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Messages - zizard

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1
General Discussion / Re: Best Animal for livestock
« on: June 19, 2020, 03:19:49 AM »
cows by far

don't keep a bull around full time, crypto him when he's not required

2
General Discussion / Re: Dissasembling Scythers
« on: June 14, 2020, 07:40:07 PM »
There has been a push to nerf all raid rewards e.g. mech disassembly, manhunter rot, biocoded weapons, death acidifier. God forbid anything good happens in the game apart from narrowly prescribed "story" outcomes.

3
General Discussion / Re: Oversight, missing key mood modifier
« on: June 05, 2020, 03:54:07 AM »
Game is built to try to force mental break storytelling. That's why bloodlust trait is so good (oops inb4 nerf for subverting storytelling).

4
General Discussion / Re: Nerfed Turrets = No colonist variety
« on: June 05, 2020, 03:51:42 AM »
Enlightens people to the optimal play of only accepting superb quality pawns and using interesting gameplay mechanic of speed 3 to accelerate finding recruits.

5
Yeah, wake up is most efficient when that, so what? All you gain is some extra hours. Maybe 6 hours of non sleep plus some 20% work speed? Thats nothing. Meanwhile you needed a pawn dedicated to craft wake up. Its just not worth the headache.

Also I exclusively play cassandra merciless without bs op mods.

I agree that scheduled wakeup use is pretty useless when you could just press speed 3 instead (which is superior to many game actions). Only situations where it would be nice to schedule (i.e. multiple days of use) are things like crafting before an inspiration or quest expires.

However I think stocking wakeup is worth it for occasional manual use.

Maybe you didn't got a long fight yet.
Basicly it can happen that one of your pawn's will collapse from tieredness. But mostly they will have a mental break and doing something stupid.
To prevent that your tiered pawn get a mental break, you give them wake-up.

Right but I think the point was that scheduled use with a rest threshold is pretty useless. In combat you'd be doing it manually.

6
General Discussion / Re: Long-winded Rant/Critique
« on: June 04, 2020, 05:14:29 PM »
I agree with most of your points, but I'm amazed that nobody has mentioned the worst example of artificial difficulty in the game: pawns freezing up after shooting. No other mechanism in the game has ever made me as mad as this. I've lost many games just because a raid managed to get through my door simply because my pawn stays paralyzed for so long after shooting that the enemy manages to reach the door and then they all start pouring in. It wasn't always like this; you used to be able to move immediately after shooting, but because people were using this to skirmish from doors, this got changed to how it is currently. Completely artificial. There were other better solutions that could be implemented instead, for example finding a way for the AI to deal with this by programming them to start aiming at the door when they see that it's opening up.

Use draft cancel to peek as the doors auto close.

7
Just use a pure dirt floor

8
General Discussion / Re: The Problem with Predators
« on: April 12, 2020, 07:38:15 AM »
It makes perfect sense from the point of view of inconveniencing the player

9
General Discussion / Re: Is this game suppossed to be taken seriously?
« on: April 12, 2020, 07:31:55 AM »
It's a meme generator. The purpose is for you to share the ridiculous things as free advertising.

10
It's more of a meme generator than a story generator. Connectedness and making sense aren't a priority.

11
General Discussion / Re: Extensive Feedback on Royalty/1.1
« on: March 25, 2020, 01:06:21 AM »
The reason for the charge lance range nerf seems pretty clear. They added a new super long range mech to stop players from kiting (because pawn damage = storytelling), but this made two kinds of long range mechs, so they nerfed the lancer range to differentiate it.

12
See this post for the current raid point calculation code https://ludeon.com/forums/index.php?topic=43206.msg427423#msg427423

13
They are counted twice, once for their market value and once for a separate colonists factor.

14
General Discussion / Re: Quintuple Triple Rocket Launcher
« on: March 15, 2020, 06:28:16 PM »
Use berserk and they will blow themselves up or sacrifice some animals

15
General Discussion / Re: Killboxes, Sappers and Drop Pods
« on: March 14, 2020, 06:11:06 AM »
Sappers avoid turrets so you can place them around your perimeter except for one entrance which is a pawn only kill box.

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