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Glad I could help! Bunch of great mods out there. Have fun!
You WANT to train them in live combat so you can get their Precision up, because you want someone learning to shoot in melee to be firing a plinker, not a 50-cal. Hand someone with insanely high Crossbow skill a Ranger and some bolts, and the idiot can quite likely and single-handedly murder your entire front line.
Training them in basic combat first also allows them basic incompetancy when furball ends up coming to close quarters.
You get experience when you reload, when you miss, when you hit your friends and of course when you hit the enemies, as result in my curent team my melee guys have skills in the 30-40ies my 2 ranged ones have theirs in the 70ies.
Perception helps quite a lot (as well as finding soon a good xbow), and a way to fast train percpetion is using turrrets, even ones not owned by you, a nice place are for example slavers' camps, that have relatively unskilled guards and low in numbers.
Example, 5 skimmers attack a slave camp, a couple will get through the gate to target the guys on the turrets, there you step in with your dude and man it yourself (as otherwise as soon as the Skimmer is dead it will be manned again by the guards).
Now you have access to a nicely defended turret, which has a good range and with which you can aggro not just Skimmers but also Rebel Farmers or Sand Ninjas. who will be usually outside ot the guards' range.
Worth noting this is of course a bit cheesing the game, and it actually happened to me the first time randomly, one of my guys instead of engaging in melee with Skimmers ran up the ramps and manned a turret left empty, but is not even mandatory, like I said as long as you have "tanks" training ranged combat is the fastest.
That was one of THE stupidest things the Dev ever could have done, was splitting "Friendly Fire Avoidance" and "Skill" It used to be that the higher skill you had with the bow, the less likely you were to hit allies. I have no idea what possessed them to make this change.
It's not stupid, it's meant to introduce an actual progression and a reason to favor OWB over Eagle's Cross.
That simply means if you give an Eagle's Cross to a scrub they're gonna cripple your squaddies in melee.
There are other reasons why you'd want to start with toothpick or ranger (degree and reload time) but the split between two skills cements the design.
Your answer doesn't defend their decision, and also doesn't address my point.
I'll try to clarify though, just in case we're not on the same page, or if I botched my point somewhere.
The game used to have Ranged Skill. It controlled your rate of fire and accuracy. As you got better with the Turrets, your accuracy obviously got better, as did rate of fire. The chance of friendly fire also decreased as the skill progressed.
There isn't a good reason for them to split that skill and now FORCE you to shoot your allies in order to "Learn not to shoot your allies", since you already would be learning NOT to do that as you were learning to be more accurate with your fire in the first place. All it does is add another pointless grind to an already grind heavy game for the sake of punishing those who don't micromanage their troops in the fight.
To be very clear, I DO agree, to a point, with the decision to split TURRETS and CROSSBOWS, that's understandable. But not the "Friendly Fire Avoidance". It was already well covered by the existing skill.
This mod has dummies that train crossbow skill and friendly fire skill. As well as every skill/str/dex ect in the game up to 70.
You have to research all other dummies though and if your too impatient for that you can buy the tech at The Hub for ungodly amounts of cash.
Kenshi is great. Love that it doesnt hold your hand. But its so hard to get into. You spend your early game struggling. And mid game when you decide to train a posse together its like early game all over again as you now train several noobs up. It takes so long to get anything done.
Having this late game tech so that noobies can train safely under your supervision at a base is a god send. You can decide for yourself what lvl you want to stop using these if 70 seems too OP. Train time is set to normal so you can go from lvl 1-20 fast but it takes a while to get from 50-60
I'm still waiting for the dev to release the official "Dojo Training" that we were supposed to get at or near release. They were trying to address that very issue. Only time will tell if they actually bother to do it though.
No mods for me though.
Unfortunate. I hope it is fixed in their (Promised) post release support and DLC.
Don't know if that's sarcasm or not, but according to their new roadmap they're done adding stuff to Kenshi, saying that the engine can't handle anything more (even though there are mods that add on to the stuff they've put in the game just fine) and all they're doing is bug squashing till early 2019 and then they're leaving the game dead in the water, just in case you didn't know.
https://steamcommunity.com/app/233860/discussions/0/3561682880000589131/ <- Link to the Dev saying they're done with Kenshi.