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Messages - Jibbles

#121
Quote from: erdrik on July 09, 2018, 11:00:15 AM
I disagree about Power Switches being pointless except for turrets.
Lights drain power, and its much faster to have a colonist toggle a single switch than go through every room and switch each light off individually during moments when you need to conserve power or push a battery pack back to full swiftly.

Lights were reduce to 30w in 1.0. You'll be dealing with dark debuff if you're switching them off. 
In b18 they require like 75w? Can't remember.  Still.. Turning off lights isn't the solution if you're that worried about conserving power.
#122
Ideas / Re: Hide details of enemy pawns.
July 09, 2018, 10:04:11 AM
Wouldn't mind if their skills and possibly traits were hidden.. I disagree about their names and health tab being hidden.
#123
My first game in 1.0.. Randy or Cass pulled the short circuit event followed by raid twice I think.  So may not be so rare for it clash with other events in this new version?
I like the event with fusebox mod, don't care for it without. 
#124
Quote from: XeoNovaDan on July 07, 2018, 11:29:48 AM

No more stat changes on apparel - While this has thankfully been partially reverted with armour affecting movement speed again, it's still disappointing to see that apparel such as parkas and power armour no longer having work speed penalties (something which could be attributed to their 'bulkiness'), and other larger apparel items no longer giving movement speed penalties (e.g. dusters). To a lesser degree, there's also the removal of the protection deviation between jackets and dusters, meaning that dusters are now decisively the superior apparel item to go for, rather than previously being situational (although dusters were still mostly superior due to their coverage, presence of blunt protection and heat insulation).

Yeah, figured this would disappoint some players.  Tho I always disliked the older way since day 1.  Going through stats, filtering the bills, all the effects of it came off overly complex for something that should be simple. Just seemed tedious to me really if I had any care about it. I was hoping for an update on managing outfits tho.  I always wanted to efficiently change out their clothing/gear to prepare for battle. Think of having a locker that contains helmet, vest and whatnot and they can change at a click.  Or they could at least get to it in time if you changed their assigned outfits.  Now it takes a ridiculous amount of time to change gear (for what reason?)  So I'll let them wear what they want as I've done in previous versions, and I guess they'll continue to grow plants and go cloud-watching in power armor.

Quote from: Mehni on July 07, 2018, 11:48:17 AM

RimWorld started as a colony manager. A pretty difficult, almost hardcore, colony manager. It was oriented on the survival of the colony as a whole, and the colony was a pretty tight group of misfits mostly struggling to survive through hardships. Nowadays that's not really believable anymore: We can build everything from medicine to TVs to grenades to bionics. Colonists can get a pretty comfortable life late-game.

The progression to endgame was always too short IMO.  Farming/Greenhouse for example. The progression for that is mainly on pawn skills, blah. Honestly there should be more work into it.  I do appreciate that we get to craft bionics and stuff now. I would like to see new content items only obtainable in quests..Stuff like vanometric power cell is interesting. See, I mainly stick around for base-building. Like to make it cute if I can and build whatever I'm allowed. (not to be confused with base-building difficulty).  The stories keep it somewhat interesting but there's not much surprise when it's always raining shit on you.  Caravan in hopes for bionics was just wasn't a great experience even if everything went according to planned. 
#125
Quote from: Greep on July 05, 2018, 11:59:55 PM
My thoughts on the sniper turret are mostly that shooting accuracy at very long range is what pawns are better than turrets at, plus they can aim at specific targets which is usually important at range (killing rocketeers first).  So I'm not seeing a whole lot of use for it even if it was good.  It's a cute concept, but seems a bit redundant.  Maybe if you had an economy fort that literally had no shooting pawns but even then, eh.

OH yeah! Not being able to manually target is a real bummer, especially since it's possible that it can shoot your pawn. That's some scary stuff. I was thinking maybe these would be good for luring raiders if anything. Not sure how well that will work just yet tho but the costs is still too high IMO to consider that as it's main use.   
#126
Quote from: giltirn on July 05, 2018, 10:14:01 PM
Apologies for more theorycrafting but I just noticed the new sniper turrets. More turrets? I thought the idea was to encourage more tactical play, not just making one giant killbox out of your base! IMO turrets should be a tool for shoring up weak areas of your defenses, or as a trap in themselves; not the go-to strategy for raid defense. Also, if we are being pushed towards a turret meta, how are we supposed to survive in the late game when enemies become more numerous while resources become more scarce? I forsee mining camps and trader spamming becoming utterly essential, especially on non-mountainous maps. In B18 you can keep up with the threat with stone walls, doors and traps, using your base to guide and funnel the enemy. It seems this will no longer be viable  :(

I hope they'll keep adding more security options. All these different types of turrets to vanilla, never thought I'd see the day.  Well, I haven't needed to spam a bunch of turrets around my base yet. If you do just do that then yeah, it'll eat up your resources and good luck protecting all of them.  Your post about handling larger raids.. You got quests for better rewards. I've had several for anti-grain for example. Got mortars (only useful for large raids IMO), weapons like doomsday, incendiary; very handy if you're good at it. The options are growing. Hopefully the risks for quests will be properly tuned when it's all done.  Just seems like you're bummed out that you can't cheese the enemy as easily. Are the raids smaller than b18? Seems like it.


Quote from: Oblitus on July 05, 2018, 10:27:38 PM

Don't worry, they are utterly useless.

Wow! So I had to dev test the sniper turret after seeing that.  Not sure how I feel about them.  The time it takes between each shot feels about right.  Was able to take down some pawns with power armor in one shot so that's neat. A pawn can still absorb multiple shots by these.  Of course the hit is rng... So I had several shots land back to back, then other times where it took over 20 shots to even land a hit.  I mean they seem somewhat useful to me but... the 200 steel for barrel change is also a bit harsh for that IMO.  To be honest, I'd probably be more bitter towards them if they didn't land any hits in a real raid which is likely to happen at some point. 
#127
Blake: It took a long ass time to level up my pawns in previous versions.  My colonies would survive for 8+ years and hardly any of them would have the skills to show for it unless I'm purposely grinding them.  I'm enjoying the speed in how fast they level up.  I was thinking it might be a tad too fast at first, but I know there are players out there who don't want to play so long on a colony. So it feels about right in its current state IMO.  Hope you can look past the degradation sometime soon.
#128
Quote from: Gfurst on July 03, 2018, 02:55:00 PM
However one incendiary got into my indoor grow bed and that quickly escalated out of control, I'm not taking firefoam poppers for granted anymore.

Yeah, it's one of those things that's easy to get stubborn about. ha Just best to make it a habit  before damage is done. I think more players will utilize them since it auto-pops now.  Still like to install them throughout the base in convenient locations so I can move and trigger them myself. Also useful to trigger before mechs shoot the infernos.
#129
Ideas / Re: some masochistic raider ideas
July 04, 2018, 12:03:08 PM
lol I think I would save my shock lance for those harassment raiders.  Or form a caravan asap
#130
Not sure if others have this minor issue, but I deal with it a lot so it's bugging me. 

Can the drop weapon option be moved into ui icon button, like near the draft and fire at will toggle? Or maybe decrease the right click box to the pawns chest or something? I'm clicking away from their bodies such as on a door, and above their heads tho the box still pops up when I simply just want them to move.
#131
Quote from: giltirn on July 03, 2018, 09:06:35 PM
Quote from: Jibbles on July 03, 2018, 07:45:05 PMThe door nerf was long overdue IMO. I can't tell you how many times I ignored a pack of manhunter animals or raiders beating on my stone/plasteel doors in previous versions.

Isn't that the point of walls and doors though? To keep wildlife out? I always considered manhunter packs like any other environmental factor such as toxic fallout or cold snaps. You attack them head-on if you are capable, otherwise you hunker down and pray your stores hold over until the situation improves. If you have an uber killbox then manhunter packs are trivialized, but otherwise they are a real danger, especially in the early year when supplies are already dwindling. If the things are just going to batter down your doors then it boils down to close-quarters combat, which means severe wounds, infections, a wrecked base. And there's nothing you can do to prepare for it!

The hp to stone door is high enough to do that.  If you build out wood then prepare to get wreck.  There is also plasteel.  I believe my pawns level up faster in this update, so a pawn with high construction skills can repair faster.  Animals who have high dps and agile are indeed a threat, up to you if you're going to face it or wait it out.  Or pop in a few shots and wait for them to bleed out.  It's pretty rare in my experience not to have control over manhunter packs. (Except when they occur and your pawn is out in the boonies and maybe some during caravan)
#132
Quote from: Oblitus on July 03, 2018, 08:11:50 PM
Quote from: Jibbles on July 03, 2018, 07:45:05 PM
It's okay if your perimeters/structures get destroyed, just focus on minimizing the damage and keeping your pawns alive.
And this is exactly the problem. A lot of changes are about forcing you to use your pawns in direct, close combat, massively nerfing any ways to avoid it. And direct combat in Rimworld is a massive RNGfest.

I'm not denying it. I felt more RNG was introduced in my games while playing this unstable version. When I think about the causes it's not the nerfing of doors killboxes etc.  Buffing them or not making changes only clouds the flaws in systems that needs to be more solid IMO. So I don't have much to say against those changes.  I understand when people get upset over it cause how those type of changes my not gel well with the overall experience (in games current state) and simply not match players standards or expectations.  I like to assume that Tynan's end goal isn't about making the game rng-fest as you say, so I try not fret over it.

#133
I kind of support most of it since we have a toggle for auto-build destroyed structures.

The door nerf was long overdue IMO. I can't tell you how many times I ignored a pack of manhunter animals or raiders beating on my stone/plasteel doors in previous versions. Think about how high their hp were... There are some players who refuse to make walls anything other than granite cause of the hp. If something was able to tear it down then something is up with the strategy in most cases. Of course there are times you're outnumbered it wouldn't take long for a door to come down, but you should have backup plans for that. You should be hitting them before they get to it. And Tactics to deal with them while they're knocking it down.

With 1.0, I understand the threats will spread out more aggressively and that you can't be everywhere at once especially with the amount of pawns you prefer to play with.  It's okay if your perimeters/structures get destroyed, just focus on minimizing the damage and keeping your pawns alive. Lots of changes were made in this update so gotta adjust. Try new strategies and base layouts if your old ones aren't working. 



#134
Quote from: Greep on July 03, 2018, 02:08:16 AM
Well, the main reason is heavy armor covers nearly everything including the neck.  If someone throws a pila at you and you have a flak vest/pants/helmet, you are just dead if it hits.  The stuff is expensive, though, if you need the steel for other stuff, which is why I rob every corpse with power armor regardless of the mood issue.

I never cared enough to learn how apparel layers work in this game when it comes to armor protection.
e.g. Pawn wearing a shirt, a vest, duster, how does all that interact with a shot to the torso?
Some insight for 1.0 would be nice. 
I do not fully understand it. So I'm open to changing my mind about staying flak til power armor.
I question plate armor.  Power armor has noticeable benefits no question about it.
If I find the time then maybe I can dig up some stats.
You should really look into stuff like devilstrand, thrumbofur etc.  As well as all the apparel you can combine with flak; clothes such as dusters which covers things like torso, arms and legs.  When you have some strong textiles they hold up. You bring up pila, but these can take the hit. Using these materials, I'm finding they deflect more often, at least the damage gets turned to blunt or bruises frequently compared to plate in my experience.  I know plate protects most of body such as neck but ehh..

The flak vest should not be taking lightly by the way. Protects torso, and the armor rating is higher than steel plate. I'm just not seeing noticeable benefits to plate when you tack on research and materials needed. I've played with it, tested it, and it just doesn't seem like it's worth it unless you're swimming in plasteel. As of now, I'm sticking to flak apparel and would rather invest research in something else, as well as materials for things like turrets & traps if I want more protection. I might bite if I'm having a difficult time acquiring strong textiles or can't find some good loot.

The market value is pretty low on steel plate if you compare it with all the strong textiles and flak, tho low wealth is nothing I obsess about.

EDIT: Forgot to mention my other point. Shield belts.


#135
I got pinned down in one of my raids cause I was honestly not prepared ( my fault btw ). They outnumbered me, had better armor and weapons than me.  It was hard to compete in that situation, so that's when I broke out the molotovs and made them dance. In b18, I would normally use incendiary for fun or large raids, but I think they actually saved me there.

Is plate armor even worth the costs and research?  I made some out of steel. I could be overlooking here but they don't seem to help as much as I'd hoped. Plasteel stats look decent but takes up a good amount of resources.  I'm looking at flak vests and strong leathers and wondering why not just go for that instead?

Doors hp got knocked down to 140. I wonder the reasons and how it will affect my strategies if at all.
Maybe to counter repair time with pawns skilled in high construction?
I know there's some cheesy shit you could do previously with doors, but I don't think majority of players use them.

I tend to use auto-doors a lot simply for the speed.  Tho the cost of building them, I might as well
wait till I got the plasteel to make sure they hold up. I know they're flammable but haven't experience many problems with that.
So the hp hit to doors probably won't affect me all that much.
The raiders don't target the doors as much as they did in b18, at least in my experience.
Manhunter packs may pose a bigger threat tho.

HP for doors.
---------------------
Wood - 56
Steel - 140
Marble - 168
Slate - 182
Lime - 215
Granite - 240
Plasteel - 390