RimWorld
which difficulty is the max u guys can "win" without abusing throught killbox or stupid KI?
Hey, just finished my last run and wanted to know what is the max u guys win the game. For me it´s "Strive to survive " and i dont know what i do wrong :D
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most of the time the thing that wipes bases are just the 'cheap' ways the game ruins your run. heart attack on your only doctor into desease month, insult spiral where feeling insulted spreads faster than covid, neanderthal on first raid on naked brutality, etc.

Not sure what "stupid KI" means though
Losing is fun on vanilla is probably doable for anyone with 100+ hrs of rimworld playing time. Ultimately it comes down luck on how events unfold. If the wrong colonists are taken out from hard hitting diseases there's nothing you can do.

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.
Strive to survive. Anything higher, and control of the run starts slipping after awhile ~ the early-game planning begins unraveling, and the pawns I picked stop sufficing.

Losing is fun is still my favorite, although winning is rarely on the table.
Автор сообщения: Ishivas
You can complete the game on Losing is Fun 500% without building walls, using pre-existing structures or digging into a mountain.
I've only seen Adam Vs Everything pull that one off. He's known for those challenge runs though; and he's just insane at the game.

You can remove the "You" from that sentence, is too vrey hard... ╯︿╰
Отредактировано TwisterCat; 10 апр. 2024 г. в 1:01
Автор сообщения: TwisterCat
Автор сообщения: Ishivas
You can complete the game on Losing is Fun 500% without building walls, using pre-existing structures or digging into a mountain.
I've only seen Adam Vs Everything pull that one off. He's known for those challenge runs though; and he's just insane at the game.

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.
Автор сообщения: Cobretti
Автор сообщения: TwisterCat
I've only seen Adam Vs Everything pull that one off. He's known for those challenge runs though; and he's just insane at the game.

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.
No, Adam vs Everything made a run on "losing is fun" 500% without any walls, rooms, etc. But he is just insane when it's about these challenge runs. Melee only, bow only. Fun to watch, but not really something a "normal" player - one who doesn't have 6000 hours in Rimworld since it's their main job - could realistically accomplish.
Автор сообщения: I am a girl btw
Losing is fun on vanilla is probably doable for anyone with 100+ hrs of rimworld playing time.
While play time isn't a great metric to determine player skill or how sweaty they're willing to be, I'm not sure 100 hours is enough to have refined a strat necessary to consistently clear higher difficulties without tools like killboxes.

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.
Adam vs Everything is crazy. Interestingly, recently he said that his no-killbox strategy might be better early and mid game than using a killbox - and it works late game as well.
But to quote him: "It depends!"
Losing is fun
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".
Автор сообщения: HunterSilver
Автор сообщения: I am a girl btw
Losing is fun on vanilla is probably doable for anyone with 100+ hrs of rimworld playing time.
While play time isn't a great metric to determine player skill or how sweaty they're willing to be, I'm not sure 100 hours is enough to have refined a strat necessary to consistently clear higher difficulties without tools like killboxes.

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.

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.
Отредактировано I am a girl btw; 10 апр. 2024 г. в 3:31
With biotech right now you can just create thru grow vats killing machine germline nothin can stop it. So yeah kill boxes is intiristing but annoying to build, but genetic selection of vat grown children is madnes itself.
Автор сообщения: Lord Cumquad
as a reference to one. Like the very thin staircases so multiple troops couldn't climb it? so it was easy pickings for defenders?
To pile on to this, stairs in towers always went up in the same, decided direction. So a normal, right-handed attacker will awkwardly swing their weapons with a wall catching their hand/weapon, while defenders have more open space to swing.

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.
Автор сообщения: Garatgh Deloi
Just going to mentioned that using killboxes is not abusing anything. According to the Devs themselves the game is designed for you to use killboxes.

of course its abusive if it trivializes core content
Автор сообщения: Balm
Автор сообщения: Garatgh Deloi
Just going to mentioned that using killboxes is not abusing anything. According to the Devs themselves the game is designed for you to use killboxes.

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
I don't think I ever won. But that's because I don't want to. All my colonies end the same way. With a last stand. I've managed to get everything I set out to do on Randy, max difficulty with a very, let's say amateurish killbox. Then I just kind of stopped trying to replenish my colony numbers and skipped to the next raid. I still healed my rimlets, added cybernetic enhancements where it was needed, rebuilt traps and all that. Eventually I got overrun and that was that.
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Дата создания: 8 апр. 2024 г. в 14:42
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