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Messages - Aponace

#1
I totally agree with your post. Clearly all those other comments saying otherwise didn't play far enough to see what's up aka didn't accept any quests / have a mountain base / have a killbox / have 4 colonists with a wooden shack.
#2
General Discussion / Re: Mech Cluster Quest Feedback
March 06, 2020, 09:33:30 PM
I have no words on how to descrive this topic.

Lets break it down:
turret = like 70 tiles of range (longer than any sniper rifle in game and in any mod), 50+ damage/shot (charge blast), 20 bullets/sec (minigun), 90%+ accuracy. Just to be clear here... 1 turret took out 3 of my colonists in 1 spray and yes I was trying to move them closer so they get in range for the EMP launcher...
mortar = unlimited ammo, shoots every ~30s.
mortar shield = really? even when i had it in "vanilla expended security" mod I didn't use it since it was too OP and now it's just a poor mans mortar shield compared to the mortar shields the mech have.

Here is a typical cluster:
4 mortars, 1-2 mortar shields, 10 mech (including capsules), 1 random disaster (solar, toxic, poison, etc...), 4-6 turrets, 2 mech spawners (spawns ~2 new mechs each day).

Now multiply it by 5 freaking clusters and good luck. By the time you finish fighting one with 70% of your colonists severely injured you have 2 more spawned with random disasters ruining the map forcing you to do something.

Never have I ever handled something so OP in my 600 hours of gameplay. What i did after 10 hours of trying to resolved this scenario I just opened dev tools and destroyed everything including the rewards because I'm so unbelievably exhausted. It's like it was designed to be handled by a mountain base with a killbox or am I missing something?