Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Xanting

#1
it would also be nice if traders had more stocks of things in general like bionic limbs or the combat suppliers carried guns more often.
#2
Ideas / Re: REEEEEEAL SHIEEEEEEEEALDS
June 25, 2015, 12:14:30 AM
Quote from: Z0MBIE2 on June 24, 2015, 11:32:21 PM
Although a plasteel shield would be interesting. But I think it would really require a new slot, and all weapons, even knives, seem to be held in two hands. I think it would just make some more sense to have armour, such as plasteel chainmail, which would make movement a bit slower but protect more against swords. Bullets of course, would shoot through it like the kool-aid man through hot butter. And he breaks through brick walls.

I was thinking shields would be more primitive versions of the energy shields in the game except they are damaged by shots and don't recharge like the energy shields.
#3
Ideas / Re: REEEEEEAL SHIEEEEEEEEALDS
June 24, 2015, 10:54:57 PM
I do like the idea of a built shield maybe any damage it does block is transferred to its hitpoints so damaged shields become less effective at blocking until it breaks entirely.
#4
General Discussion / Re: How to deal with sappers?
June 24, 2015, 06:13:41 PM
This sounds less of a sapper specific problem and more of a general defense problem but in any case I'm assuming they are avoiding your turrets entirely. A good tactic is to use colonists with shields behind good cover to distract all the shooting guys and move them back when their shields drop low and replace them with another colonist with a shield. It requires some micromanagement and it works best if they can get behind a door quickly so that you don't risk your low shield guys getting hit unnecessarily. I usually use turrets instead of shielded colonists to take the hits while the other colonists shoot or flank the enemy.
#5
Sniper rifles can be invaluable in dealing with crashed ship parts as you can shoot from outside their aggro range safely. I think the best part of mechnoids is that they do not attempt to take cover giving you good chances to hit them compared to other enemies. I usually celebrate when i see mechnoids as it means free plasteel and the steel that I loose from them destroying my turrets is usually gotten back from their corpses.
#6
Defense in depth strategies as well as equipping your colonists with long range weapons works well in my experience. Instead of having a strong line of a billion turrets I place turrets throughout my base and fall back as they are destroyed. The main purpose of these turrets is to distract the mechnoids as I plink away at them with my colonists from slightly farther away as enemies of all types seem to prioritize turrets over colonists especially if they are farther away by even a few tiles with the exception of the one with the inferno cannon which seems to prefer shooting areas not on fire and may choose to shoot colonists. The best way to deal with that is to simply spread your colonists out and micromanage them as it fires. If you don't have turrets handy like if your assaulting a crashed space ship part then I find shielded colonists behind good cover a good distraction for your other colonists to shoot with impunity, again inferno cannons make this a problem but some clever micromanagement can minimize this problem.

I only really have a problem with the ones with the inferno cannons, Sythers can be deadly against colonists in open ground and even cover but they are fairly fragile compared to the centipedes. Centipedes with their rapid fire weapons are usually more bark then bite as at range they can barely hit the broad side of a barn or more commonly they will hit EVERYTHING except the thing they are trying to shoot at. I have seen centipedes shoot at a turret surrounded for a good five minutes before they managed to kill it. With that said at close range they can be extremely dangerous.
#7
General Discussion / Re: Best Plant
June 09, 2015, 05:17:32 AM
wow I never knew corn was that good, I kinda wish we had crop specific blight events instead of the current blight event that kills 90% of what you have planted.
#8
General Discussion / Re: Best Plant
June 09, 2015, 05:05:31 AM
In the short run I always plant potatoes when starting out but i usually also plant a large field of corn and then continue planting just corn. I never really touch hydroponics as solar flares tend to kill anything planted in them. The biggest reason why I use corn is because while it takes longer to grow you also have a bigger yield and as pointed out earlier it has a somewhat comparable growing time to yield ratio with other plants in soil. Another reason is that it saves on labor for my colonists to do other things like hauling and while the amount you have to haul from the fields is the same you do not have to plant and harvest as often as other crops giving more time for other tasks.
#9
General Discussion / Re: Cooling mountain bases
June 02, 2015, 10:24:54 PM
you could cool your living areas and face the exhaust into your mine shafts if you have them around your base and they are large enough to absorb the heat.
#10
Looking at the Buildings_Structure ThingDefs there doesn't seem to be a definition or category for insulation. From what I can see heat from two sides of a wall try to equalize in temperature with bigger differences in temperature equalizing faster. I'm guessing that thicker walls help because it creates a buffer zone of heat that is between the temperature of the room and outside, also known as insulation. So no there isn't a specific definition or thing that is insulation but you can create a structure with thick walls that will act like insulation.
#11
Ideas / Re: Your Cheapest Ideas
June 01, 2015, 08:30:09 PM
Quote from: converging on June 01, 2015, 08:22:28 AM
Maintenance: everything should slowly/slightly randomly deteriorate over time (i.e. machines, tables, doors, etc.) and require repairs, this will add aggro in the late game so that you always need one or more "handyman" running aroung fixing things

This actually used to be an in game mechanic several versions ago. It was probably removed for some reason.
#12
Ideas / Re: Your Cheapest Ideas
May 29, 2015, 04:42:45 AM
Would it be simple to add in a way to set how large around a hone area is zoned when you place a structure or object?
#13
I personally think that killboxes are a perfectly valid strategy, it is basically a natural progression from the player reacting to the ai and developing a strategy to counter this threat. However I also think the ai should be a lot more smarter in how it assaults the colony and sappers give an additional complexity to this threat that the player has to deal with. Another thing is that currently large groups of melee raiders are extremely dangerous as they can stack together into a single tile and combined they deal a significant amount of dps with the only really reliable way is to deal with this deathstack is with overwhelming firepower. With the introduction of sapper teams I really do hope that they split off from the main group for a two sided attack which would also hopefully solve this deathstacking problem.

I dont really use killboxes myself, or at least i dont find myself using more turrets then I have colonists, I usually used them to soak up damage from the deathstacks of melee enemies and to distract the shooting ones so that i can flank them or return fire without risking one of my colonists getting shot, after all its much easier to rebuild a half dozen destroyed turrets then it is to replace a shot off limb, organ or dead colonist.
#14
Quote from: winnsanity on May 15, 2015, 12:09:55 AM
Quote from: cuproPanda on May 14, 2015, 08:55:28 AM
Capture him. I've had too many people get rescued only to walk right off the map before I could recruit them. If you capture him, you can heal him and recruit him, and there shouldn't be a high difficulty. I think rescues normally range from 0-30 difficulty after captured.
That is the point of rescuing.  You cant recruit them.  If you want a chance to recruit you must always capture, note that doing so will make their faction upset with you.  rescuing is only to help out other factions and get you in good graces with them.
Actually if you manage to incapacitate, capture, heal and release enough tribals or any other faction except for the pirates it will also make them like you enough for them to stop attacking.
#15
Stories / Re: Your Best Screenshots
May 04, 2015, 08:32:28 PM
Quote from: hyperpeople on May 04, 2015, 12:14:55 PM
Quote from: Xanting on May 04, 2015, 12:48:06 AM
A PSA about putting vents on the side of your buildings (unless you like all your prisoners getting cooked alive).

what does psa mean? also i dont see any vents in the picture. What caused the fire?

A public service announcement. Its more that I didn't put a vent onto the side of the building causing the heat to stay inside cooking everyone alive. Incendiary mortars can be so annoying to deal with.