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Messages - slamo

#16
Quote from: Sola on January 21, 2017, 04:46:40 PM

Indeed it is at the top of the chart.  The concern is that it's only marginally better than a charge rifle.  I imagined that a point blank spinning barrel would unload much more damage than the energy cannon.

Burst for burst, the Minigun theoretically does tons more damage than the Charge Rifle. If every burst of each weapon were to hit, the Minigun would be over 8x as powerful.

The problem is that the Minigun takes over twice as long to fire off a second burst and each shot is wildly inaccurate, so over time it's only 1.6x as damaging as the Charge Rifle at very close range.
#17
Third version, improved line styles and added labels.

X = tribal
▲ = modern single-shot
● = modern burst-shot
◆ = energy weapons

Heavy charge blaster is off the top of the chart around 30 DPS at most distances.



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#18
Quote from: Sola on January 21, 2017, 03:48:27 PM
I'm surprised minigun is as low as it is, and also surprised that charge rifle is as high as it is.

The minigun is top of this chart. Sorry the colors resemble the Heavy SMG.
#19
Edited Chart.

I calculated my own DPS maximums and got slightly different results from the Wikipage. Charge rifle was slightly lowered and Assault Rifle significantly raised.

http://i.imgur.com/EaZXwAs.png

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#20
Does the burst tick time apply after every burst shot, or only between burst shots?

Which is correct for the Assault Rifle:

warmup > shot > bursttick > shot > bursttick > shot > bursttick > cooldown

OR

warmup > shot > bursttick > shot > bursttick > shot > cooldown
#21
Per shot, the bows hit hard. But the huge warmup time makes them low hitters over time.

What surprised the heck out of me was the charge rifle. It's twice the DPS of almost all the other weapons within its range.

My chart's relying on the Wiki page's DPS (optimal) calculation which might be wrong. I'm going to refactor this with my own DPS (max) calculations.

#22
I got frustrated with the wiki's list of damage by range so I made my own chart in Google Docs.

Dunno how to make it more pretty here in the forums, it appears as either tiny or huge in my browser.

Happy to share the Google Doc. It imports the chart from the Wiki page so should auto-update when the Wiki pages does.

(EDIT: this post now has the latest chart)

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#23
Bugs / Re: A15c Raiders forget trap positions
September 28, 2016, 02:41:18 AM
Well, you think having a trap sprung on your head would maybe cause you to spot it? =)
#24
Bugs / A15c Raiders forget trap positions
September 27, 2016, 05:37:38 PM

  • Make a deadfall trap.

  • Have a raider trip the trap.

  • Rearm trap.

  • Next wave of raiders fail to remember the trap location.


If I recall correctly raiders have remembered trap locations for several releases. This seems broken in A15.
#25
Ideas / Glitterworld Medical Tradeship
September 27, 2016, 12:33:49 PM
Every so often a Glitterworld Medical Tradeship is nearby.

Severely wounded and disfigured colonists can receive amazing medical care for a price. Cosmetic surgery can replace missing noses or ears, whole limbs can be vat-grown, spinal injuries repaired... even traumatic brain injuries repaired, though such mentally injured colonists may return with missing skills or changed social relationships.
#26
Quote from: OFWG on September 14, 2016, 01:27:55 PM

Yeah nope, not even close. In a recent game I had a Zzzt (a totally random event that is actually made worse by planning ahead with battery power) in my freezer, which exploded into a 2700 degree F firestorm that obviously nobody could get to without collapsing.

Dismantle one wall on your freezer room, vent the heat to the outside, and your problem is solved.

Some of the challenges are more like puzzles you need to solve. Not a single random event ever has to be a base-killer on an established base; the big challenges happens when you get several in a row and moods have taken a hit.
#27
Bugs / Re: Non-existent colonist died
September 20, 2016, 07:45:59 PM
I once recruited a colonist names Tom and he was almost immediately shot and kidnapped by raiders. A day or two later I got a message that Tom had died of infection — he was offscreen when this happened.

Perhaps something similar happened for you?
#28
Yeah, I just figured this out for myself — you can plant a tree adjacent to another crop, but can't sow a crop adjacent to a tree.

I do think this a bug; trees should suppress adjacent tree sowing, but not adjacent crop sowing.
#29
I have a strange issue where random parts of a hydroponic table and growing zone cannot be grown on. Issue appeared mid-game, and harvesting still functions where a crop was already present. It's as if "Allow sowing" is turned off for random areas.

In the attached image the middle two squares of the hydroponics table can be harvested and sown; the two outside squares cannot be sown manually or automatically. In the growing zone, only the areas that currently have potatoes on them are can be sowed, all other squares cannot be sowed.



Temperatures is good, Restrict is set to Unrestricted, home zone coverage is 100%, clicking the table or the growing zone says "Growing Season is Here Now."

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#30
Awesome mod. I am looking forward to this.

Do you want bug reports here or on Slack or Github?

Cannot load world/select new colony location after disabling RA. I've deleted the mod file and still no go. Going to try to reinstall A13 now. RA is the only mod present, only mod I've run.