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Messages - MikeLemmer

#346
What surprises me is that apparently mortars can shoot over natural hills? They were hitting me from the north, over that small hill just north of my base. Does that mean they can shoot mortar straight into the center of mountain bases, too?
#347
Quote from: Reviire on August 31, 2016, 08:59:02 AM
I'll keep saying it, if guns get buffed to be more lethal and mortars get nerfed, there will be a much bigger incentive to build outside. Currently, it's near impossible to defend against 80 person raids with 10-20 people. Guns just aren't lethal enough, nor do they have enough range.

That sounds more like endgame raids need to be nerfed. I'd rather not buff guns because that would make the random straight-up assaults at the start of the game more lethal.
#348
Quote from: baegle on August 31, 2016, 01:50:30 AM
Yes but personal force fields should not trigger "oh damn my personal force field is tattered and insults my vanity and sense of self-worth". If you're going to have a force field, it shouldn't matter emotionally what it's status is.

I'd argue I'd rather not have a dented, battered metallic belt with wires dangling out around my waist. Problem would be solved by storing it in a case until it's needed, but it's a nuisance to remember what equipment goes to who and manually telling them to equip it whenever the red alert happens.
#349
Quote from: ShadowTani on August 31, 2016, 08:55:11 AM
Yeah, that sounds very unlucky, which can happen. Curious though, how open where you? Sandbags and rocks aren't too good on their own, you would ideally want to stay behind corners.

I had pillboxes set up at every corner of my base consisting of a row of 1x1 granite columns behind sandbags. I decided not to wait for them to assault my base; their incendiary mortars scared me because I was still at the point where 80% of my buildings were wooden. They set up next to a small hill I used as cover. I had my pistol-wielder build a sandbag near the corner and take potshots at that while my survival-rifle took shots from further back.

They downed my pistol-wielder first. Before I could save him, he got killed by a stray bullet from the survival-rifle. I had my 2 melee try to flank around a random wall; one got insta-killed behind the wall due to some weird quirk with LoS, the other one got insta-killed rushing them. My last colonist died because the pregnant husky halfway across the map went Manhunter upon her master being killed and chased her down.



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#350
General Discussion / Re: Siege is really imbalanced !!
August 31, 2016, 08:56:51 AM
I do wonder if early sieges shouldn't have incendiary mortars; those seem too powerful against open forest bases and too weak against mountain bases, while Sieges seem meant to counter holed-up mountain bases.
#351
Not to mention the easiest solution to that is simply to set up a day shift & a night shift, like I do. (It doubles the time you can have people working on research & production.)
#352
I'd suggest a -20% Manipulation per thumb lost, -5% Manipulation per finger lost, and a -3% Moving per toe lost.
#353
Quote from: Spudra on August 30, 2016, 05:09:02 PM
I agree, toes are very important, but with some practice you can run even with less toes than a normal person.

I'm pretty sure you can still walk without toes, too.
#354
Ideas / Re: Your Cheapest Ideas
August 30, 2016, 04:54:01 PM
Quote from: blub01 on August 30, 2016, 03:18:03 PM
Quote from: MikeLemmer on August 30, 2016, 02:04:56 PM
New Minor Incident: Cave-In
The roof collapses on part of an underground base, making rubble and injuring colonists.

Another way to make mountain bases riskier without resorting to a full-blown bug invasion.

maybe taking roof stability as a base for calculating the chance of it happening?

Eh, I personally think just having it choose the spot randomly will naturally lean towards larger rooms.
#355
Quote from: ShadowTani on August 30, 2016, 03:02:55 PM
Even so, I really don't think a 5 vs 4 is a huge amount of raiders in any shape or form, even in the early game vs a high tech group considering you only need to take down 2-3 to make the rest flee.

Also, Randy is a lot more balanced than he used to be, he don't have insane tops and lows like he had in the beginning. Only way I can find this situation to be tricky is if it's talk about 5 shielded brawlers vs all your 4 only having bows - but it's still not a hard enough situation to warrant colony casualties imho.

I might have gotten bad RNG. 3 of my colonists immediately died from just 1-2 hits. I did manage to chase them off with the survivor, but it was rough.
#356
General Discussion / Bug? Missing Toe = -10% Moving
August 30, 2016, 04:50:58 PM
One of my colonists had a single toe cut off. As a result, she seems to only have 90% Moving instead of 100%. I think that's a bit much for a single toe.
#357
Ideas / Re: Your Cheapest Ideas
August 30, 2016, 02:04:56 PM
New Minor Incident: Cave-In
The roof collapses on part of an underground base, making rubble and injuring colonists.

Another way to make mountain bases riskier without resorting to a full-blown bug invasion.
#358
Quote from: PotatoeTater on August 30, 2016, 10:50:48 AM
You guys are all complaining about a 5 v 4 attack, I've had pirate sieges where they send 25 vs my 6 colonists. You just have to play smart and if it is too much, turn down the difficulty.

You're missing a lot of info there, like how well they were outfitted, how many years in it was, and what the colony's wealth level is.
#359
Quote from: Mossy piglet on August 30, 2016, 08:35:30 AM
It is not just randy.

I had an alpha 12 colony, half a year in, 7 man seige against my 5 person colony. And it was Cassandra on Challenge.

Well, I could see Challenging Cassandra pulling that off. Just seems a bit overpowered for Rough Randy.
#360
I was 2 seasons into a colony on Rough Randy (no mods) with 4 colonists and a total wealth of 32,000. Next thing I know, I'm hit with a 5-man pirate siege. I manage to drive them off, but the last colonist alive dies to one of our huskies, who went into a Maneating Rage after her master died.

Is this expected for Randy? Or was the difficulty borked somewhere? (This colony was started before the last hotfix, so that might have changed things, but I don't recall the patch affecting Randy.)