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Сообщить о проблеме с переводом
Not sure what "stupid KI" means though
Personally I set the difficulty on what I want to create. In my last rune I did a 'from dusk till dawn' inspired tavern run. Starting scenario tavern owner, set up tomb like bar in a desert with 3 vampires. Good fun and strive to survive was just the right kind of difficulty.
Losing is fun is still my favorite, although winning is rarely on the table.
You can remove the "You" from that sentence, is too vrey hard... ╯︿╰
I thought he was referring to that speed run posted on youtube where the guy didn't build anything and just made a beeline for the spaceship and won the game.
If you are actually going to play the game I would imagine you need to atleast build something hehe.
Mind you, my primary strat will be gone with the 1.5 update, so clearly I've been exploiting things pretty heavily too. I relied on bleeding raiders that Cassandra threw at me, then kiting them until they KO'd from reduced consciousness from blood loss. This lets me quickly get psykers powered up. Psychic powers do increase the value of your colonists, but in my experience the relative power you get is much higher than other defenses. You can end up with a terrible roll on powers, but even just one psyker with Skip or Skipshield or Invisibility or Focus or Smokepop or Berkserk Pulse or something similar is enough to weigh raids in your favor really heavily. Being able to call in orbital strikes, troopers, and cataphracts also helps a ton.
I just don't feel like 100 hours is enough for the average player to be able to find and refine strats like these without relying on Randy to just give you a couple of raid free years to setup.
But to quote him: "It depends!"
You don't need killboxes at all if playing on any vanilla difficulty.
I only did it one time because one of my best pawns got lobotomized by a bullet and I was like "okay, that's it".
I think you are right. I have a many friends who have 300hrs and never even got close to finishing the game. They just build up a colony until they lose interest. But after 100hrs you should at least know about all the mechanics and finnicky microing to be able to potentially beat losing is fun if odds are in your favour on Randy. Which suprisingly happens more often than not, on the hardest setting Randy might be the easiest of the vanilla storytellers, definitely easier than cassandra.
Base defenses have ALWAYS been meticulously engineered for maximum defensive advantage, where any weakness in defense is an engineering and/or construction oversight, or a lesser-evil compromise instead of what would've been a much worse weakness.
of course its abusive if it trivializes core content
It doesn't. Killboxes don't win the game for anyone, they're just somewhat effective against regular raids