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Messages - nameless1

#2
General Discussion / Re: Deterioration change?
October 22, 2018, 02:17:07 PM
Quote from: BLACK_FR on October 21, 2018, 12:59:43 PM
Nope, in B19 and 1.0 no health affect utility of anything, but it affect wealth. So it's good idea to change your new normal rifle for 10% normal rifle that was dropped by a raider.
I think that this change is bad and I created mod request for balance changes but there were no replies yet (I'm ready to provide all necessary numbers).
Quote from: Scavenger on October 21, 2018, 01:30:00 PM
It also takes away from the crafting system... You get so many guns from raids, and now that they are all full accuracy, AND damaged for colony wealth, just use them a lot of the time.
Exacly. It's not just bad, it's terrible. Why on earth would Tynan impoverish the gameplay this way for the final release is beyond me..
#3
General Discussion / Re: Deterioration change?
October 21, 2018, 07:36:37 AM
So nothing has been done for this? It literally killed my hype to play 1.0. I really don't understand why to strip off the game of a basic feature like this.
#4
General Discussion / Re: Deterioration change?
September 29, 2018, 05:45:00 PM
I was expecting 1.0 to enrich the game, and this is quite the opposite. I hope Tynan will come up with a better solution, it would be a big mistake to cut that feature/mechanic like this.
#5
General Discussion / Re: Deterioration change?
September 29, 2018, 07:05:27 AM
Wow, this is really really bad. Why the need to change this? It seems so..stupid.
#6
I pretty much hate skill degradation, that's why I'm waiting this mod to be updated before starting with B18 :(
#7
A screen with the options:
In my next playthrough I want to try the 300*300:

https://steamuserimages-a.akamaihd.net/ugc/858359367577842157/1340E6C5D20B60F61705243E4A531BB8AB5678C4/

PS: are the performance drops linked to the fact that RM isn't multi-threaded?
#8
General Discussion / Re: Best Defenses?
October 21, 2017, 12:25:25 PM
Quote from: dkmoo on October 21, 2017, 12:21:48 PM
Quote from: nameless1 on October 21, 2017, 12:19:51 PM
Quote from: sadpickle on October 16, 2017, 05:47:06 PM
Well, 2 turrets is usually not enough. I'm playing modded so I can't give you any vanilla examples. The favorite defense of most is a killbox. It is essentially a deliberate opening in your walls which you fortify with turrets, traps etc. Non-sapping raiders will look for a path into your base and if there is only one, they will walk into the killbox. Sappers will still tunnel through your walls, taking the shortest path available.

Really though, the best defense is well-armed colonists. With sufficient numbers you don't even need turrets.

EDIT: Also, check the coverage percentage of things. Sandbags are only ok; they're not great. A wall is better.
And a "covered" wall is even better (being in the dark lower their hit chances) ;)

The darkness cover is no longer in the game. Went away a couple of alphas ago.
Nooo :D
Didn't know, thatnks for the tip. Can't wait for A18, I'm checking amost daily now.
#9
General Discussion / Re: Best Defenses?
October 21, 2017, 12:19:51 PM
Quote from: sadpickle on October 16, 2017, 05:47:06 PM
Well, 2 turrets is usually not enough. I'm playing modded so I can't give you any vanilla examples. The favorite defense of most is a killbox. It is essentially a deliberate opening in your walls which you fortify with turrets, traps etc. Non-sapping raiders will look for a path into your base and if there is only one, they will walk into the killbox. Sappers will still tunnel through your walls, taking the shortest path available.

Really though, the best defense is well-armed colonists. With sufficient numbers you don't even need turrets.

EDIT: Also, check the coverage percentage of things. Sandbags are only ok; they're not great. A wall is better.
And a "covered" wall is even better (being in the dark lower their hit chances) ;)