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Messages - Maern

#1
Releases / Re: [1.0] Zetrith's Multiplayer
January 06, 2019, 06:22:07 PM
Quote from: 5KScar on January 06, 2019, 12:46:18 PM
I'm running a stable 64 mod server along with 4 people.
Awesome :)

You already posted this.  Another poster asked that you list these stable mods, and then you never replied. 

What is the point of saying you've got it stable with so many mods if you're not going to report back with the mods you're using?  Seems pretty rude, tbh.
#2
Quote from: Tynan on July 24, 2018, 02:01:20 AM
Quote from: Firestonezz on July 24, 2018, 01:47:26 AM
My current colony - tribal start Casssandra extreme. I've been abusing door peeking against raiders. My defense is literally just 4 11x11 rooms on 4 corners of my rectangular base. Each of these rooms alternates door-wall-door-wall, with a layer of sandbags in front.

Step 1: Place colonists at the doors to shoot once using weapons with low charge time.
Step 2: Immediately back off so the door shuts - most raiders won't be able to fire back.
Step 3: Wait for the raiders' status to go from "Searching for targets" to "Attacking random door/wall."
Step 4: Repeat Steps 1-3.

Step 3 is what completely breaks the AI. Normally, if you go to door peek when their status is still "Searching for targets," they will charge their ranged attack the moment your colonists re-open the door. This means they will start attacking before your colonists do. However, by waiting until they "reset" and try to attack a structure, you can get shots off without them being able to fire back because they don't change back to "firing" status until they get hit. In addition, enemies will try to run to cover first before shooting, giving you even more time to hide.

Mechs become trivial with this strategy due to their weapon's long charge time. I've also literally just 5v18ed a pirate raid with no injuries by having 4 colonists fight and 1 run around to repair walls/doors. Surely door peeking needs to be nerfed (it was even more broken in B18).

The only threat so far has come from a mechanoid drop - 1 colonist and a handful of huskies died.

Now that's a quality report right there. Step-by-step, clear, awesome.

I think the first thought here is to make the raiders smarter in a human-like way so that they're not trivially defeated by such tactics. E.g. if it was a human controlling them, he'd not have them leave the door and attack the wall over and over, he'd probably have them attack the door specifically, right?

I'd love to see a video of this in action BTW. I've seen it before but not in the 1.0 build.

Or do players like this strategy? Should it be left alone? After all, consider the topic of this thread... All opinions welcome.

I registered to comment, after years playing this game, to say that rather than having the pawns go for the door, a tactician might place a couple pawns on suppression duty, firing on anyone foolish enough to open the door.  The rest of the team would calmly open a wall into a more vulnerable, less hardened position.  Is there a way to get the AI to behave in this manner?  It seems overly specific . . . but I would love to see raiders behave in that kind of "human" way.