Ludeon Forums

Ludeon Forums

  • August 18, 2019, 01:09:13 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Messages - Panzer

Pages: [1] 2 3 ... 35
1
General Discussion / Re: crappy cooling
« on: September 06, 2018, 01:29:03 PM »
This looks like user error. I recreated the room as described and was able to cool it down to -10 C with an outside temperature of 50 C.

Make sure the coolers face the right way (red outside, blue inside) and are powered, check if the building is properly roofed and dont leave the door open all the time.

2
General Discussion / Re: Overkill Pirate Raid
« on: September 05, 2018, 04:17:24 PM »
yeah well if you re facing a lot of missile weaponry you either try to dodge or bait the missile with turret/colonist, which doesnt work that well all the time, try to kill the guy before he shoots, which depends on a lot of things, or let the guys rush whatever and wait til they re busy putting their knuckles into solid objects, then shoot them or bind them in melee.

Most of those end up with you getting the short end of the stick some way, its just for you to decide which one is the best.

3
General Discussion / Re: Blog post: Early access price and final price
« on: September 05, 2018, 02:12:13 AM »
What Ramsis said. I feel like a price increase of 50% of the original price or more is going to hurt sales rather than increase them, thats going to make potential buyers think twice.

4
Yeah manipulation not affecting melee was a few versions back when the scyther blade was still ingame, it was a jury-rigged solution to make the blades work until Tynan decided to cut it since there apparently is no elegant solution to that problem.

5
General Discussion / Re: Overkill Pirate Raid
« on: September 03, 2018, 03:46:32 AM »
I like to play an ambush style defense with short, narrow hallways and lots of melee fighters, basically a maze with rooms to hide in. The key is to make the hallways short enough so that only a few raiders can shoot at your shielded melee guy. Raids usually scatter a bit in the maze and bump on doors or walls and then you can take guys down with relative safety. Been a while since I took a doomsday to the face, but in the older versions a personal shield would eat the blast and your colonist would be safe.
Another tactic I like to use is insanity lances, I usually buy a couple of them once I can afford it. You either target the doomsday guy with it and have one less nuke to worry about or you target a well armored raider thats likely to survive a barrage or two from his former allies, chances are the doomsday guys look for cover and then fire at their own guy, nuking their friends in the process.
This worked pretty well in older versions, havent gotten to that stage in B19 yet, maybe raiders are smart enough now to not nuke their own guys? ;D

6
General Discussion / Re: corpse weight.
« on: September 01, 2018, 04:29:08 AM »
Yep, rim rats and squirrels have the weight of a small dog :D (and the ferocity of a honeybadger...) explains a lot of things :D

7
You re talking about the ingredient filter, I believe setting a quality doesnt do anything since components and steel dont have that, changing hitpoints might prevent your colonist from using any components that have lost hitpoints, but theres no difference to the outcome.

Generally speaking the quality/ hitpoint slider dont do much when you re setting up bills, I remember I used it to smelt down low quality melee weapons, but cant think of anything else where quality or hitpoints would matter.
It is good for sorting clothing and weapons stockpiles though.

8
If I recall correctly the bugs prefer rocky ground and darkness, thats why theres such a high chance in that area. Bug hives used to die under -21C  by the way, dont know if thats still the case though.

9
General Discussion / Re: Reddit or Forum
« on: July 27, 2018, 03:33:37 PM »
Reddit seems to be more of an american thing, in europe it isnt as common.

10
It means that he is a mercenary, a soldier for hire. "...to those who needed it - or those who could pay" implies that he works for free under certain circumstances though.

11
General Discussion / Re: 1.0 changing the game too much?
« on: July 22, 2018, 06:03:50 PM »
Yeah sorry but steam forums is where reason goes to die. I have read all of the linked posts and most of it is really just panic, hyperbole or people being mad because they cant adapt to the changes, especially that russian dude just seems mad and angry. The most ridiculous stuff are those reviews based on the unstable branch, it is unstable for a reason and not a finished product, how can you base a review on a test build that changes daily.

We got a lot of changes with the unstable build, a completely new armor system which no one really anticipated and with it some kinks that only become noticeable over time (more 1shots anyone?), it still needs some polishing, but thats what the unstable build and discussion is for. Lots of big changes also mean that the meta probably changed and its gonna take some time to catch up. As an old player that may be frustrating since your aquired knowledge may be useless now or only partly useable and you therefore may have more trouble adapting compared to a completely new player. But I wouldnt worry, in a few months theres probably a 100 new little strategies again.

12
General Discussion / Re: Unstable build of 1.0 available
« on: July 05, 2018, 09:41:54 AM »
Traps never springing on allies is gonna be sick, no more checker patterns, total no-go zones instead. Cant wait to try that out! ;D

13
In case of an ambush, you can always run, the green zone on the edge of the map lets you leave. I think non-violents can still attack enemies by releasing their animals when they re set as master.

14
I honestly think it'll take time for the meta to catch up to the current design.

Thats what I actually like about the balancing process, the rules change and you need to figure out a new best approach to old problems, but I can see why some players find that unsettling, people tend to get set in their ways, not everyone welcomes change.
Regarding the subject of exposing your pawns to more risk, I think the game gives you a lot of leeway to rectify "RNG gone wrong", I mean we can craft prosthetics now, there is luciferium vs brainscars, isnt there healer mech serum to revive dead people as well?
Having a pawn die sucks, but its not the end of the world and knowing I might be able to revive said pawn later on, I can more easily accept him dying. Rimworld isnt constructed in a way that causes everything to collapse once you re missing a chesspiece, not even on extreme.

15
General Discussion / Re: I suck at Rimworld and I don't care!
« on: July 02, 2018, 05:28:40 PM »
Thats the beauty of the game, you dont need to be good at it to have it tell a story, it does that either way. In my opinion the most interesting stories happen when you dont play perfect, flawless play always ends in boredom for me  ;D

Pages: [1] 2 3 ... 35