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Topics - Merry76

#1
Ideas / Balance frag grenades, burning concrete (walls)
November 19, 2013, 05:01:24 AM
The game is seriously fun, but two things really put me off.

Frag grenades. Those things should be anti-personal explosives coated in a breakable shell that gets converted into hot, sharp pain in a rather high radius. At least thats what they do in real life - In real life they do diddly squat against walls, sandbags and other in-animate objects because those in general do not care much about hot sharp objects. In Rimworld however they simply curbstomp everything they touch (especially sandbags - which is quite ironic as they are used against gunfire/shrapnell irl) and have no range (a 3x3 field). I can understand why the grenades are low-explosion range (game balancewise): you can actually outrun the blast if you react quickly wich makes for a bit of tactical command using. It would even be fun if the effect wouldnt result in a sandbag shooting spot that is simply destroyed after just a few 'nades. Seriously, structures need to be less break-y to explosives.

The next one is concrete walls that burn quicker than a wooden wall would. Seriously, thats some strange concrete my colonists are using. I know concrete can burn (give it a few thousand degrees - a normal fire cant go anywhere near as hot) or damaged by fire, but getting hit by a molotov should only do damage as long as the molotov itself has fuel. Not the concrete wall CATCHING fire and burning down on its own (transferring the fire to other segments of the wall) if no one goes next to it and pistol-whip it out.

tl;dr: our constructions are made from burnable cardboard. Please balance.
#2
Having given up on turrets (I hate them quite a bit... one molotov, and its basically a goner), I looked into other strategies... I currently employ a gauntlet thats made up from debris that gives me neat, near indestructible cover, while I deny the enemy even the sligthest bit.

However, this requires my guys to shoot vaguely straight - not something anyone could do with a measly 3 shooting skill.

I figured out four kinds of skillups:

Shoot people/animals: This is pretty straightforward, but probably leads to death. Muffalo's do not like being shot at.
Beat out fire: Its a bit odd, but shooting does rise quite a bit while colonists do this. May be a bug.
Fire on a stockpile with rubble/corpses/dead animals (take a fast shooting weapon with low range like pistol or uzi for that one). Skill raises, and destroys stuff to boot. (My favourite technique)
Draft everyone, give someone a molotov/incediary launcher, and torch the prairie. Mark the burning inferno as home zone. Undraft everone and let them do the firefighting again. Still a bug, but you dont have to wait for a short circuit or a dry thunderstorm. Might result in crispy colonists if you are not careful.

Unless we get training dummies, this might be all. Not sure if beating up prisoners would work too (as punching stuff raises brawling and shooting, and vice versa).

So, what do you guys do?