Which Vanilla Techs do you find LEAST useful?

Started by Havan_IronOak, May 18, 2015, 12:30:35 AM

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 Which if any techs do you tend to ignore?

Nutrient Resynthesis - I like real meals ASAP
58 (60.4%)
Cremation - Why burn up all that tasty, valuable human meat?
6 (6.3%)
Carpet Making - With wood and stone so readily available, my cloth tends to get tailored or used in furniture
25 (26%)
Ship Building Basics - My colony turns out so comfy no one want to leave
33 (34.4%)
Other - Please specify which, if any techs you tend to ignore
10 (10.4%)

Total Members Voted: 96

Panzer

What, are centipedes really harmless after that? I ve been scared of those mechanoids, I thought they would go over to melee after that, and melee centipedes are quite scary.

I do use mortars later into the game to weaken assaults that are wandering before they attack, some juicy hits can weaken the raid considerably (except for those damned melee raids), might try flame mortars next time. Counter-siegeing is also nice :)

LittleGreenStone

Quote from: Panzer on May 19, 2015, 07:53:25 AM
What, are centipedes really harmless after that? I ve been scared of those mechanoids, I thought they would go over to melee after that, and melee centipedes are quite scary.

I do use mortars later into the game to weaken assaults that are wandering before they attack, some juicy hits can weaken the raid considerably (except for those damned melee raids), might try flame mortars next time. Counter-siegeing is also nice :)

I've never used incendiary and EMP mortals, never needed to.
Centipedes are quite scary in close combat still, especially with Combat Realism, they can one-hit a pawn, but man they are slow. If your colonists are capable of walking, they (should) pose little to no threat to you. Easy prey. They also have a higher sharp (swords, spears, bullets) resistance than blunt (maces, explosions, falling debris), so mortals (explosive ones) do work against them well. ^^

Toggle

I usually have a food cap I make sure my cook has us stay at for meals, so the nutrient dispenser yeah, not using. Gonna remember that storage set-up for the prison and the dispenser though, I'd use that.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

keylocke

carpet is kinda wasteful for me, so i only build it when i'm already at my "pimp-mah-base" stage of the game. which is around the same time i start pimping out my spaceship.

nutrient paste upgrade is actually useful since *not* feeding your prisoners and just letting them eat from dispensers, allows my wardens to focus on trying to recruit them instead of feeding them. it's more efficient for early game.