Sounds pretty accurate to me.
You ever tried to herd 60 chickens in one direction? This is about as well as you can expect it to go.
You ever tried to herd 60 chickens in one direction? This is about as well as you can expect it to go.
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Show posts MenuQuote from: kclace on March 08, 2020, 09:35:05 AM
They would protect you because they are the enemies of every other faction. Let me give you an example.
Quote from: HelloKitty on March 06, 2020, 05:30:05 PMQuote from: Elrood on March 06, 2020, 04:46:13 AMI actually worked with exactly that. In java. Took years. So what? Doesn't mean it'll take as long for Rimworld, especially since the platform is ready.
If you never ever worked with legacy code while trying to change base architecture from single to multi-threaded, than you have no idea how much work it takes, how hard it can be, how many bugs you are going to introduce and how long it will take to get any gains without making future development 10 times harder.
Quote from: LakeWobegon on March 04, 2020, 01:13:01 PMQuote from: Whifflepits on March 04, 2020, 11:35:49 AMRight, I had a mechanoid cluster literally pop in my front door catching one of my colonists outside while he was sowing. It was just a couple of years into the game when I had 2 techs researched on a naked brutality run on tundra very near the north pole. None of my 5 dudes had flak or helmets. The best gun was a normal assault rifle that I bought the rest had machine pistols captured from raiders. That mech cluster had 6 sniper mechs (1 lancer and 5 pikeman) along with 5 turrets (2 blasters and 3 slug turrets IIRC). Luckily I also bought a shield belt from that same trader. That excellent shield broke at least 3 times whenever my one dude tried to franticly build 1 wall at a time wall (behind cover) to get to the stranded colonist. Luckily no one died because that dude succeeded in building the wall to rescue the stranded friend.
Don't see it like this myself, and mechanoids are my particular menace. I'm always losing appendages to them.
Here's some points I'd like to bring up which I'm starting to realize myself after playing Royalty for a while.
You call Rimworld a base defense game, but it isn't. That was just the most common form of combat because players weren't heavily encouraged to go out on raids. The raid quests are generally low reward and high risk, while being tedious and time consuming. They pull your colonists away from important tasks for extended periods of time and that's just not tenable at higher difficulty levels.
This new gameplay element is not new, it's old. Been there for years. It's just more accessible now.
Strategic options are abound. If you're just throwing your nublets into a meat grinder that's your problem. I'm using traps offensively, using the terrain, using mortars, flanking maneuvers, etc... I think I built a total of 4 IED's during the last.... 5 years?... I've played Rimworld. My current save I've got a stockpile of 40 or so that I use offensively.
I don't have 5k hours in the game. Maybe 1k. I just picked it back up for Royalty after a good 9 month hiatus. Coming back with a blurry memory into a game with so many new things to learn has been like playing a new game, and I'm learning every step of the way.
Sounds to me like you're stuck in a rut and blaming Tynan. Game isn't fun anymore? That's usually a sign that you should take a break, not blame the devs for your own self-inflicted misery.
If this mech death squad had landed elsewhere with an EMI or a high psychic drone my only option would have been to charge into certain death or to tediously build that stupid wall to get to the stupid thing; either that or cower inside a mountain and accept living in the stone age and or having mental breaks every other day. I had 70k wealth btw. If it was not for that shield belt everyone would have died.
Raiding was never mandatory in this game, ppl that enjoyed it did it (Ive done it several times) ppl that don't enjoy it built a base, defended it to then build the ship and get out. The difference is that now raiding (which BTW I enjoyed for a fair bit) is now mandatory and it is absolutely rigged to down or kill colonists. When you raid a pirate base the pirates will only outrange/outgun you if you let them. Wrt to mech clusters we are always the one that has the least range and have to tackle them on the open field assumig that on top of the mortair shield they also dont have a bullet shiled. I dont want to suffer through building a stupid wall to take turrets of the equation to tackle something as stupid as these mech clusters are. They should be linked to research and reserch should provide a way to deal with those things without being either stupidly dangerous for colonists nor stupdly tedious. At higher levels of wealth just stepping out of your walls it is already stupidly dangerous but now we also have to march into machine guns ala WWI style due to the lack of any interesting, valid or fun options.I think not.
Quote from: lugaruclone on March 04, 2020, 02:00:33 PM
Honestly I really like the clusters except except except for the 'mini hellfire' I think it is called... the double energy cannon that rapid fires half way across the screen. The only thing I can do against it is mortar it, although I have seen people report using smoke and other gadgets.
Quote from: ShadowKatt on March 03, 2020, 08:26:37 PM
Well this is all less than useful. But at least I know I'm not the only one.
I'm actually playing with Cassy (Randy cheats >.>), so I don't know how it could get any more...I won't say fair, but lenient? Either way I don't think I can blame the storyteller.