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 - bbqftw

#166
Maybe there is alternate universe out there of unlucky tailors that just happen to botch every flak vest they touch. In such a case insane dusters to 100 sharps is fair.

In any case, I learned that I don't live up to my own standards in not spamming flak vests.

On the other hand in my last 4 years on merciless I've had a lancer shoot at me precisely once, so maybe my efforts were better invested in crematoria and golden sculptures.
#167
Quote from: Lanilor on August 02, 2018, 03:17:09 PM
Quote from: bbqftw on August 02, 2018, 02:22:30 PM
For some reason, there is a large misperception in the community that things like dstrand and heavy fur dusters actually matter. They don't, at least not against the one shot threats. And they provide marginal protection against everything else.

I assume they either don't care to know how the armor system math, didn't care to see how effective HP scales with armor values, don't know how arpen works, or some combination of the above.

It is really annoying how often you say that, even more because it is wrong and you think you know it better. At least this time you included a condition with oneshot threats, but even there dusters are still useful and secondly no one ever said it should only be about these attacks.

An excellent panthera fur duster has over 36% sharp armor and is nothing special at all. While it does nothing against charge lances, even for weapons like an LMG it gives an additional 10% chance to block the damage completely and another 10% for mitigated half blunt damage.
Legendary bearskil duster: 60%, devilstand: 66%, ... my masterwork thrumbofur ones have over 90%. All these also protect against change lances and the better ones to a quite nice percentage.
And even normal dusters like a good plainleather duster gives 28% sharp armor, which gives additional protection to most or all of the weapons raiders have early- and midgame. Like 7% to block a pump shotgun shot or 0.5% to block a bolt-action rifle shot (Yes, this is also not useless). Really good ones easily have above 60% sharp armor and can go up to 108%. No idea how you think this is a "marginal protection". Like a 47% additional chance to block a minigun shot sure is not marginal.
Dusters of cause have a lower armor value than a flak vest. But you wear both and get extra resistance that way. And they also protect a way larger part of the body.
this is the problem with most in this community, they do not understand opportunity cost.

Of course a legendary X is better than nothing, but you are sacrificing what to do this? Inspirations are not unlimited. Your resources are not unlimited. Every choice you make comes at cost to something else.

You are also mentioning excellents as your baseline. That is pretty telling in itself. If I used excellent flak vests EHP multiplier then the numbers look even more comical.

I also notice you have no argument that regarding the armor effectiveness heavily supralinear scaling (it scales harder than in b18). It is a shame. But many are like this.

I make thrumbofur dusters. Of course
I would use a better over worse material. Excellent 71% sharps protection isn't nothing. But I am not under the delusion that this is significantly impacting my game outcomes. And if I was spamming dusters trying to get high qualities, when I don't have consistently high quality flak vests, than I am making an egregious mistake with my pawns time.
#168
Quote from: MoronicCinamun on August 02, 2018, 01:55:23 PM
I learned today the hard way I should be shelling out for armor: skimped on flak pants figuring vests were enough, guy lost his leg to a single shot from a charge lance (which honestly probably would have gone through the flak pants ~80% of the time anyway but yea...).

So, some things as I get antiquated with prosthesis and new stuff:
- The description for prosthetic leg has a typo: says it lacks a "neutral interface", not neural.

- I'm guessing this is an oversight on the descriptions: body purist says they don't like "artificial body parts", yet this guy who is a purist is okay with his simple prosthetic, so maybe the description should be changed to better reflect that it's high-tech/upgraded body parts they dislike (looks to me like it was changed from bionic because of the archotech).
    - I haven't seen it in awhile so I can't confirm but I'm guessing Transhumanists aren't into wooden legs and such, on the same vein; old prostophile trait said they "dream of going bionic" and I don't recall seeing that part, probably for same reason of the archotechs.

- While it's cool how the bionics and archotechs explain why the body parts can heal, simple prosthetic (and I presume even the wooden stuff) also heal; over sight or what? Doesn't make much sense to explain how bionics can heal only to have it not matter other than pure flavor; do the bionics+ heal faster or something?
    - Maybe it would be a good idea to have the simpler prosthesis not heal, but rather require you attach an entire new one? It's certainly doable now that we can build them, but it's probably the kind of change that adds nothing fun, just more work, resource costs, and frustration. Figured I'd throw it out there at least.

-I'm guessing having a bionic stomach will actually make the pawn eat faster, have yet to install one (I think I have one lying around). It's description seems to suggest it allows the human to eat things normally can't (hay grass?), does it? It would be cool if it did something like that, or maybe reduced food poisoning chance, but that might be unbalanced.
     -Have stomach's been changed to be vital organs now? I extracted a bionic from a prisoner and he died, and I also just witnessed someone die from a shredded stomach but not-completely-destroyed torso (and no other harm) from an HE mortar, so it appears so. Kind of weird, I mean you *can* live without a stomach, but I suppose balance it wise it works because we can replace it now. (p.s., do we have bionic kidneys or livers yet? :p)

-Similar question: as far as I can tell, all the aspects that involve hearing are capped at 100%, so a bionic ear's greater than 100% effectiveness doesn't seem as helpful as other bionics. Suppose it's good if both ears are damaged, it would make up for more. Maybe hearing *shouldn't* be capped for social interaction, with enhanced hearing they can make out subtle tone differences and such an augmented human couldn't XD. Maybe hearing could also factor into hunter stealth stat (I really like the stealth stat btw, adds some nice flavor and risk reduction for high skill), as they can better mask their own sounds and/or track without having to expose themselves to see or something (I do recall the bionic ear's description saying something about being able to hear a crouching cat :p).
Clance renders normal flak pants completely useless since it has higher arpen than the 40% pants give you.

Arpen applies fully against each layer.

For some reason, there is a large misperception in the community that things like dstrand and heavy fur dusters actually matter. They don't, at least not against the one shot threats. And they provide marginal protection against everything else.

I assume they either don't care to know how the armor system math, didn't care to see how effective HP scales with armor values, don't know how arpen works, or some combination of the above.

For reference, going from 75->100 eff armor provides an 7.5x higher EHP increase than going from 0->25.

Since mitigation is all or nothing (unlike b18) low armor values don't even have the consolation of altering one shot breakpoints for destroying body parts.
#169
@copperwire Statue should spit out firefoam too so you can't just burn it. I recently converted several of my defense setups to fully fireproofed so I can just fumigate the thing. Very handy with 70++ raiders and guns, though make sure to haul all the grenades out as they do significant damage to walls upon fire induced detonation.

I am glad with silent infection notification. Its very good punishment of people actively putting their pawns in harms way. As someone who ethically disposes of merciless max point mech raids without moving my colonists I think everyone should be incentivized to conform to my playstyle.
#170
In a case where colonist is arrested and mental breaks before being 'released', there is no option to attempt arrest.

Can make the difference in situations  where they break with untended disease.
#171
Don't improperly open an ancient danger early on.

By end of week 1 any CL/tribal start should be able to open and defeat/not die to 90% of the encounters without too much risk.

The only painful one to deal with that early is centipede w/ aggressive variant, even in that case popping the caskets often causes enough chaos for you to easily clean up. Though cent with inferno has a good chance at burning up most of the AD loot :(
#172
Quote from: giltirn on August 01, 2018, 11:00:30 AM
Quote from: Tynan on August 01, 2018, 10:14:05 AM
Thanks for the ongoing feedback everyone.

New build is going up!

Nothing huge in this one, just some various fixes and adjustments here and there. No major single focus.

Hi Tynan, thanks for the new build. Would you mind posting a complete changelog? It's quite difficult to test the effect of changes in the game if we don't know what has changed! Of course you might have decided that by not telling us about the changes we will provide more unbiased feedback?
it makes bug reporting a pain because half the the time you have no idea how the systems are supposed to work, so how are you suppose to tell when they are not working.

I have seen games that consistently do this, that describe perks/abilities in intentionally vague values.

It then takes several months to fix something that can be resolved in days if the proper values were provided.
#173
A fortification funnel is also cheating the game by your criteria, as no smart AI would ever walk blatantly to their deaths against such a setup, you unethical savage!!
#174
Human corpse is only 165, its not so bad. I still think the mood hits from the corpses are more pressing problem.

That is why I fined the last tribal sapper group 2 lungs for littering.
#175
Quote from: Copperwire on July 31, 2018, 09:48:44 PM
Corpses, including humans, and mechanoids, now have a wealth value.  You can't see it in the info tab for an item, but you can see it in pods and caravan.

You can't sell them to towns or traders.  Not sure which of the "no list" updates that was but .... it happened.

Steel slag still has no value.

It is impacting colony wealth - checked a few old saves.

Example:

Deer Corpse: (135s)

Butchered:
30 Plain Leather (63s)
79 Meat (158s)
_______________
total components  (221s)

good info to know :)
#176
Quote from: Copperwire on July 31, 2018, 01:23:39 PM
Fastest method I have found to deal with raid wealth spikes is to send one pawn on a caravan one hex away, load everything from the raid (seeing as you can select it all anywhere on the map) and go into the item menu and drop it all, then come back.

Assuming you have enough muffalo to load them, you can do the corpses themselves that way.

One way to "mitigate" this would be to "freeze" wealth in terms of raid generation for long enough to sort it ... and maybe couple this grace period with a moral buff for "not being dead" to smooth some of the moral issues over during the same period.

Also, while tainted armor takes a massive hit in SALE value, I do not think it takes a hit at all to wealth value.
Checked, it is worth 10% for both sale and wealth.

Looking at that, it makes me want to wear tainted armor as much as possible, because a 90% drop in wealth for armor over 10-20 pawns certainly gives you a large wealth budge to raise their moral by 4 points.  Me thinks tainted is a bad mechanic.

Frankly, having to make decisions based on things like a "wealth budget" bothers me a lot. 

While I don't think it is completely avoidable inside the primary game design, I think efforts to minimize it are key.  Lessons learned like "its key to sell off most quest rewards since they are just wealth bloat", "having vegetables for the winter can cause raid spikes, so mainly store big animal corpses", "raids leaving weapons can kill you, so destroy them with caravans asap", "non-combat micro is mostly about keeping supplies minimal, because stock is dangerous", etc are not good for story or fun or setting.

Maybe it would help to make a list of all the counter-intuitive/time wasting things wealth mechanics make optimal.
now that new armor system practically made every duster except hyper/thrumbo irrelevant (cracks me up seeing streamers obssess over flak jacket, pants, and dstrand when it is all useless against actual threats), you only need to take dead man mood hit on 2 armor pieces now. Though flak vest is cheap enough that it probably isn't worth doing this with. But for good power armor its more attractive.

I noticed that corpses have actual monetary value now if you looks at drop pod mode. Wonder how this is computed and whether it now affects raid scaling.

Corpses are still better due to space efficiency.

Don't forget item HP status also affects market value.
#177
Maybe there should be helpful popup reminding you to burn all the unused weapons the outlanders/pirates dropped after a raid.

Thats where I assume the spikes are coming from (e.g. 36k wealth spike, about 20% wealth increase after 72v16 pirate refugee chase), since tainted armor takes massive market value hit.

If only dead guys armor didn't also typically have bad HP/mediocre quality, bloodlust would be neat wealth controller. Could force prisoners to wear strong power armor then starve them to death. This avoids the durability damage typically associated with obtaining dead mans stuff..more things to test.
#178
Re: door peeking, lets just say there is already spicy tech ready to go for some of the more obvious solutions.

#179
I don't think chemfuel deep drilling is supposed to produce 1 chemfuel per cycle
#180
General Discussion / Re: A tough wimp? Really?
July 31, 2018, 02:53:31 AM
One is mental, one is physical?