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Messages - lanturn171

#1
General Discussion / 1960 colony snapshot
July 13, 2018, 03:27:30 AM
The home of turret testing save scummers

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#2
General Discussion / 160 day Ramp Up 1960 Hard (4)
July 13, 2018, 03:24:03 AM
Sorry in advance for my heretical save scum. I want to try things more than I want to win right now. Patch 1960. I will try to track major loss events in the future.

Components seem much more plentiful through trade, but still expensive enough to cut into bionic, plasteel, and uranium purchases.

I still don't know what to make of the new turrets. There are times when a melee heavy raid stack up and destroy some, that's probably good. The biggest advantage that I've seen is vs mechs. Most of the time one of either advanced turret can beat 4ish Lancers and/or centipedes. That micro stuff is probably easy to test though. Over all, I still feel like the sniper turret is a bit of an oddball for the resources in and how it excels against high defense targets, but doesn't necessarily spend its time shooting those targets over some pleb with a steel knife. It does give options for play style though. Just my ramble.

Just establishing my kitchen on about day 160 after having one of my colonists make psychoid tea for years from like 6-12 cooking. Had a lucky artistic inspiration somewhere pre-60 days for a legendary 2600 beauty marble grand sculpture and colonists are too busy gawking to care about eating green paste.

Thanks to the makers and testers for all the hard work. The changes, feedback, and adjustments have been impressively rapid.

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#3
As others have said, not many of raids seem to go for the kill boxes. I don't even have much of a kill box as much as a bottleneck though, and only a 1-block limestone wall. I've kinda always assumed that raids will be attracted to the doors, crops, coolers that are exposed to the open map pathing over smooth wall.

My screenshot is of that defense, to the south is just a smooth-walled grazing zone. Mechs/animals have been pretty manageable, because they do path as expected, toward the bottleneck. Human raiders have been going to limestone walls, so I pull them with my only good shooter. This single cannon has felt extremely efficient. Although it's a pinch to put in 600 steel, I'd probably still do it for 1000. I try to clear the cannon zone of any cover, unless it's intentional light bait cover to encourage the longer ranged raiders to move into unfavorable conditions

I think sapper raids can be answered by a supportive power grid so that mini-turrets can be relocated. They also bottleneck themselves at the insertion for sickening levels of grenade carnage and missed-but-hit-the-guy-behind him gun fire. Sappers and drop pods have been challenging, but answerable.

It seems like the delay on drop pods opening is long enough to position for them, but probably not enough time to build any sandbags or move turrets.

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#4
Quote from: Tynan on July 01, 2018, 05:52:37 AM
Rename ultratech medicine -> glitterworld medicine

:) Glitterworld is such a good word. It feels like a word that tribals, outlanders, and tribals alike share around the camp fire in hopeful greed or fearful wonder of their own visions of a rampant technological wealth, if you only have a ship to reach it.

Also I'm enjoying the stretched research progression for ranged weapons. Now I'm much more likely to build bolt action rifles early, or sell everything for that excellent charge lance. I haven't really figured out the ups and downs of new charge rifles.

I'm enjoying the combat AI changes like aggressive flanking.

Auto cannon is fun. I'm very attracted to building one at the main entrance and supporting with a couple snipers and a lot of automatic fire to cover the cannons minimum range.

Inspirations are also a very fun buff for colony mood. Nutrient paste is very strong in its own ways, but will that -4 be holding someone back from legendary craftwork or significantly buffed trade?

Maybe because of that or other things, I've been paying more attention to keeping the Bloodlust/Misogynist/Misandrist type people away from colonists that the might affect through zones or production locations.

Mortars are much harder to reach now, but I'm not sure that's a bad thing with the increase risk of direct combat.

I'm enjoying the earlier armor choices now between Flak Vest+ and plate armor. I think there may be something to reconsider about plate armor and dusters/jackets/parkas. Flak Jacket on plate might be a problem then, but I don't know. I'm spending 30 minutes just thinking about clothing layers before actually giving up lol.

Thanks for all the hard work. So many aspects allowed to play style and experimentation :)