1.0 Apparel combination question.

Started by khun_poo, July 22, 2018, 06:54:54 AM

Previous topic - Next topic

khun_poo

Anyone have an idea of best (in their own way) of apparel combination?  :-\

Something like "button down shirt + pants + duster + vest plate + advance helmet" do in the past. Since parka not slow work speed anymore, I replace duster with it because I'm in boreal forest.

like now my worker is wearing 3 set of apparels.
1. worker class : everyday colonist attire. good climate protection, move speed, cheap, provide minor armor in case of unexpected accident.
= button down shirt + pants + parka + cowboy hat

2. gunner class : Long range fighter attire. good mobility and armor.
= button down shirt + flak pants + flak armor/parka + advance helmet + smoke pop

3. brawler class : Last line of defend. The walking armor of colony. They hold the door and spam 'you shall not pass' to every invader.
= button down shirt + flak pants + power armor/plate + advance helmet + shield belt

They're using worker attire most of the time though. I change them to gunner and brawler attire when raid, manhunter pack, ship part, infestation is coming or maybe need them to do the world quest.

I'm still not sure if it is the best combine apparel. Any idea?  :)

Greep

#1
Well with 1.0s armor system, unless the clothing is made of extremely rare stuff, your clothes won't provide much in the way of protection.  I like using shield belts on non-combatants as it is a lot easier to get in 1.0. 

Smoke belts have always felt way too expensive for single use items, although might be worth using if you find one off a dead raider.  It's really hard to get them off raiders on account of them going pop when you shoot them, though ;)

Just a note: putting smoke pops on a gunner can be somewhat counterproductive:  The smoke goes both ways and actually reduces accuracy for any bullet going through it, not just on people standing in it.  I can see it being useful if you don't mind repositioning a bit.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Syrchalis

I have to test smokepops more, but if it can be abused so you don't get a penalty (or less) compared to enemies... it's a 0.3 multiplier on hit chance, so it's a massive boost to survivability. Like really really massive. It's like foggy weather times two.

They could be absolutely amazing if I can find a way to utilize them correctly. First I have to do some testing though.
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

Greep

Heh.  Before battle shoot yourself with a rusty pistol in front of a single cannon at your fort entrance backed by cannons behind it and at an angle uncovered by the smoke?  Hmmm... thinking of exploits.  Don't mind me.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Syrchalis

Without being cheesy - you could just put one guy in front of the others and the rest at an angle behind. The front guy either doesn't get hit (lol, then it's fine anyway) or he does and the belt pops and he has a massive bonus, while the rest can shoot unhindered.
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.