Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Mihsan

#16
I greatly underestimated how awesome this new armor system. At first I was sure that anything from flak vest to power armor will work exactly the same with constant 50% blunt damage... And then I see this manhunting event with 11 alpha beavers whille I have only 2 brawlers and 1 charge rifle on an open field. My fear was that I will get overrun in no time. Pawn in flak vest gets downed very fast with a lot of bleeding wounds. Two pawns in power armor get decent number of zero damage hits and some light bruises w/o going above medium pain. My skepticism is gone: love this new system and how power armor works in it.

Another note: I saw penetration stats on tribal weapons and they are disturbingly high. Is this for balansing reasons?

Also: how about armor on walls and turrets?

[attachment deleted due to age]
#17
Bugs / Re: wild humans like animals?
June 26, 2018, 01:05:19 PM
Not a bug. It is a mental break thing.
#18
My impression about new armor system:

- It is not intuitive and I wasted more time on understanding it than I am ready to admit. Even "three-way roll armor system" forum post did not helped much at first and I had to return to it couple of times. The system itself seems very simple, so I blame it on explanation that could be made much better, especially in the game itself (ingame info made me more confused really).

- In general I liked it and how it affected my gameplay. It allowed some more brave moves w/o fear of losing my soldiers to extreme bleedings and blown out brains/hearts/livers.

- I liked how some weapons changed damage to more reasonable (IRL-comparable) values. I did not liked how assault rifles now shot slow two bullet bursts (it should be 1 shot or 3 shot burst - just pick one and stick with it).

- What is the design idea behind 50% blunt damage? Why not 33%, 25% or some variable? After some tests I feel like 50% is too much damage left.

And unrelated note - what's up with switching graphics on machine pistol and heavy SMG? I dont like it. Before I could imagine that "heavy SMG" is just some weird upscaled TEC-9'ish SMG with big bullets... now I straight know that they both fire 9mm pistol ammo and there is no explanation to why they deal 2x different damage. Current stats of heavy SMG is definitely not Uzi - it heavily damages my suspension of disbelief inside of this game. Those stats are for FN P90... can we has it? Please?

[attachment deleted due to age]
#19
Quote from: YokoZar on June 25, 2018, 09:35:51 PMIf you die of 0% consciousness
But this is not the case. None of vitals (blood, breathing, consciousness...) are at 0%. Only efficiency of part "body" is at 0% (while that body part still has hit points!). And my point is: body should not have efficiency because it does nothing (unlike efficiency on heart, liver ect.).
#20
6 components for lousy prosthetic parts? This is definitely too much. I think that 3 or 4 would be more reasonable.
#21
Dumb priority of repairing over building strikes again!

Raiders in drop pods right in the middle of my base and make a lot of holes in roof. Lots of gunfire, lots of damaged stuff, I win.

What my constructors do for next 3 days? They repair bullet holes everywhere. What is the problem with that? There are giant holes from drop pods in the roofs everywhere (during cold winter!) and my constructors ignore them. Good thing that I saw that and remembered about roof overlay to make manual fixing simpler. Repairing should really be shifted lower in priority list over construction and roof building or even be transfered/cloned to different work type (like basic).
#22
Even more outrageous: death from minor (0,1%!!!) torso infection.

Also I rewriten my bug report with newest information.

[attachment deleted due to age]
#23
I think that it would be very frustrating if something so trivial as food poisoning (which now has big chance to down people) would take away that Creativity Inspiration.
#24
Quote from: tophsyoutube on June 23, 2018, 10:02:45 AM
For example, I have a bundle of "Bluefur" that I got from Muffalos, because they don't count as "Muffalo Wool". The "Heavy Fur" that I got from killing Megasloths also don't count as Megasloth Wool because they aren't the same item.

But "Bluefur" should not count as "Muffalo Wool" because it is a different item. Bluefur is a leather from butchering muffalo. Wool you can still get by shearing muffalo.
#25
Another one. And I think that now I understand what happens. Pawn dies because efficiecy on body drops to 0% (because body is damaged already and infection gives additional reduction).

I don think that it is right...

[attachment deleted due to age]
#26
Quote from: YokoZar on June 23, 2018, 06:33:16 AM
I think adding path cost would make them usable as alternatives to stools for sitting next to work stations, which sounds like a good idea!
Shelves have already giant benefit of hiding beauty debuff on stored things.
#27
[1.0.1943] - Still active. Very annoying.
#28
Tuque is a knit cap. It should not be made out of leather/fur by design.

On the other hand it brings up the same problem again of people confused about what tuque is. Why not "knit cap", Tynan? Not all of us are Canadians.

Also there is only one proper winter head dress and it should be made out of fur. Just saying.

[attachment deleted due to age]
#29
Not a bug. Thread can be closed.

[attachment deleted due to age]
#30
Quote from: bleh on June 22, 2018, 05:10:26 PM
Playing the game as it's currently available on Steam (version 0.18.1722 I believe) with no mods. Have found that Firefoam shells cannot be loaded into Mortars.

I built a shelf next to a Plasteel Mortar and loaded the shelf with Firefoam shells. If i tell a colonist to man the Mortar, the game says there were "no nearby unreserved shells" for it.
Did you selected mortar and set it to accept firefoam shells? They are disabled by default.