![]() It is possible to force an early barrel replacement by right clicking and prioritizing the job. There is a new heavy turret that is 2x2 with I think an 11 tile minimum range but something like 40 or 50 tiles maximum, it does a ton of damage but the barrel only lasts for 100 shots and requires 200 (!) steel to be replaced. The barrel lasts for 120 shots (that's individual rounds, not bursts) and then has to be replaced for 60 steel. Turrets are still good but they will annihilate your steel reserves in the current build. the only question i have is if you can force a new barrel in before it is strictly speaking required, so you can change barrels after every raid rather than risking them breaking down during. Yeah turrets requiring new barrels doesn't change my love for them in the absolute slightest. I like that joy change, and aw, I hope those two live happily. Going to have send out some caravans.Īlso, negging is not the only way to find love on the Rim. you guessed it, requires a multi-analyzer. Advanced components are made at the fabrication bench, the research for which. Main problem currently: multi-analyzers now require 2x advanced components (in addition to the gold and other stuff). I've finally gotten a surplus of steel so I'll plop down some turrets and see how often barrel changes are required. You can't just plop down a horseshoe pin and be done with it, you need at least a couple different kinds of entertainment or pawns will spend all day forcing themselves to play horseshoes and barely getting any entertainment out of it. One big thing I forgot to mention before: pawns get a tolerance for particular kinds of recreation now. Tynan can't design a game to save his life, thank God he can delegate it to the community ![]() It seems like combat is back to immensely favoring tiny animals, so the mad rat or squirrel is terrifyingly dangerous again So ends the tale of carpenter's cliff, overrun by a medieval warband after foolishly taking in a refugee. Not saying this to discount your tactic of kiting stuff, yes that works, just fyi.Į: although now that I think of it that's a dire nerf for melee heavy coloniesįlesh Forge fucked around with this message at 17:50 on Jun 18, 2018 guns and bows still shoot, grenades still throw. OwlFancier fucked around with this message at 17:20 on Jun 18, 2018Īlso new in this rev: ranged attacks are not automatically stopped buy a guy in melee with them. Or I guess if they outnumber you so much that you can't bring enough firepower against them to kill them before your guys starve to death.īut a pure grenadier group against a colony without much to defend is far from the worst threat, because it's one that you should be able to evade injury from entirely if you play it well. The main threats with raids is when they go after your base and not your skirmishers, or if they outrange you sufficiently that you can't skirmish them, or if they're significantly faster than your skirmishers. The main risk is that you lose structures or they start a big fire. You'll have to kite them around like hell but, well, they have to stop and throw, which shouldn't be able to hit a pawn moving away from them.Īs I said if they mixed a real gun in there it'd be poo poo because that would make it much much harder, but 3 bows should be able to kite them around for days and pepper them to death. Really? Because they shouldn't be able to hit you with the grenades if you don't let them. It is a powerful visual metaphor for my posting.
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