege is really imbalanced !!
Post by: MikeLemmer on August 31, 2016, 09:39:19 AM
The underlying problem could be fire as a whole is OP. A single fire will burn the entire map unless you immediately extinguish it, which makes me wonder why there's still any forests around when dying boomrats & lightning cause map-clearing fires. There's also currently no easy way to make a firebreak other than placing concrete or stone tiles everywhere; grass grows back too fast to constantly use Cut Plants as an option, and there's no way to designate a zone to be continuously cleared of plants.
Title: Re: Siege is really imbalanced !!
Post by: A Friend on August 31, 2016, 10:22:08 AM
Doesn't rain usually pop up to extinguish fires when they get too large? That was usually the reason why incendiary mortars aren't really used that much. It triggers rain before it could do damage to siege camps.
Title: Re: Siege is really imbalanced !!
Post by: ShadowTani on August 31, 2016, 10:27:24 AM
Against raider groups out in the open incendiary mortars are bad yes, but against a colony they are very efficient as they are able to strike through roofs and set fire to everything inside where the rain doesn't reach.
Title: Re: Siege is really imbalanced !!
Post by: PotatoeTater on August 31, 2016, 10:33:26 AM
That's something to expect on hard difficulty. It isn't meant to be fair, but instead a challenge. Try an easier difficulty or become more creative, I know many a ways to defeat a siege, hell you could even call for help through your comms console.
Title: Re: Siege is really imbalanced !!
Post by: keylocke on August 31, 2016, 11:17:28 AM
Quote from: mrofa on August 31, 2016, 04:11:02 AM
Except minigun :D
(https://s9.postimg.org/4e9zxdolr/Me_Gunning.gif)

dude! dude!!! your rambo pawn has hands!!  :o

how do? where can i has that?! is that a mod?

also.. animations.. so wow. am i sleeping? somebody slap my belly!!
Title: Re: Siege is really imbalanced !!
Post by: Shurp on August 31, 2016, 06:55:20 PM
The best way to prevent a sieging force from burning your colony down is to go out and kill them before they even have a chance to shoot at it.  Even on a large map you should be able to get to them on time.  And most of them will try to keep building while you're picking off their sentries.
Title: Re: Siege is really imbalanced !!
Post by: Simon_The_Space_Engineer on August 31, 2016, 07:30:16 PM
Quote from: keylocke on August 31, 2016, 11:17:28 AM
Quote from: mrofa on August 31, 2016, 04:11:02 AM
Except minigun :D
(https://s9.postimg.org/4e9zxdolr/Me_Gunning.gif)

dude! dude!!! your rambo pawn has hands!!  :o

how do? where can i has that?! is that a mod?

also.. animations.. so wow. am i sleeping? somebody slap my belly!!
SLAP!
Title: Re: Siege is really imbalanced !!
Post by: Sanaart on August 31, 2016, 09:39:37 PM
Is it imbalanced? I just sent all my colonists to gun em down. It's worked okay so far (but on open maps I had much more difficulty, I'm playing on large hills right now)
Title: Re: Siege is really imbalanced !!
Post by: iceteazz on August 31, 2016, 10:04:11 PM
 _ I once don't have enough fire power to fight against siege because i have many melee pawns. Then i found that they have sleep need, so i wait till they sleep, pick 2 guys come out and steal their mortar lol
Title: Re: Siege is really imbalanced !!
Post by: O Negative on September 01, 2016, 02:39:16 AM
Quote from: iceteazz on August 31, 2016, 10:04:11 PM
_ I once don't have enough fire power to fight against siege because i have many melee pawns. Then i found that they have sleep need, so i wait till they sleep, pick 2 guys come out and steal their mortar lol

Why have I not thought of that!? That's f*cking hilarious!

Definitely going to try this on my next play through :D

(I haven't started an A15 game yet, because I'm waiting for 15c to be officially released)
Title: Re: Siege is really imbalanced !!
Post by: John_Bigless on September 01, 2016, 03:29:31 AM
Quote from: A Friend on August 31, 2016, 01:17:06 AM
I luckily got out of a seige event once without the use of sniper rifles. Early game and my 5 pawns were only equipped with a few shotguns and a rifle then a 7 man siege came up. What I did was look around the ancient structures for anything useful and then I found an insanity lance. I positioned my people behind a nearby hill and then when everything was ready, I had my sole pacifist back home activate the lance on a shielded raider in the middle of the camp. He distracted the snipers while my colonists moved in and shotgunned them in the face. The berserk raider went down half-way through the fight and 4 raiders remained. One fell down and the rest retreated.

I won in the end with only a few gunshot wounds.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If you don't have any shields or long range weapons, I suggest maybe hiding inside a mountain where mortars can't get ya or opening up ancient structures then luring the mechanoids/space soldiers inside to the raider camp. If there is a lance or something in there, use the strategy above.
Hello again!