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Viva Miriya posted:So is there any reason I should equip my melee guys with stuff other than steel/plasteel maces? I want more overall lethality even if the target's are armored but I'm ok with slightly suboptimal against armor if it means my guys will gut lightly armored/unarmored dudes. nope the stun chance on blunt weapons is nontrivially large now too so i'd go so far as to say they're optimal even in light armor situations - getting stunned in combat means you are toast approximately 100% of the time.
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# ? Oct 27, 2018 20:16 |
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# ? May 25, 2024 06:55 |
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Coolguye posted:nope Nice. Then I've done good. How about quality on the weapons? Whats the minimum you'd accept on a mace?
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# ? Oct 27, 2018 20:18 |
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Warmachine posted:figure out some ways to make "reach" weapons have a specific advantage over regular melee. (Like, can they engage earlier, forcing the enemy pawn to move super slow on the approach or something?) Make it a gun that fires invisible bullets and has a max range of 1, and also does exactly the same damage when used in melee?
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# ? Oct 27, 2018 21:01 |
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Viva Miriya posted:So is there any reason I should equip my melee guys with stuff other than steel/plasteel maces? I want more overall lethality even if the target's are armored but I'm ok with slightly suboptimal against armor if it means my guys will gut lightly armored/unarmored dudes. Uranium maces are actually better than plasteel.
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# ? Oct 27, 2018 21:03 |
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bobz0r posted:that epoe thing broke my savegame too, legs removed everywhere and bionic spines implanted in pawns eyes... im not sure where to put the patch linked on the last page, though Steam/Steamapps/common/Rimworld/Mods Then open the game, turn off the Steam version of EPOE and turn on the Folder version (cleverly marked with a folder icon).
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# ? Oct 27, 2018 21:04 |
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Kanos posted:Uranium maces are actually better than plasteel. I thought plasteel was the poo poo because of durability and attack speed? Viva Miriya fucked around with this message at 21:10 on Oct 27, 2018 |
# ? Oct 27, 2018 21:07 |
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Kanos posted:Uranium maces are actually better than plasteel. Yeah I don't think plasteel adds to blunt damage because it's actually lightweight, it does make them attack faster though afaik and it holds a better edge. Plasteel longswords can be pretty good at extreme quality levels because they can just clean cut people in half with the first swing, which is a pretty useful ability. Because it doesn't necessarily matter if your weapon does a lot of damage if it still takes two hits to the same body part to destroy it. What you're arguably doing when you improve your weapon is increasing the variety of parts it can destroy in a single hit. Lopping off a leg for example will down a pawn and take them out of the fight, so if your weapon can do that in one hit, it's a much more powerful weapon than one that can't. Very high impact weapons are therefore valuable for that reason even if their overall DPS might be lower, or they might struggle vs armoured targets. If you're fighting tribals or animals I would probably recommend a very good quality sword, though maces yes are very versatile. Viva Miriya posted:I thought plasteel was the poo poo because of durability and attack speed? It is, but uranium as you noted will make it hit harder which means your first hit is more likely to kill, negating the need for a second. Plasteel increases the lethality of edged weapons as well as their attack speed so it's a more significant upgrade for them than it is for blunt weapons, but it's still a very good material to make basically anything out of.
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# ? Oct 27, 2018 21:09 |
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I honestly just want a standardized weapon for all my melee dudes to carry that works, though the plasteel longsword analysis is intriguing for late game. Although if I'm assaulting a tribal base or taking out a manhunter pack, I'd probably have some steel or plasteel longswords in my armory.
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# ? Oct 27, 2018 21:11 |
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So yeah, the optimal configuration of hospital beds to vitals monitors basically being a swastika, I go for the slightly less-efficient, but more aesthetically pleasing 4:1. Having my hospital comprised of a few blue crosses of beds is perfect! It leaves nice gaps for furnishings too.
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# ? Oct 27, 2018 21:11 |
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Herb Dington posted:So yeah, the optimal configuration of hospital beds to vitals monitors basically being a swastika, I go for the slightly less-efficient, but more aesthetically pleasing 4:1. It doesn't look like a swastika at all, at least like this.
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# ? Oct 27, 2018 21:16 |
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I keep doing swastikas with hydroponics bays. It is an unfortunate side effect of rotational symmetry on a grid.
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# ? Oct 27, 2018 21:18 |
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Viva Miriya posted:I thought plasteel was the poo poo because of durability and attack speed? Plasteel is a trap material for maces; it actually does less damage per swing than a steel mace, though it does swing substantially faster. Uranium is a useless weapons material except for maces, where it produces the hardest-hitting-per-swing mace possible. As OwlFancier says, there are a whole lot of reasons to want big damage per swing, since outright part destruction is your primary goal. As for swords vs maces, a guy on reddit did a big nerd post with testing comparing the two best melee weapons(plasteel longsword vs uranium mace) and their use cases: https://www.reddit.com/r/RimWorld/comments/9k0kn1/dev_mode_weapon_testing_plasteel_longsword_vs/ The TLDR is that the uranium mace outperforms in the majority of situations but the plasteel longsword is actually better at killing centipedes.
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# ? Oct 27, 2018 21:24 |
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Kanos posted:Plasteel is a trap material for maces; it actually does less damage per swing than a steel mace, though it does swing substantially faster. Uranium is a useless weapons material except for maces, where it produces the hardest-hitting-per-swing mace possible. As OwlFancier says, there are a whole lot of reasons to want big damage per swing, since outright part destruction is your primary goal. This was awesome to read. I appreciate ya.
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# ? Oct 27, 2018 21:30 |
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I used to swear by EPOE, but every time I load my save, a colonist is missing a heart and goes about a day before they realize it and die. It might be time to move on
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# ? Oct 27, 2018 21:42 |
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Danaru posted:I used to swear by EPOE, but every time I load my save, a colonist is missing a heart and goes about a day before they realize it and die. It might be time to move on Scroll up in the thread, you need to download the patch. Kanos posted:Plasteel is a trap material for maces; it actually does less damage per swing than a steel mace, though it does swing substantially faster. Uranium is a useless weapons material except for maces, where it produces the hardest-hitting-per-swing mace possible. As OwlFancier says, there are a whole lot of reasons to want big damage per swing, since outright part destruction is your primary goal. The big difference for me is that uranium is pretty rare while plasteel is relatively common. If you’re looking to outfit a whole base, I’d go with plasteel swords.
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# ? Oct 27, 2018 21:49 |
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Vengarr posted:The big difference for me is that uranium is pretty rare while plasteel is relatively common. If you’re looking to outfit a whole base, I’d go with plasteel swords. This is definitely a consideration, though the tradeoff is that in vanilla plasteel has roughly a billion uses whereas uranium is used very sparingly; while you might have a lot less of it, you also need a lot less of it.
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# ? Oct 27, 2018 21:54 |
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Danaru posted:I used to swear by EPOE, but every time I load my save, a colonist is missing a heart and goes about a day before they realize it and die. It might be time to move on RBSE is better balanced anyways. Join us.
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# ? Oct 27, 2018 21:54 |
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The reason you use plasteel maces is because every swing gives you a chance to knock the person unconscious. Uranium does more damage per swing, but that just ends up killing more people. Because my altar needs to be continually watered with blood, I want Timmy Headloaf not Johnny Cleanslice.
Bhodi fucked around with this message at 22:08 on Oct 27, 2018 |
# ? Oct 27, 2018 22:05 |
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Alternatively there is this medical expansion Dunno which is better though!
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# ? Oct 27, 2018 22:11 |
Keeshhound posted:No, it means that the item effected, in this case a hospital bed can only receive the benefit from ONE vitals monitor. If you arrange your beds so that you have eight beds to one vitals monitor, all the beds (and their occupants) will receive the benefit. It's just a poorly worded way of saying that connecting eight vitals monitors to one bed won't give you a massive bonus to immunity and surgery success chance. In the same way, you can place two tool cabinets in the center of your workshop and every workbench in it will receive +12% work speed (do this, by the way, it has massive long term benefits for your economy). Oh jeez that is really unintiative. And the 8 beds is the actual physical arrangement. I've got it now. Thank you for explaining it to me.
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# ? Oct 27, 2018 22:14 |
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Vengarr posted:Scroll up in the thread, you need to download the patch. I don't need to though. Usually I amass, at most, 4 melee guys.
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# ? Oct 27, 2018 23:03 |
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Is there any reason to use hydroponics in place of green houses?
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# ? Oct 27, 2018 23:50 |
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Motherfucker posted:Is there any reason to use hydroponics in place of green houses?
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# ? Oct 28, 2018 00:04 |
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You can put hydroponics wherever you want. Such as under a mountain, but it is a lategame thing due to resource investment and it is not suitable for long growth crops such as devilstrand due to likelihood of power interruptions.
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# ? Oct 28, 2018 00:20 |
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hahahah randy turbofucked me. First a heat wave, then a Flash storm set everything on fire, destroyed all but my stockpile. I shoulda closed the vents because I could have saved one colonist but he died of heat stroke. One colonist had a catatonic breakdown, the other went wild after I sent her hunting for food and she had to consume a rabbit or some poo poo. I'm letting it play out to see what happens. Maybe I'll get a wanderer joins a colony bit and I can rebuild from the ruins? E: man in black showed up. Wild colonist just ate the last dead colonist. lmao everyone dead Viva Miriya fucked around with this message at 01:24 on Oct 28, 2018 |
# ? Oct 28, 2018 01:11 |
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I'm starting to build my spaceship, any advice on how/where to build everything or can I go with any old Mish mash and have it work?
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# ? Oct 28, 2018 01:29 |
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OwlFancier posted:You can put hydroponics wherever you want. Such as under a mountain, but it is a lategame thing due to resource investment and it is not suitable for long growth crops such as devilstrand due to likelihood of power interruptions. You also just can't grow devilstrand in hydroponics bays by default.
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# ? Oct 28, 2018 02:56 |
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Don't get EPOE or RBSE. Just switch to VBE + Scar Removal and drop all the overcomplicated bionics poo poo. The only reason to use bionics mods is to fill the gaps of the stuff you can't replace on your colonists in vanilla.
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# ? Oct 28, 2018 04:14 |
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What do I do about this? I never expected them to duplicate as much as they did. Now I'm afraid to approach that corner of the map entirely, which is a problem.
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# ? Oct 28, 2018 11:33 |
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Turn the gas on in your oven and throw a lit match inside.
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# ? Oct 28, 2018 11:36 |
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I think a collapsing rock ceiling injured one of the insects, and they decided to take it out on me. RIP Funverfor, you were doing kinda okay (I might savescum)
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# ? Oct 28, 2018 11:43 |
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The turrets exploding caused the most damage Things are still hopeless of course
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# ? Oct 28, 2018 11:48 |
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gently caress, we survived!
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# ? Oct 28, 2018 11:57 |
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nows the time to take it to them if you can or at least immure them in their nest so you can rev up the insect holocaust oven.
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# ? Oct 28, 2018 12:00 |
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I'm waiting for the Hardcore SK mega mod to update to version 1.0 before hopping on it since I'm addicted to that madness difficulty. Any other mega mod that breaks everything i can try out in the meanwhile?
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# ? Oct 28, 2018 12:19 |
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Motherfucker posted:nows the time to take it to them if you can or at least immure them in their nest so you can rev up the insect holocaust oven. Yeah you're not going to get another chance to clean that nest out so you better do it right now before it has time to poop out another swarm.
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# ? Oct 28, 2018 14:41 |
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Back to hospital chat. I make individual rooms so my patients don't get woken up during feeding and treatment. I have switches that turn on or off power to each room before they get treated.
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# ? Oct 28, 2018 14:48 |
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Jay Rust posted:
Go and finish the hives off before they repopulate!!! fixing things can wait!!
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# ? Oct 28, 2018 15:25 |
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Keeshhound posted:You also just can't grow devilstrand in hydroponics bays by default. Oh, then that's a good thing, because yes it's a trap option.
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# ? Oct 28, 2018 15:47 |
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# ? May 25, 2024 06:55 |
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why do my idiot colonists keep putting stone chunks in doors
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# ? Oct 28, 2018 15:53 |