RimWorld

RimWorld

Dire Nov 14, 2017 @ 2:18pm
In your opinion are steel/plasteel deadfall traps too OP?
Now that I think about it raiders shouldn't be retreating before they get inside your colony.
Last edited by Dire; Nov 14, 2017 @ 2:22pm
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Showing 1-5 of 5 comments
bwc153 Nov 14, 2017 @ 2:35pm 
That's less of an issue of the deadfall traps being OP than killboxes being OP.
Stormsong Nov 14, 2017 @ 2:49pm 
Personally, I think they're a bit too reliable, I have less issue with the damage they deal. Somewhere between 50-70% successful trigger rate there is a magic number that I feel would be fair. If that is already the rate, I don't remember off the top of my head, then maybe it needs to be a bit lower. In my own experience, if a target humanoid or larger steps on a deadfall, it goes off. There is no maybe. It goes: human+ sized target steps on trap, trap goes off and deals its full force, end of interaction.

Excluding killboxes, a beast all its own and a tactic I don't personally use and so cannot really give an informed opinion on, defensive options outside of traps all involve just a touch of luck. It gives me this feeling of a base whose security is made of machinery hodge-podged into just above barely working order. Reinforced with some shiny bits from established worlds and maybe the occasional intact future weapon that you give to the resident BAMF. At least for the early game and part of mid game, this is true. And I find that phase the most interesting. Traps, given as one of a few early game options, hell STARTING options even for tribespeople, don't fit in with the rest of their peers (early defense systems). Moving them farther down the research line would feel weird too. It's a big bladed mousetrap. I know that's just the minimal artist rendition and it could be SOMEWHAT more complicated, but honestly I think that's pretty dead on.

So, I think there needs to be a chance (or larger if one exists now) where they just don't fire on human+ targets.

That's where I sit.
Last edited by Stormsong; Nov 14, 2017 @ 2:51pm
Ashardalon Nov 14, 2017 @ 2:53pm 
why would raiders overcommit? if they dont have the numbers for the final charge they shouldnt do the final charge
and no, deadfall traps are slow to reset, expensive and if they get destroied they lose a lot of those resourses and triggered traps are often attacked breaking them
they are also risky for your own people and traders
personally i prefer stone traps, for safety reasons, but either way its a big investment and they should pay off

also consecutive raids remember their placement making them less reliable over time
Last edited by Ashardalon; Nov 14, 2017 @ 2:55pm
Jelly Nov 14, 2017 @ 3:55pm 
^indeed
ministrog Nov 14, 2017 @ 9:02pm 
Trigger rate is also customisable in the scenario editor. @topic, I sometimes turn up the damage and trigger rate.
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Date Posted: Nov 14, 2017 @ 2:18pm
Posts: 5