everyone knows that losing your shit is the fastest way to die in a survival situation. > I want to see _you_ survive in an environment with tattered clothes, saying a friend (or pet) dying, and yes, eating raw meat without a table.Įvidently none of the colonists were ever involved in scouting. I hope you have some reinforced barrels handy! The alternative here is to get constantly shelled by invaders because all your shit is outside. > or go digging inside mountains if you don't want bugs. (This is my same complaint with the new X-COMs, stop presenting me with shit sandwich choices all the time!) Maybe they've never worked a job where they had to do that (figuratively or literally), because it is fucking tiresome. I can't believe the amount of people that are ok for seemingly perpetual firefighting. It might be a feature but it shouldn't be. Just lob a few volleys before they get set up and they'll abandon that notion and charge you instead. Chocolate doesn't hurt either.Īrtillery was made more accurate to compensate, so it's a good defense against enemy mortor raids. They do when they're drunk & stoned :) Get a good drugs policy (auto-take on low mood & enough time between doses to avoid addictions) and you'll rarely remember that mental breaks are even a thing. Your colonists expectations are also driven by wealth for that matter. There's a lot to learn, but the game gives you lots of ways to handle challenges.Īlso raid sizes are tied largely to your colony wealth, so keeping a humble & lean base is efficient. The difficulty curve here comes from the sheer breadth of the game rather than just outright being hard. And that's without getting into psycasts. And similarly a couple pawns with shield belts and blunt weapons to get up and personal with the ranged mechanoids really neutralizes them. You can get insanity lances very early on with trading which are excellent defense against mechanoids. You trigger them, not the story teller.Īs for mechanoids, the "trick" so to speak for them is to lean into the gear utility & melee. Early.īugs never show up if you just don't expose any overhead mountain. > That and the difficulty curve skyrockets the moment mechanoids or the bugs show up, and they always show up way. It feels like the game that the creator wants and the game I want are dramatically different, and continuing to diverge. whether its sappers that magically know exactly where to dig tunnels to get around your killbox, or artillery being gimped because it was a way to punch up a few classes with regards to some of scenarios, or turrets now ignoring prisoners/slaves turned hostile. Blegh.Įdit- I also have a bone to pick with the way the creator ruthlessly works to eliminate anything that makes the game easier. And the way the creator gets about "storytelling" reminds me of how certain Hollywood directors simply can't shut up about the supposed "magic" of entertainment. I love this game but it is a frustration generator, not a story generator. (At least now I can easily turn them off without having to make my own scenario) That and the difficulty curve skyrockets the moment mechanoids or the bugs show up, and they always show up way. In this universe, the role of God - you - is to be their magical space nanny, master planner, and babysitter. They have no chill, and no decorum, and YOU the player get to clean up their messes. I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met.
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