Red for bullet sponges I mean "forward spotters".
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#122
General Discussion / Re: Rabbits not breeding
March 29, 2016, 11:04:30 AM
I don't know what the code says, but in reality males are almost universally viable longer than females. They don't really have to do much.
#123
General Discussion / Re: Is this game worth buying / well maintained by devs
March 29, 2016, 11:00:25 AMQuote from: mumblemumble on March 27, 2016, 10:38:30 PMExactly what a Rimworld hater would say...
Also, id rather the quote NOT be stickied..

You are totally correct though. My brother doesn't care for the game, while it can keep me up at night, especially when everything's going to hell and I have to assume manual control.
#124
General Discussion / Re: What do you use "manual targeting" with turrets for?
March 29, 2016, 10:42:43 AM
Focus fire, priority fire, animal hunting.
#125
General Discussion / Re: What will be the first thing you do when you get A13?
March 29, 2016, 10:29:20 AM
Explore the new relationship mechanics, compare the other new features to Hardcore SK implementations of the same, and F5 EdB Interface and Pawn State Icons.
#126
General Discussion / Re: Rabbits not breeding
March 29, 2016, 10:20:48 AM
I would suggest that rabbits having difficulty mating in any situation is a bug.
#127
General Discussion / Re: Your best colonist?
March 29, 2016, 10:18:01 AMQuote from: Pickle on March 28, 2016, 11:37:18 AM...I suppose it's on purpose but "combat" in french means "fight".It does in English, too. Also gives us "combatants" and "combative".
#128
General Discussion / Re: Tips and Tricks
March 29, 2016, 10:07:58 AM
I find that building defensive fortifications around your base, even if it's for short people, is quite valuable, especially in mods that tone down turrets. They don't even need to be solid walls, you can build on every other tile, build small fortified bunkers, just somehing tough that your fighters can cover behind. I find that this gives you an excellent firing position against raids when you have to fight them yourselves and confuses the heck out of sappers who are looking for a traditional killbox. So long as you remember the Maginot Line and think about how your wall will conbat attacks behind it, it even works on mechanoid drops.
#129
General Discussion / Re: Alpha 13 screenshots?
March 29, 2016, 09:14:58 AM
This is where, if I had the private build, I would post screen shots of the title screen and options menu.
#130
Outdated / Re: [A12] Combat Realism v.1.5.0 (20.03.16) The Great Rebalancing
March 26, 2016, 07:26:04 PM
I voted for individual calibers, though it took a lot of thinking on it.
Ultimately I guess if damage is directly tied to caliber, then guns would be all about weight, rate of fire, and accuracy. The idea that a really good weapon requires an obscure ammunition is interesting. (Talking Charge Rifles, Burning Suns, etc)
In vanilla, I would absolutely go with individual calibers. With mods it gets fuzzy considering how many different bullets you might end up juggling.
If this means that enemies will eventually exhaust their ammunition during raids it could be a big boon to Brawlers.
Ultimately I guess if damage is directly tied to caliber, then guns would be all about weight, rate of fire, and accuracy. The idea that a really good weapon requires an obscure ammunition is interesting. (Talking Charge Rifles, Burning Suns, etc)
In vanilla, I would absolutely go with individual calibers. With mods it gets fuzzy considering how many different bullets you might end up juggling.
If this means that enemies will eventually exhaust their ammunition during raids it could be a big boon to Brawlers.
#131
General Discussion / Re: How to get colonists to sleep comfortably?
March 26, 2016, 03:33:29 PM
Pawns sleep in their clothes, which can alter their perception of temperature. If you have Pawn State Icons installed you can see who is hot and who is cold at a glance, and may need to adjust their wardrobe.
#132
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 21, 2016, 09:42:30 AMQuote from: Mrshilka on March 19, 2016, 10:48:13 PMThe latest update to Combat Realism addresses mechanoids being damage sponges by giving them internal systems so that they actually accumulate meaningful damage during a fight. They gained heavier armor to compensate, but the author states that heavy weapons are basically more effective against them now, while small arms are baiscally useless against them. That might fix Terminators.
Had Mechanoids drop in just after that as part 3 of the 3 raid faction war event, 6 Skynet took out 24 mechanoids for the loss of one while I killed the other 3, was able to melee down the other 5 remaining thanks to stupid AI but still cost me 2 500 hp beta poly Ballistic shields.
#133
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 19, 2016, 10:25:12 PM
Heh, that's a lucky pull with only one microgun and one railgun. 
That's looking like at least 20 soldiers with good automatics to have any hope of dropping them fast enough. Baiting them with shielded guys might buy some time.
I can drop two with five guys, but its really down to fighting with good cover and tricking them into exposing themselves. With that many of them it's probably too dangerous to use a shielded guy. Plus all of them could have spawned with microguns which is game over.
Edit: Actually, that gives me an idea. If they have lots of projectile weapons you could step out with a shield, get them to warm up and start shooting, then duck behind cover and let them all friendly fire each other.

That's looking like at least 20 soldiers with good automatics to have any hope of dropping them fast enough. Baiting them with shielded guys might buy some time.
I can drop two with five guys, but its really down to fighting with good cover and tricking them into exposing themselves. With that many of them it's probably too dangerous to use a shielded guy. Plus all of them could have spawned with microguns which is game over.
Edit: Actually, that gives me an idea. If they have lots of projectile weapons you could step out with a shield, get them to warm up and start shooting, then duck behind cover and let them all friendly fire each other.
#135
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 19, 2016, 09:31:02 PM
I find that concentrated fire from automatic weapons drops terminators pretty quickly, but they are almost impossible to melee.
The main problem is when they're packing microguns.
The main problem is when they're packing microguns.