[1.0.1973] poison/psychic ships

Started by Pizza Mode, July 23, 2018, 11:39:00 PM

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Pizza Mode

So in one of my playthroughs in 1.0, I have a psychic ship that releases an ungodly amount of mechanoids. I'm about 3 years in, ~400k wealth, and playing with randy hard. Randy keeps me on my toes and sends some fairly difficult raids (I'd say I get 15-25 people per raid atm) and yet, this single psychic ship has EVEN MORE MECHANOIDS than that. I'm not playing with killboxes, just some turrets out front of my base (I'm in a flat jungle) and this psychic ship is literally impossible to deal with. I expect maybe 2 worms with some other mechanoids, but no fewer than 4 worms (with the best weapons on at least 1/2 of them) and a dozen or more other mechanoids pop out when I attack this thing, and it's completely out of proportion with any other threats I've faced in 1.0. I haven't gone back to that game in a few days now, but when I do I'll probably just dev-mode that ship away, because I would have to build multiple autocannons/sniper turrets just to kill the mechanoids from the ship, and even then I'd take some casualties anyways.

Illusion Distort

#1
Randy on max will sometimes roll a 20 so to say.
That means that threat points will basically crit and he can make huge raids that would be imposible at any other diffuculty.
It's not really unbalanced, seeing as randy often is meant to end games with his huge unfair raids, that's what he is made for.

Edit:
Im 338 days in (5,5 years) and i currently only have 153 666 wealth(yes, i am satan). So if you have considerably more wealth that what i can muster, i can only assume you should be able to have multiple sniper turrets, balancing the difficulty (i currently have 8 ).8)

Pizza Mode

#2
Ahh Randy 'crit-threats' would certainly explain it, because it's a ridiculously tough threat compared to what I've gotten so far in this playthrough, and it absolutely blows away anything I got at similar points in b18. My problem is that I didn't build heavy defenses (because I haven't needed heavy defenses yet) and now I don't have time to build them to deal with this sudden immense threat. Even if I did build beefy defenses, they would not be at the right place in order to deal with the psychic ship. I think it's fair to send really beefy raids, but the psychic ship is just really OP because it will destroy my colony if I don't deal with it, but also if I do. In comparison, I had one of the new raids a few days earlier in-game, which I found really cool. A group of mechanoids fall in drop-pods and zerg rush your base. Now the zerg-rush had a lot of mechanoids (at least 20), but since they land all over the map and just rush in as they fall it felt fair. Meanwhile, the relative strength of this psychic ship is far greater than that entire zerg rush, but I have to deal with them all at once which feels very unfair. I wouldn't mind facing a grave threat, but from a psychic ship it just feels really unfair, because I can't take the time to prepare without my entire colony going crazy & losing the manpower to deal with the threat. It's a catch-22 rather than an apocalyptic end to the colony, which doesn't feel very satisfying.

I've just left that playthrough sitting for a while now, but I'll load it up and try what I can to see if I even stand a chance. No time/resources for a heavy turret array, but maybe I can funnel the mechs into a killbox, but I don't really like the killbox strats (I like defensive lines, but the killbox style is more gimmicky and for messing around with crimes against humanity imo), and this threat absolutely punishes me for not having a powerful killbox, which is why I view it as a bug and not a feature.

Edit: scratch that wealth figure, I actually have half that, 200,000 wealth.

Pizza Mode

#3
A bloody f***ing battle, and many lives were lost, but the mech army was narrowly destroyed without heavy turrets, and while simultaneously having a prison break. Then 9 yorkies joined up as my reward. Funnily enough a drop-pod raid hit me right before I fought the mechs, but it was extremely easy in comparison.

Edit for TL;DR: So in conclusion I've been finding poison/psychic ships to be way too strong in comparison to other threats. I've awoken insects with deep drills, had an infestation, had mechs from a mech hive droppod on my head, had sapper raids & droppod raids, animal attacks, and all of them are very weak in comparison to the poison/psychic ships. I think many of these threats should be buffed up moderately while the poison/psychic ships should be nerfed down moderately.

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