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Messages - Greep

#136
Interestingly, stranger in black probably makes naked brutality sea ice doable :3

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#137
Quote from: Awe on July 30, 2018, 10:11:56 AM
Quote from: Greep on July 30, 2018, 06:34:18 AM
4 years in:  unstoppable swarms of 18+ centipedes over and over, to the point where I just got bored and essentially gave up.

Sniper turrets + killbox = easy solution to centipedes. I launched ship under pressure of 15-20 centipedes almost every day. 1 deep uranium deposit provide more than enough mats to rearm turrets.

Yeah I was mostly just seeing how much ignoring metagaming affected the game:  turns out it's the majority of the game's skill atm lol.  That's disappointing.  It was a little shocking seeing the game go from basically no raid size at all to literally 10 times that in the same time span.

As for sniper turrets, I actually am kind of interested to see how an extreme sniper turret strategy would work out.  Not just deep drilling but, considering how much steel I got from LRMS sites if I targetted uranium instead I could have made a ridiculous amount of them.
#138
I think they only exist in tundra now.  And they're super small.
#139
Last post hit the screenshot size limit, so I couldn't fit in the insane outlander fleer.  It's pretty hilarious so I thought I'd share it.

Esme... Esme I think you ran the wrong way.



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#140
Storyteller: Randy
Difficulty: Merciless
Biome/hilliness:  Tundra/ small hills
Commitment mode: Yes
Current colony age: 240 days
Hours played in the last 2 days: ~12
Complete mod list: None

And so tundra adventure ends!

I was kind of annoyed with the whole wealth/adaptation so I wanted to see how this played out without worrying about it quite so much and playing well.

This is the result:  2 years in: 5 dudes with pistols following a few deaths and before wealth gains.  4 years in:  unstoppable swarms of 18+ centipedes over and over, to the point where I just got bored and essentially gave up.

At the first 14 swarm of centipedes  I spent like 20 minutes carefully calling friendlies and shelling/sniping, then I got dozens of scythers and centipedes in a ship and that took forever as well.  Mixed groups of mechs were doable without traps, but swarms of centipedes meant I had to go outside and snipe them as that is not at all possible with turrets and a half dozen charge lances.  When the next one hit with over 18 centipedes I just got bored and had everyone punch them to death.  Rather amusingly, one of the friendlies in that example got into melee range during fleeing and started punching the centipedes and actually survived for like 10 seconds straight.  I probably could have managed with careful use of emps and maybe mortar spamming, but I was getting serious raid fatigue at this point.  I was just imagining fighting 20 centipides in the next 20 minutes and said "nope!"  Or I could have sent in a sacrificial lamb to halve the adaptation, and gifted all of my excessive wealth but this metagaming is getting seriously lame.

Edit: fixed cutoff fun points in chart.

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#141
It takes 3 hits to aggro a ship with mortars, just tested with a ship that landed, avg 10-15 shells.  I think it got buffed substantially somewhere between b18 and 1.0, I remember it taking like 5-10 hits  to bring them to 50%.  And I used them for that purpose when they sucked.  So there's really no need to change mortars.  The early psychic ships are a pain, but usually we're talking like 3 lancers tops, 1-2 on medium.  Use friendlies, spike traps, shields, whatever if you want to cheese it.  Not saying this to argue just making sure another perspective is shown.
#142
People are way too afraid of negative moodlets.  It's -3 for a week :/  I banish whoever I feel like.  If you have problems with this you'll have fun with -40 psychic drones lol.'

Concerning the raid: last time I accepted a chased refugee I got 5 prisoners.  Yummy :) Never accept at a bad time.
#143
I think at one time it used to take like 10 shots to mortar a ship down to 50%.  Now it seems to be like 3 hits.  So even if it misses a lot it's pretty good.
#144
Well all in one has been a thing for a while.  It just recently added barracks in a recent update.  It does risk being completely trashed by a single drop pod, though, so there's that.
#145
It'd be nice if "known threats: none" was in fact just none.  Does anyone enjoy these ambushes?  Late game I'm unable to even do the threats at lumps because it's like 20 manhunters or a full on fortress :-\  So my strategy for that is just building more scanners and never doing anything except potential ambushes and then just running if it is one.

It actually feels kind of lame that threats at lumps scales at all.  Should I really be fighting large forces for a net of 1000 steel?  If I have to launch like 10 pods there and back just to fight them, I will end up with basically nothing.  If I had to fight over a dozen dudes and got 10,000 steel, then we'd be talking.
#146
Apparently "drop at edge" is slang for "drop directly into the center of an ambush in a threat: none" sometimes.  Lol.  meals abandoned, about to abandon the lump run into the snow with no food  ::)



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#147
53 snipers chasing a naked refugee in -39C weather.  Chased refugee is definitely the weirdest event now.

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#148
Yeah but you keep resetting your game because of broken mods syrchalis :P  Have you gotten into the end game?  They get quite annoying at higher levels.

Mine wasn't too bad but could have been much worse:

@xeo.  That's pretty hardcore.  How are you dealing with infestations?  Growing outside the mountains to keep your mountains cold?  I guess you could just kill your plants and freeze them though.

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#149
Base right now is -30, although this guy is psychically hypersensitive.  But this isn't even the highest amount.  At -40 he'll be at -72
#150
I think there's too much of a focus on having non-"threat bigs" be threatening.  They're usually not that bad but, they're already terrifying when in combination with a raid.  They don't individually need to be as bad as a raid themselves to create "drama".