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Messages - vampiresoap

#31
I'm thinking of just accepting anyone who wanders into my innocent looking colony. I would then anesthetize them, harvest their organs and then kill them. (Human leather hat and clothes are optional but encouraged) I read somewhere that having your colonists "downed" would reduce raid size, but I'm not sure if that's still true. What do you guys think about this?
#32
Ideas / Re: Drop pod raiders.
September 03, 2018, 11:24:28 AM
Quote from: TheJollyKraut on September 03, 2018, 04:10:09 AM
the whole point of drop pods is that they are aggressively fast to give the enemy litte time the react. if you take that away then there is really no point in having drop pods at all. making them wait inside the pod or making them be disoriented only makes it unrealistic, not the other way around.

and if you put some thought into your base layout, your defences and the positioning of your pawns then those raids are easily defended.

It does not matter how easily the attack can be repelled. That's entirely not the point. The point is that when you drop from a spaceship down to the planet's surface you SHOULD get disoriented. This is not Star Trek where you just "beam" people down. You get put in a drop pod going probably insane speed to get to your destination. Also, you seem to think there's a defense against drop pod raids. There's none. They bypass ALL of your defenses, that's their thing. The best you can do is build rooms with corridors and hope for the best.
#33
General Discussion / Re: New wealth system in B19
September 02, 2018, 06:41:28 PM
Hey guys, can you please link the previous discussion of wealth control here? I'm super curious to know how that's done.
#34
General Discussion / Re: Trap costs in 0.19
September 02, 2018, 06:38:15 PM
Quote from: giltirn on September 02, 2018, 03:03:53 PM
Quote from: vampiresoap on September 02, 2018, 10:32:34 AM
It's actually not that bad. I set a grow zone for wood, and if I run out of wood, I'll just rely on the turrets. I build the traps whenever I get enough wood.

In my boreal forest playthrough I found this strategy hampered by the long growing times, long planting times and the short, 20-day, growing season of my biome. It is year 4 now and I have only just harvested my first tree farm. In the very long term I could probably expand out my production to cover expenses but it would require a serious time investment and by that point I will have long-ago had to switch to more powerful traps or IEDs as even now the raider's armor usually allows them to trigger 2, 3 or more traps before they are brought down. I finally have deep drilling so I'm going to see what kind of rate I can pull up stone blocks.

Yeah, the traps are only there to soften them anyways. You shouldn't rely on them too much. It's nice to have them, but it's not the end of the world if you don't. Also, I wouldn't recommend stone traps if you have a choice (not living in extreme biomes) because it takes a super long time to build stone traps. Like 10 times as long as building wooden traps, and the damage difference is not that far apart.
#35
Ideas / Re: Drop pod raiders.
September 02, 2018, 06:33:55 PM
That sounds a little arbitrary though, don't you think? There's currently no defense against it. It's not like you can prepare for it. Feels like you just get punished for no apparent reason.
#36
Quote from: erdrik on September 02, 2018, 03:28:12 PM
Quote from: vampiresoap on September 02, 2018, 02:30:23 PM
... and movement only affects the dodge chance.
Don't discount movement speed.
Kiting, falling back/retreating, Baiting and getting into position are also important combat related tactics that general movement speed has an effect on.

Oh yeah, I'm in line with your assessment too. Running faster definitely beats having to stand toe to toe with a megasloth lol. I was just listing all the things that affect melee hit chance.
#37
Quote from: erdrik on September 02, 2018, 01:51:59 PM
Hmmm, interesting. It says Manipulation doesn't effect melee accuracy.
But it also hasn't been updated since March of 2017.
Now that I think about it, I seem to recall something about Scyther Blades and how they became less effective in the event of poor Manipulation. But I don't recall what the result of that was...

I just checked that in game, and it's true. The pawn panel gives you the info.

Apparently the melee hit chance is affected by:
1. Melee Skill
2. Manipulation (100%, up to 150%)
3. Sight (100%, up to 150%)

Consciousness affects everything indirectly, and movement only affects the dodge chance.
#38
Quote from: erdrik on September 02, 2018, 12:28:04 PM
Quote from: vampiresoap on September 02, 2018, 10:40:32 AM
...
I thought bionic arms would be the obvious answer, but if you are holding a range weapon, do your bionic arms become useless?
...
Whether a ranged or melee weapon, Manipulation effects the Pawn's ability to use the weapon.
It may not increase the damage potential of a ranged weapon, but it will increase the accuracy/chance to hit(including vitals) which will increase the odds that any given attack will land on the upper levels of a given weapon's damage potential.
Basically, More accuracy = chance for higher damage output due to hitting "criticals" (hitting the brain for example)

Off the top of my head, in terms of attack effectiveness the single most important attributes to worry about for any type of combat are:
(in no particular order)
Consciousness, Manipulation, Movement, Sight

AFAIK, Only Consciousness can't be enhanced. The goal is to prevent reductions.

The wiki only mentions health and sight though...

EDIT: Ah, I take it back. This page clarifies a lot for me :)

https://rimworldwiki.com/wiki/Melee_Hit_Chance

[attachment deleted due to age]
#39
Hi I just wanna ask what are the best bionic parts for melee damage. Like, which parts help you the most during melee fights.

I thought bionic arms would be the obvious answer, but if you are holding a range weapon, do your bionic arms become useless? What about bionic spine? Does it help you take more damage before going down?

I tried reading the wiki and some threads, but I'm still confused as hell. Would you guys please explain this to me in dummy terms? Thanks!
#40
General Discussion / Re: rip predators
September 02, 2018, 10:33:42 AM
Quote from: zizard on August 30, 2018, 08:36:55 PM
Pretty annoying when you have trained haulers that can hunt. If they lose their mouth their manipulation goes to zero and you can't fix it.

Well, you can at least get some simple meals out of it.
#41
General Discussion / Re: Trap costs in 0.19
September 02, 2018, 10:32:34 AM
It's actually not that bad. I set a grow zone for wood, and if I run out of wood, I'll just rely on the turrets. I build the traps whenever I get enough wood.
#42
Ideas / Re: Cannibal Meals / Cannibalism
September 02, 2018, 10:29:35 AM
I'm kind of confused as to how you'd get "infinite meals"? You still need ingredients, right?
#43
Ideas / Re: Drop pod raiders.
September 02, 2018, 10:26:09 AM
Quote from: AnActualDuck on September 01, 2018, 10:19:56 PM
Maybe the first thing they do after getting out of the pods is "regroup," where they go towards a meet up point that is roughly central to where they all came down.

That's actually a really cool idea. It stands to reason that these raiders would be more organized and actually have a plan of attack.
#44
Ideas / Drop pod raiders.
September 01, 2018, 10:02:12 PM
To balance things out, I think it should take them like 10 seconds to come out of the pods, and after they come out they should be a little disoriented.

At the moment, the drop pod raid is just a little too unrealistic for me.
#45
Ah, yeah man. It seems like a natural thing to think of when you have way too much stuff and not enough traders.