Unstable build feedback thread

Started by Tynan, June 16, 2018, 11:10:34 PM

Previous topic - Next topic

TheMeInTeam

I do think wimp might be a little punitive.  They're not pawns I'm willing to work around until late game if I have access to a painstopper.  Not just little injuries, but any arbitrary disease (even flu or gutworms), scarring, etc will just drop these guys.  I guess if you want a really bottom-tier trait it does serve the function.

Pyros are an unfortunate liability.  You can usually work around the fire starting spree, but if they do this in a raid situation they'll suicide into bullets.  If it weren't for this I'd consider it a markedly more attractive trait than wimp :p.

Centipedes aren't so bad...until there's 6 or 12+ of them.  Keep in mind East's example is utilizing a shooting skill that you won't have on 3 pawns in practice, and in a real game pawns aren't invincible, so you'll kite.  If we're going > 90s per centipede and have 12 centipedes this is some pretty heavy amount of IRL micromanagement... > 10 minutes of IRL time just kiting centipedes.  It's not hard per se', but man you can get sour feeling if you just killed a mech ship and then another half dozen of these things waddle in from the edge of the map as part of an ordinary raid.

Maybe snipers do better with armor pen?  Their baseline DPS is lower though.

Madman666

Pyros, Wimps and Druggies are just a dangerous liability, with wimps and druggies potentially being constantly incapacitated vegetables and pyromaniacs - burning half your storage down, no matter how happy or sad they are. Just don't ever recruit them, unless absolutely neccessary (like if a pyro has good medical skills and you have no decent doctor) - not having them is the ultimate solution.

Bones

#887
Just tested the tornado generator on a faction city and the tornado kills pretty fast unarmored pawns, but armored ones takes very little damage from it. Maybe tornado damage should ignore armor?

EDIT: Also, when everyone started to flee, the guy managing the mortar didn't, his named stayed red and even after everyone leaves the map, he is still aggro.

EDIT2: They didn't have batteries so everything was offline since it was night and they only had one solar generator.

EDIT3: I know this is a suggestion but would love to see a difference between cities of factions, having small, medium and large. Right now they all look the same with basically the same difficulty no matter the faction or which city.

bbqftw

Quote from: TheMeInTeam on June 28, 2018, 01:29:04 PM
I do think wimp might be a little punitive.  They're not pawns I'm willing to work around until late game if I have access to a painstopper.  Not just little injuries, but any arbitrary disease (even flu or gutworms), scarring, etc will just drop these guys.  I guess if you want a really bottom-tier trait it does serve the function.

Pyros are an unfortunate liability.  You can usually work around the fire starting spree, but if they do this in a raid situation they'll suicide into bullets.  If it weren't for this I'd consider it a markedly more attractive trait than wimp :p.

Centipedes aren't so bad...until there's 6 or 12+ of them.  Keep in mind East's example is utilizing a shooting skill that you won't have on 3 pawns in practice, and in a real game pawns aren't invincible, so you'll kite.  If we're going > 90s per centipede and have 12 centipedes this is some pretty heavy amount of IRL micromanagement... > 10 minutes of IRL time just kiting centipedes.  It's not hard per se', but man you can get sour feeling if you just killed a mech ship and then another half dozen of these things waddle in from the edge of the map as part of an ordinary raid.

Maybe snipers do better with armor pen?  Their baseline DPS is lower though.

It isn't even so much the danger to the colony that makes pyros and chemfasc annoying to play around. It is the danger to themselves, as being liable at any time to decide that walking into 5 mechs with no cover is a good idea makes investing to them almost pointless.

Incidentally if you tone down wimp it would actually turn into a good trait. It is often far better for your pawns to go down early before they take critical bleeding / vital part damage than too late and end up with torso destroyed.

ReZpawner

So, is there some kind of trick to killing the mechanoids that I'm unaware of, or is it completely unbalanced at the moment? 14 pawns with 10+ (most around 15) shooting, excellent sniper rifles, assault rifles and charge rifles stand virtually no chance against the god damn hordes of mechs that one psychic ship spawns. Hell, I've even tried antigrain warheads and artillery bombardment with only limited success.

Madman666

You are underestimating pyromaniacs. Fires are probably the most destructive force in this game. And pyromaniacs tend to break in worst possible scenarious. Like when you're being invaded by a huge crowd of tribals, or some mechanoids drop right on your head. And right in that glorious moment a pyro decides, that its a good thing to set fire to your whole medicine supply. Its good if you can quickly dispatch a team to beat those fires out. Now imagine that mechanoids landed in the middle of your base and you can't stick a single nose out of cover, watchin how merry flames eat your valuables behind laughing mechanoids... Thank god, i am a calm person. I only flayed that bastard and made a chair out of him.

gadjung

Quote from: Madman666 on June 28, 2018, 02:43:49 PM
You are underestimating pyromaniacs. Fires are probably the most destructive force in this game. And pyromaniacs tend to break in worst possible scenarious. Like when you're being invaded by a huge crowd of tribals, or some mechanoids drop right on your head. And right in that glorious moment a pyro decides, that its a good thing to set fire to your medicine supply. Its good if you can quickly dispatch a team to beat those fires out. Now imagine that mechanoids landed in the middle of your bas and you can stick a single nose out of cover, watchin how merry flames eat your valuables behind laughing mechanoids... Thank god, i am a calm person. I only flayed that bastard and made a chair out of him.

Firepoppers, stone-material things, good separation of burnable stuff and force attacking/arresting pyromaniac are You friends.

TheMeInTeam

Quote from: Madman666 on June 28, 2018, 02:43:49 PM
You are underestimating pyromaniacs. Fires are probably the most destructive force in this game. And pyromaniacs tend to break in worst possible scenarious. Like when you're being invaded by a huge crowd of tribals, or some mechanoids drop right on your head. And right in that glorious moment a pyro decides, that its a good thing to set fire to your whole medicine supply. Its good if you can quickly dispatch a team to beat those fires out. Now imagine that mechanoids landed in the middle of your base and you can't stick a single nose out of cover, watchin how merry flames eat your valuables behind laughing mechanoids... Thank god, i am a calm person. I only flayed that bastard and made a chair out of him.

I'm speaking from experience, and that experience mirrors what bbq is saying.  The worst part of the fire starting spree is that it can happen at any mood level and can easily get that pawn killed.

I'll still keep pyros around if they're useful in most cases.  +5 mood from giving them a fire toy is nice and whatnot.  But investing heavily in them?  Nah.  Not when they wander into gunfire arbitrarily.

The further along you are in the game, the less realistic a threat fire is.  I definitely wouldn't take pyro as only pawn in a NB start, but I'd take one that can do violence and haul/clean as a 4th or something.

XeoNovaDan

I honestly don't see why the flak jacket needs to exist. With the current state of textiles and considering the point at which I'd personally usually consider mass-producing armour, chances are that one'd already have access to overall better options such as heavy fur, bearskin or better textile dusters. Granted, there's a bit of playstyle variation involved here, but I personally feel that flak jackets don't really fill any niches other than possibly cheap-ish apparel that can protect the neck.

Flak pants are somewhat exempt since the gap between pants and flak pants is larger than the gap between dusters and flak jacket.

Also, purely flavour-based feedback here but it seems strange that upon inspecting textiles post-textile buff, heavy fur is as strong as plasteel in some aspects in terms of stuff power. Couldn't apparel items have just had their stuff power factors increased instead?

Madman666

Quote from: gadjung on June 28, 2018, 02:45:49 PM
Firepoppers, stone-material things, good separation of burnable stuff and force attacking/arresting pyromaniac are You friends.

I did start putting firefoam posts in my storage after that horrific experience. And still having them go off each time those a-holes decide to go nuts is way too inefficient. And as for arresting him - as i said - there was a whole bunch of angry mechanical death between my sane guys and my storage. And only that psycho was conveniently near it.

So now i just execute every single pyro i see - problem solved. Radical answer is the right answer in this case.

Greep

#895
So.... yeah.  I just had a rare thrumbo event occur.

He spawned without a head.  Not complaining, just.. pointing it out xD

His log shows just "thrumbo expired"  ::)

[attachment deleted due to age]
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

RyanRim

Oh damn, been away for a month and a wall of text by Tynan. What are the updates TL;DR?

Also 2 more clones have popped up in Steam, seems that RimWorld has opened up the doors.

✯✯✯✯✯✯✯✯✯✯✯✯✯

Gfurst

Quote from: Madman666 on June 28, 2018, 01:37:18 PM
Pyros, Wimps and Druggies are just a dangerous liability, with wimps and druggies potentially being constantly incapacitated vegetables and pyromaniacs - burning half your storage down, no matter how happy or sad they are. Just don't ever recruit them, unless absolutely neccessary (like if a pyro has good medical skills and you have no decent doctor) - not having them is the ultimate solution.
Incidentally both were pyro and a druggie (in pictures I had attached), and they are among my favorite most useful pawns in the colony, and I believe there were also part of the original 3.
One being my chief, highest social, bloodlust melee, and first researcher. The other being my first medic, now smokeleaf addict. Even though now there are some pawns with better skills in the colony.
Though they break from time to time, they're still mighty useful, and are essential part of my "away team" on caravans, and never really that much problems with the fire though.

Madman666

#898
They sure can be useful, especially if you are starved for workforce. But their trait effects are so atrocious, i'd rather avoid having anything to do with them unless absolutely neccessary. Its not worth the pain in the ass.

They do have organs though, their skin makes for good chairs and of course dogs appreciate the kibble. So yeah, i can't really say they're useless..

Lech

They are time bomb that only hurts player. I get that they add dramatic values to the "story", but chemical interests and pyromaniacs are just newbie traps. Banish and move on.