Quote from: kenmtraveller on August 04, 2017, 02:47:56 PM
I'm sure you are right. I was able to reliably win randy extreme in A16, but the combination of all of the AI fixes in A17 , CE, and HCSK has been hard to figure out. I currently play Rey Rough, btw.
I'm glad to hear that Mechanoids are being rebalanced. I no longer have significant problems with non-mechanoid raids, but I have difficulty inflicting sufficient damage on mechanoid scythers and stalkers before they kill me. I can handle lone centipedes by kiting.
I'm thinking that I'm not investing in weapon production early enough. I think I'm in year 2 and I have yet to build my own rifles. My current strategy against poison ships (on my second one now) is to partially wall it in at 3 distance, then place 5-7 IEDs in the way out, then trigger it, after placing more IEDs on where I think they would likely assault my base.
That didn't actually kill any mechanoids, so i then called in help from two friendly factions in succession, however the orassans showed up without weapons and the others were medieval. They did inflict some damage on a scyther.
I'm now debating whether it will be useful to ask for more help -- I do have around 3000 silver -- or not. Only my survival rifle does significant damage against the mechanoids due to their armor, and the scyther seems to be more accurate , with better damage and longer range.
How would you handle this situation?
KenQuote from: sidfu on August 03, 2017, 07:51:51 PM
most of u find it hard as u still stuck in vanilla mindset. the skynet mod and darkness event can be disabled if u dont like that's the reason they separate mod.
darkness is easy event just put a bunch of torches out and easy to bypass.
mechs are in process of being balanced.
@ignzflam on buildings its call progression. each type is better make more items or different items.
poison ship its possible to move a few catapults in range think range is around 50 for a catapult and range it some. catapults are cheap just time consuming to make.
on the mechs the number they spawn is dependent of wealth also. we just nerfed their spawn to around 2 year mark or such. balancing any type of pawn is tricky as u easily make them to easy or too hard with just small tweaks. probably what will happen is that they get their natural armor reduced.
dont be afraid to jump on discord and ask about others strategies people do all types of things.
for those that have issues on food jerky is early travel food so u can if u wanted form a trade caravan in first 5 days if u wanted. on food most biomes have lots of harvestable plants. also make enough roasted to last 2 days.
remember alot of the enabled mods can be disabled. all u need to play hcsk is hugslib,core,core sk, allow tool, combat enhanced. i think thats all thats needed others are extra