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You have done nothing to dissuade me from my opinion. That is a lot of resources dumped into early game defense that in my experience might stop raider waves 4 and 5 and nothing else. You also have the issue of a single sniper or mechanoid being able to wipe out that entire contraption from outside of turret range.
That really doesn't need to happen, and if it does there would likely be just as easy a way to exploit it. IE dummy batteries and wires. "AI" is currently a myth, it's always going to be dumb, it's always going to have easily exploitable patterns. I am happy with the current level of challenge with the AI, it depends on overwelming numbers instead of intelligent tactics which I find satisfying.
I was just illustrating that a well constructed layout of turrets can be very effective. Once upgraded to plasteel and base perimeter at the outermost range of the turrets has been fitted out with plasteel deadfall traps at the entry points, this layout will remain effective all of the way to the end game.
At least as far as Cassandra Intense, in my experience.
I should stress that as effective as they are, my best defense will always be my mobile colonists themselves with appropriate weapon loadout for whatever the threat. So, in the case of snipers or mechanoids, I wouldn't just sit there and watch them disable the turrets. The turrets would become decoys in that situation and my mobile force would be better able to eradicate them.
But the improvised sentry turrets are actually far too weak mid game, not too strong.
More depth to the turret research tree would make it a lot easier to balance them all of course. (Like those turret mods add nicely)
sappers were added a long time ago to try and tunnel into your base, someone else pointed it out, you can create dummy systems to trick those with varying degress of success.
also, how would an enemy magically know your base's weakpoints if it's not a return visit? maybe they never made it inside or near your power generation.
turrets alone are not op, yes.
they cant kill a 50+ manhunterpack alone.
but this is never what the op said.
most people dont even get the point.
it is about turrets + pawns behind using turrets as dmg shield/dmg sponge.
instead of your pawns taking dmg you just sacrifice 2-3 turrets each raid (40-50 tribals +) and killl everything from beind it with your soldiers.
instead of your pawns missing an eye, a limb or headhsot to the brain, noo only the towers take dmg , cause of AI/aggro abusage and you only lose some metal.
rebuild it wait for next attack.
thats how they are used atm:
as aggro towers that take dmg instead of your pawns, not as dmg dealing towers that can kill enemies alone. lul
:D
you know, there's these things called mods that actually do a lot of what he wants anyway? might be time to look into it.
edit: srs, if you would have read all, you would know that i play with no turrets at all cause it is more fun to micro in urban warfare.
so recommending me a mod for "manned" towers that need ammunition is not the best thing to do. :D
You can achieve the same thing with a bunch of chicks. You will literally have replaced them before the raid is over, and you can still butcher the corpses for nuggets.
carefully thought out planning always wins in rimworld if executed properly, stop crying about it.
yeah ::D many ways of doing stuff.
but you have to do much more work for this then just click on turret, click on ground.
you have to setup zones, need to use the animal tab etc..
insulting me, nice job dude! dont seem to be that smart either (pun intended)
read the first post from the op again. he has adifferent name than me. thats not my suggestions at all!
i just repeated them to you, cause you said that i should check them out in the workshop.
but thats not my style to play.
my suggestion was just about making them double the price, but if you would have read the whole thread carefully, you would have known.
crying LUL
The rounds idea for the turrets is interesting, but their relatively low damage output coupled with limited ammunition would make them entirely useless. At the moment, they fill a nice niche for beginning to mid, but I don't think anyone is relying on them come year 5+. Further, with the addition of ammunition, we're now adding another micro/macro item for all ranged colonists, which could very well make early/mid game survivability a headache, at least.
In much the same way, a ranged debuff from sandbags also must go both ways, which makes sandbags suddenly pointless, as no one is going to sacrifice accuracy for longevity. They cancel each other out, so you're just dropping steel for funsies at that point.
Perhaps a central control for all turrets within a 10*10 area that one pawn controls. I could understand that so there are further requirements I guess. But by and far, it's pawns with tech that saves from a raid in late game. Turrets are little more than a resource dump at a certain wealth stage.
Everyone here is aware of using turrets as dummies, and most of us mentioned it. Nobody has missed the point. In fact of all the turret strategies I can think of, standing behind a turret is the worst one. There will be stray bullets that can hit you, and the turret is going to explode. Enemies are going to target the turrets first regardless of where your colonists are, so you place the turret in one location and have your colonists stand somewhere else away from the danger and just take free shots. That's not OP because it's a ridiculous waste of resources. Turrets die very fast, you lose a lot of the resource put into them, you are basically paying a large cost in steel every single raid, and against tribals you get almost nothing back unless you get lucky with a gold club or something.
Try this instead, equip a melee character with a shield, have them stand in a door with a sandbag in front of it, have 2-3 ranged characters behind them. When the shield gets low retreat back behind the door until it recharges. Have multiples of these set up. It's essentially the same thing you and the OP are suggesting but you lose no resources.