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Messages - Ser Kitteh

#1
I cant say I agree. The throneroom, expensive as is, gives a high enough buff to mitigate it.

The only thing I don't like is my royal pawn giving speeches randomly and I can't control it.
#2
Psys are already balanced with regards to psycast levels. They're actually quite limitting, and for good reason.

The only thing that irks me is that when I bought berserk pulse, I only found later that I needed a level 6 psycast and I only had a level 2. If psycasts can be appropriately leveled in the item description, that'd be great.
#3
Quests are events, and when the storyteller takes a pick from the events pool, they may or may not choose a quest.

Regardless, I do think that we should be able to ask for quests through the comms console, or just be able to increase quest rates.
#4
Please don't nerf berserk so fast, I'm enjoying it too much.

Anyway, it's quite clear that berserk may be the biggest offender. Now maybe it's just me, but how about just having a chance to berserk a few? Maybe a max of 5? That way, not all of them are attacking each other.

Invisible could be fixed by it 'breaking cover' by attacking, so it wouldn't let melee pawn royals to be so aggressive. A spell that makes the caster 'transparent' like Kitty from Xmen could do it, and it would allow pawns to run through gunfire. Obviously going in melee makes them more susceptible to being harmed.

Raise wall is perfect for patching perimeter defenses and giving pawns cover in a big plain of nothing, I don't really have issue with it.

Not sure I agree with bladelinked weapons. I have four years and have gotten one monosword (good) and I only gave it to my royal. Everyone else is using the zeushammer and a non-linked monosword.

As for calling reinforcements, honestly, I barely ever use it. That's combat experience not given to my own pawns, so I just don't use them at all.
#5
LMAO, there can't be pleasing everyone huh?

FWIW, I like the new clusters (I fought ONE, so my opinion is not that worth much), and some weird shapes allowed me to, for once in my Rimworld life, utilise the SMGs and shotguns, which I barely ever use.
#6
Thank GOD that charge turrets have a minimum range now. Sure the long range is annoying but it's inaccurate, so I'm cool with that.

I did a quest where their range was like, four tiles in radius, and because it was in a U-shaped and my pawn with the sword broke down the steel wall and was able to bash it down properly. So that's nice.
#7
Except before Royalty, the enemy pirates and outlander towns used the same turrets as the players do. This allowed the player to understand their limits because they're the same. Charge blasters with their insane range and power is likely the most damaging ranged enemy in the game.
#8
Player turrets have a minimum range. Charge blasters don't. I'm surprised this got past beta.
#9
Previously, pawns with shield belts were invulnerable to fire. This made some cool mental images of a armored pawn running through the flames and kicking ass and taking names. Now my melee pawns are useless against the onslaught of centipedes with inferno cannons. Please please reconsider.
#10
General Discussion / Caravan taking too long
March 03, 2020, 11:26:47 PM
Caravan loiters at the edge of the map despite having all the available materials for some reason. A quick check at the log does not mention why.
#12
General Discussion / Quest Rewards are Borked
March 01, 2020, 09:23:39 PM
I just got a request for 27 simple helmets (2471 silver) in exchange for psyfocus shirt and 279 silver (907 silver in total).

In fact, I haven't done a single one of them because they're completely not worth it. Something worth checking out.
#13
General Discussion / Re: Mechanoid Heavy Auto Turrets
February 29, 2020, 08:05:51 AM
Smoke and EMPs work wonders, but the thing is, you also kinda have to get lucky to get them.
#14
So you want free mods, made by modders, then call them autists? Really mature there, bud.

The fact of the matter is you are not entitled to free things. If you don't like it, that's too bad. Maybe you should have waited for reviews or watched a couple of Lets Plays. That is assuming you even bought the DLC.
#15
Quote from: Tynan on February 26, 2020, 06:52:43 AM
I don't have the numbers in front of me but IIRC DuckBoy is right. These numbers are balanced on the armor side (with blunt consistently weaker), not by making blunt weapons penetrate more.

I see, that's great to know!

I suppose at a glance, and perhaps even to new players, "penetration" means "armor piercing", which is why it can be confusing to someone who's not big on the maths.