Is it by intention that the the Autocannon turret can hit things within its dead zone? Because when I was defending a raid, it fired off two volleys and, not even joking, in the first volley to took off one of my colonists arms at the shoulder, and then did the same in the 2nd volley to another colonist. I had put sandbags in front of it with the intention that I would keep my colonists fairly close to the turret so when the enemies closed the gap and the turret wasn't able to aim at them anymore, I wouldn't be at risk of losing it since its fairly expensive. I'm kind of disappointed that I can't actually put and people in front of it, even though, logically, it shouldn't be able to hit them within its dead zone.
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#2
General Discussion / Re: Unstable build of 1.0 available
July 17, 2018, 06:05:25 PM
Loading caravans is really annoying. For some reason, all of the colonists I want loaded into the pods but one do so, and then its just the one loading it up. This was excruciatingly annoying because I had a trade deal I wanted to make that required 38 knives. Took so long, the other two colonists in the pod started starving to death and I almost missed the deal.
#3
Ideas / Need something like haul urgently for QOL
July 16, 2018, 05:40:28 PM
Honestly, playing Rimworld 1.0 without the allow tool has made me fully realize just how convenient, or, even necessary something like haul urgently is. I can't tell you how many times my devilstrand has been ready to harvest in the middle of a rainstorm so my pawns will harvest it but then it will be left outside in the rain unless i que up all my haulers to bring it all in which is immensely tedious. Haul urgently completely eliminated that problem. In vanilla by the time they have hauled it all in it will have taken like 10-20 points of damage and will have lost a lot of value and its really annoying.
#4
General Discussion / How do you manage armor in 1.0?
July 15, 2018, 03:12:05 AM
I create an armory and I keep all of the particular bits (headgear, vest, pants, powerarmor, jacket) sorted and organized and then run my people in to get equipped when a fight begins. However, I'm really not sure I can keep doing this for very long since people are on my defenses so quick and the equip time is so long that by the time they get all geared up, there is a pretty decent chance they already made it through the walls. Have you guys just kept them perma equipped? I don't want that move speed decrease all the time...
#5
General Discussion / Re: Unstable build of 1.0 available
July 14, 2018, 11:25:59 PM
Hey, are manhunter animals supposed to attack closed doors when colonists get close to them now?
#6
General Discussion / Re: Unstable build of 1.0 available
July 09, 2018, 06:07:25 PM
"Made smelting slag yield more steel."
Before this patch, smelting slag yielded 10 steel right? It still yields 10 steel right now.
Before this patch, smelting slag yielded 10 steel right? It still yields 10 steel right now.
#7
General Discussion / Re: Unstable build of 1.0 available
July 08, 2018, 04:38:31 AM
My feedback on Scythers, and kind of just Mechanoids in general:
I don't have too many issues dealing with them personally. Like someone else also mentioned above, since I play on large maps, the ship part lands quite a distance away, and then when I aggro them, the scythers get pulled much further away from all their support like the lancers and the centipedes. Due to the stopping power effect of some weapons, if the scythers actually manage to make it to my sandbags, I can just kite who they go for back and wipe them out. Usually the lancers still haven't made it to my defenses, and so they can't even capitalize on one of my colonists moving away from the cover.
However, should I actually do something like place sandbags near the ship and attempt to take them on fairly, I typically get stomped. The scyther is really strong when it manages to engage my colonist, but honestly, the biggest worry is that its taking one of my guns out of the fight. The biggest threat of all the Mechanoids in my opinion is the inferno cannon wielding centipede. I've posted about it here and there (not here, usually on reddit), and I'm not sure if its just me, but I can't stand the mechanic of a colonist getting lit on fire, and then running out in the middle of all the gunfire and getting lit up not only from the other mechanoids, but also from some of the turret and fellow colonist fire.
Thats just me needing to rant about fire. Anyways, aside from the inferno cannon, as long as my colonists stay behind cover, centipedes are easy, and I usually focus the lancers over them and only take them on when all the lancers are dead.
I think lancers are in a really good spot right now personally. The charge lance isn't so amazingly accurate that it domes a colonist every time it shoots, but its decently so, and it has a large amount of armor piercing and damage that makes it just threatening enough that I have to worry about that next shot taking off a limb.
I don't have too many issues dealing with them personally. Like someone else also mentioned above, since I play on large maps, the ship part lands quite a distance away, and then when I aggro them, the scythers get pulled much further away from all their support like the lancers and the centipedes. Due to the stopping power effect of some weapons, if the scythers actually manage to make it to my sandbags, I can just kite who they go for back and wipe them out. Usually the lancers still haven't made it to my defenses, and so they can't even capitalize on one of my colonists moving away from the cover.
However, should I actually do something like place sandbags near the ship and attempt to take them on fairly, I typically get stomped. The scyther is really strong when it manages to engage my colonist, but honestly, the biggest worry is that its taking one of my guns out of the fight. The biggest threat of all the Mechanoids in my opinion is the inferno cannon wielding centipede. I've posted about it here and there (not here, usually on reddit), and I'm not sure if its just me, but I can't stand the mechanic of a colonist getting lit on fire, and then running out in the middle of all the gunfire and getting lit up not only from the other mechanoids, but also from some of the turret and fellow colonist fire.
Thats just me needing to rant about fire. Anyways, aside from the inferno cannon, as long as my colonists stay behind cover, centipedes are easy, and I usually focus the lancers over them and only take them on when all the lancers are dead.
I think lancers are in a really good spot right now personally. The charge lance isn't so amazingly accurate that it domes a colonist every time it shoots, but its decently so, and it has a large amount of armor piercing and damage that makes it just threatening enough that I have to worry about that next shot taking off a limb.
#8
Ideas / Re: An easier way to compare objects?
July 06, 2018, 05:06:04 PM
Lol, I just wrote a post asking for something like this, skimmed to see if anyone else was asking for it and missed your post.
#9
Ideas / A Compare button
July 06, 2018, 05:03:43 PM
I've only really skimmed, but I hadn't seen anybody ask for something like this, which, if anyone hasn't, kind of blows my mind, but what about a compare button?
When I want to compare two weapons, its really obnoxious to have to look at the stats of one, then, exit that menu, move over to the next, look at that weapons stats, then worry I misremebered what the stats were of the first weapon, then have to repeat the process. It would be incredibly useful to be able to just click a weapon, click a "Compare to:" button, and then see both weapons stats. It would be amazing if this was implemented for armor too, but if I had to take one, it would definitely be weapons.
I know the wiki exists, and I could use that, but personally, I find it kind of annoying to have to use a 3rd party source to get that info and make it easier. Not a dig at Tynan because hes done such an amazing job with the game and has added so much stuff, but it just feels like something like a compare button should be in the game. I can see how it would be overlooked though. Its more of a convenience thing, it would save me, and I think a lot of others a lot of hassle, but its not the end of the world if it doesn't happen.
When I want to compare two weapons, its really obnoxious to have to look at the stats of one, then, exit that menu, move over to the next, look at that weapons stats, then worry I misremebered what the stats were of the first weapon, then have to repeat the process. It would be incredibly useful to be able to just click a weapon, click a "Compare to:" button, and then see both weapons stats. It would be amazing if this was implemented for armor too, but if I had to take one, it would definitely be weapons.
I know the wiki exists, and I could use that, but personally, I find it kind of annoying to have to use a 3rd party source to get that info and make it easier. Not a dig at Tynan because hes done such an amazing job with the game and has added so much stuff, but it just feels like something like a compare button should be in the game. I can see how it would be overlooked though. Its more of a convenience thing, it would save me, and I think a lot of others a lot of hassle, but its not the end of the world if it doesn't happen.
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