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You mean forcing nuclear. If you don't want solar to be Godly how about meters again. They brings them back in line.
But that would ruin their horrible space changes that made space so easy it silly. So they want challenges in power. But no challenge what so ever in space.
Shouldn't space be the hardest thing you do? Being the whole DLC is designed around it? You don't design a whole DLC around super easy content in a game that suppose to make you make things to over come what you don't have. Not give it to you on a silver platter.
That's real game balance there in the DLC. And they keep wondering why it's getting mixed reviews. It's the head scratching changing. Like make space easier to the point it's not a challenge what so ever. Then make food storage a royal pain in the butt. Give you solar panels then make them no option at all. Why even have them anymore they are going to design them to not be worthless. Slugs for power. Yet another totally worthless thing added to the DLC. Why? They aren't worth the time. They are almost not even worth the time to kill. Being they made making food so easy now it stupid.
It one after the other. Devs don't want over powered solar darn easy to fix with meters. But we can't do they that makes space harder. Can't have that. So make solar panels worthless. Really?
I don't see and challenge what so ever in the DLC. So tell me why it's worth 1 penny to buy? Everything it handed to you in perfect order with almost to challenge what so ever. It sad what the DLC has become.
If you don't think that you can beat the game in one session then the only solution is to wait for 170s after the meteor scanner stops detecting meteors (meteors might be detected 200s before impact which means that you might have 170s of non-detection leading up to a meteor shower) which makes them useless.
Tweaking values is a terrible solution but that is the best you can hope for from Klei.
1) Solar panels were OP in the DLC to begin with, no effort:maximum output. In the DLC you are supposed to be faced with different challenges depending on what planet you settle. Its a bit like in real life, the further out in the solar system you go, the less power solar panels provide.
Nuclear is your main power source but also has its own inherent problems, cheif amongst them, the long setup time and resource proccessing. (beeta vs building)
Solar is a supplemental power, not your mainstay long-term source which it was early on in the DLC.
Slugs are also a supplemental power source you can engineer into your power grid to get some extra free juice for no input really.
2) Food spoling was also absolutely OP, food does not work like that in real life (and this game is supposed to mimic real life to an extent.) Store 20 million calories in a bit of co2 with absolutely no downside what so ever? lol pfff
3) Meteors was/is not a good solution in my eyes, with meteors flying everywhere it puts a heavy damper on when you can launch rockets, which the DLC was all about. In the vanilla game it was not that big of a problem because you could just throw more power and petrol at it.
You seem to be very angry that the game is changing into something new and now the changes has made all your OP perfect solutions, imperfect. The game was broken to begin with, absolutely broken, it had 1 solution to fix everything: Petrol.
Petrol food source.
Petrol power source.
Petrol cooling.
Petrol water.
Everything ran off petrol and every single other option was sub-par and a worthless waste of time because petrol could give you absolutely everything in unlimited amounts.
The DLC is a work in progress and changes will be made as the game matures, you accepted this when/if you bought the DLC, it said so right on the box.
380x50 = 19000, /2 (for the downtime and door opening time) = 9.5kw power at peak, or 4.75kw on average over a cycle.
Now each panel produces roughly 235w at peak power, overlap is not feasable, so only 30 or so solar panels are needed.
235x30 = 7050w power at peak, or 3.525mw On average over a cycle, with no worries about powering the doors, nonstandard meteor shower times, or cleaning the regiloth to prevent overheating/blocking the panels (which is another issue we don't have in the dlc, and further possible power loss not factored in above)
on other planetoids, solar still works as well as the old system, with no loss of time due to meteor showers anywhere but on the regiloth planetoid. Thus, they make 380w, overlapped. 100% of the time. You don't have the width your starting rock has, but solar, panel for panel, is far more powerful there, and, since you begin at the space biome on those areas, is the go-to for initial power setups.
So we sacrifice 1.25mw of power, on average, over a cycle, on our main planetiod(s) in order to have a much easier setup, more power on later planetiods, and not have to deal with the annoying meteor shower detection system? All for as much power as 2 natural gas burners make? I'm happy with that change. Solar was completely OP before it.
As to other issues: Shove voles + Pacu makes infinite food, pre DLC OR Post DLC. That didn't change. now you just make what you need until you get petroleum, then set up an aquatuner cooling loop with your Co2 room, set at -30C. Instant deep freeze for all your food, Co2 is still sterile, so the combo gives you back your infinite food storage, all with the same setup used to cool bases, industrial areas, or make liquid ox/hyd with... what player got to space in the base game without knowing how to do that.
Petrol is god: Yep.. no change there. Lack of petrol other places may force other solutions, but petrol is still god where you can get it (or ship it to).
Everything being easy: Once you have mastered it, sure. that is the nature of the game. But try setting up a nuclear reactor for the first time without any guides or you-tube videos... there are plenty of "hard" things in this game, but once you know how to properly do them, none of them are actually that "hard".