Min/Maxing

Started by po5, August 23, 2016, 11:49:30 AM

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po5

Notice my colonists not able to hit anything. Stand around shooting forever. Its embarrasing. Check up on weapon stats. Best accuracy at (Medium) range. Want to configure colonist to shoot from medium range.

Edixo

...move them closer to the enemy?

Also, every shot, even missed, increases the shooting stat. See it as free xp.
Nothing says "Home Security" like 50 turrets

po5

Great suggestion. Never thought of that. I suppose you like to manually tell your colonists to do everything. Ok? Nah, gtfo.

Grishnerf

Born in Toxic Fallout
Drop-Pod Escape Artist

Shinzy

Oooyy!
Don't tell me you guys have never had your hunters trying to trickshot a squirrel from behind a corner and furthest possible range ruining part of the wall in the process

the problem here is with AI

milon

@po5, we really can't say what the problem is without more details.

Is the colonist missing any body parts like an eye?

Is the target in the dark?

What's the shooting skill?

Is the target taking advantage of cover?

Is the target low to the ground?

etc

chaotix14

Quote from: Shinzy on August 23, 2016, 02:16:42 PM
Oooyy!
Don't tell me you guys have never had your hunters trying to trickshot a squirrel from behind a corner and furthest possible range ruining part of the wall in the process

the problem here is with AI

Yeah, hunting is quite wonky, and still very friendly fire-y. Hunters will happily stand in one another aim, and shoot from the longest range and the worst possible positions. I once had a hunter who cornered himself while hunting a bear, as in he ran into an area where he'd need to run past the bear to escape from said bear, then shot the bear. We should all keep in mind that our colonists have the moods of dwarves not on alcohol, the bravery of dwarves on alcohol and the stupidity of Kerbals on alcohol.

night777

#7
Quote from: po5 on August 23, 2016, 12:20:06 PM
Great suggestion. Never thought of that. I suppose you like to manually tell your colonists to do everything. Ok? Nah, gtfo.

Combat is infrequent and demanding in Rimworld, this isn't a Sims game.

Although in the forthcoming tutorial I'd like to see a note that different weapons are more or less accurate at different ranges, according to their type.

po5

Quote from: milon on August 23, 2016, 03:06:47 PM
@po5, we really can't say what the problem is without more details.

Is the colonist missing any body parts like an eye?

Is the target in the dark?

What's the shooting skill?

Is the target taking advantage of cover?

Is the target low to the ground?

etc

Do you even play this game? Colonists always shoot at furthest possible range. It has nothing to do with wether or not they are missing an eye. You tard. It has nothing to do with their shooting skills. You tard.

po5

Quote from: night777 on August 23, 2016, 08:28:01 PM
Quote from: po5 on August 23, 2016, 12:20:06 PM
Great suggestion. Never thought of that. I suppose you like to manually tell your colonists to do everything. Ok? Nah, gtfo.

Combat is infrequent and demanding in Rimworld, this isn't a Sims game.

Although in the forthcoming tutorial I'd like to see a note that different weapons are more or less accurate at different ranges, according to their type.

Oh so i just taught you about weapon range stats? And you still think it should not be configurable which range colonists prefer to shoot from? Well why did we get the fight or flight behavior? We can configure wether a colonist should fight or flee when there is a threat. Next step is obviously to configure which range they should prefer shooting from.

SpaceDorf

Actually the next step should be to tell them to hold their fire when they are drafted ...
don't shoot through three lines of your friends, just because you are in range ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
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What do you want exactly? Have the AI automatically close in on the enemy and shoot? 100% accuracy at all times? Firing only at the best range? What?

If you're talking about hunting then that's actually a very requested QOL, having hunters shoot at the best range depending on the weapon.
If you're talking about combat against enemies, then flank or move closer. It's part of the challenge of the game. Doubt it's going to get changed unless everyone wants to lynch the developer for it. And it would be very infuriating to have pawns move on their own to engage enemies.

Also, please drop that snobby attitude. It won't end well for you.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

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Pax_Empyrean

Quote from: po5 on August 23, 2016, 12:20:06 PM
Great suggestion. Never thought of that. I suppose you like to manually tell your colonists to do everything.
The last thing I want is my guys running out into the open to get a better shot. Any time guns are involved, I want them to do exactly as they are told. Shooting should be micromanaged.

Quote from: po5 on August 23, 2016, 12:20:06 PMOk? Nah, gtfo.
You first.

ArguedPiano

Quote from: po5 on August 24, 2016, 04:46:58 PM
Do you even play this game?
milon? Plays this game? I don't believe it  :P  (Please note the smiley face indicating my attempt at sarcasm)

Quote from: po5 on August 24, 2016, 04:46:58 PM
It has nothing to do with wether or not they are missing an eye.
Do YOU even play this game? Shooting accuracy is influenced by the hidden "sight" stat, which is at %50 when missing an eye.

Quote from: po5 on August 23, 2016, 12:20:06 PM
Nah, gtfo.
Quote from: po5 on August 24, 2016, 04:46:58 PM
You tard. You tard.
Why so hostile? Surely you'll get the help you deserve by calling people names. Keep up the good work! (More obvious sarcasm)

Seriously, chill out. Annoyed? Sure. Frustrated? Ok. But insulting the people who are attempting to help you will get you nowhere fast.
The only difference between screwing around and science is writing it down.