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Topics - Dolphinizer

#1
General Discussion / Royal Colonists Overpowered?
March 09, 2020, 02:01:54 AM
I've always avoided big rimworld mods like Glitterworlds, Rimfeller, GeneticRim More Vanilla Turrets, Embrasures, etc because I felt they added optiosn that were simply way too powerful to your arsenal. I always enjoyed the well-tuned balance of Vanilla rimworld, where all methods of defending your colony come with serious advantages and drawbacks, but with the addition of this DLC, it seems the balance has been thrown way off.

For the relatively small sacrifice of having to make one fancy throne/bedroom and having one colonist be useless to your colony in times of peace, you gain a colonist who is singlehanded more powerful than the rest of your colony combined. Psycasts like Berserk allow you to single handedly destroy entire enemy raids without firing a single shot, whereas before you would have to burn an expensive rare artifact to get rid of an especially strong raider, with Berserk and a little micromanagement, you can get the entire raid to kill itself without firing a shot yourself.

Psycasts like wallraise have incredible potential for abuse, allowing you to allow only a couple pawns of a raid into your killbox, wall of their friends and kill them easily with overwhelming firepower. Burden, vertigo pulse and skip allow you to trivialize any melee raids or manhunter packs since you can slow them to a crawl allowing ample time to gun them down, then simply teleport them away the instant they get close. Almost all the psy powers are absurdly powerful, especially considering how small the sacrifice to gain them is.

Then there's the bladelinked weapons, which almost completely remove any reason to use normal melee weapons from the game, these things seem to be 2, maybe 3 times more powerful than their non-linked counterparts, I regularly have my pawns singlehandedly melee a grizzly bear or megasloth to death without suffering a single scratch using them.

I sent a convoy of 4 colonists to raid a pirate base, however none of them ever had to fire a shot, since my Baron singlehandedly wiped out half their forces by simple getting them to kill eachother in berserking rages, then going invisable and meleeing the stragglers to death easily. Despite being outnumbers 4 to 12 and having to clean up 5 turrets guarding the base, the only injuries my colonists sustained from the raid was a nick on the leg from a turret when i got careless destroying the base's powergrid afterward.

This is all not even mentioning that you can call in 3 different types of reinforcements for no cost at all to your colony once you've got a Baron colonist.

I don't like to complain about balance in games, and I know a lot of people will probably disagree with me, but in it's current state, the entire carefully balanced vanilla experience has been overwhelmed by the far, far superior options added in the Royalty DLC. There is no longer any real reason to have your colonists all pick up a gun and fight it out with the raiders, or to build elaborate killboxes or heat-traps, or to train massive amounts of labrador retrievers to maul your enemies, all these defensive strategies are far far more expensive and less effective than simply grinding some royal favour with the empire and building a fancy room.

Is anyone else noticing this?
#2
I have had this occur multiple times on this playthrough so far and it seems pretty clear what is happening. When an animal is outside of their allowed area and is pathing back to their allowed area (such as when a drafted animal is heading back to his allowed area) he appears to take the fastest possible path. The only problem with this is that the fastest possible path is usually lined with traps in my base. While the animals are normally able to path around these when heading back to their allowed area they will simply walk straight through them and die.