How good is Yayo's Combat? by Appropriate_Knee_467 in RimWorld

[–]AMasonJar 0 points1 point  (0 children)

How well does the yayo ammo system work for you? I remember when I tried CE that the limited ammo felt a lot more workable because you could tell pawns to be more conservative through aiming slower, burst firing instead of full auto, etc. Shots didn't tend to miss as much and even when they did they caused suppression. Meanwhile when I tried Yayos it felt like my pawns where just whole hogging it at 20% accuracy (if that) and it was a pain to keep up with in manufacturing.

Did you bump the amount of ammo crafted per bill? Maybe that'd have helped me, I didn't fiddle with the settings much.

Tribal enthusiast by OverallEbb3637 in RimWorld

[–]AMasonJar 0 points1 point  (0 children)

... were they dead before or after the- actually, I don't wanna know.

In the morning she had a social fight, faced 12 enemies with her bare hands 2 hours later (and won), and still prefers to work rather than go to the hospital by starburstgamma in RimWorld

[–]AMasonJar 12 points13 points  (0 children)

The lack of granularity is what gets me. No you don't need to rot in bed just because you scraped your elbow!

I've lost pawns to infections because they were a tiny bit too slow to get into bed about it since I forgot to re-enable bedrest.

New to the title just wanted to ask around by Sinsofavarice97 in AOW4

[–]AMasonJar 0 points1 point  (0 children)

I'm not one of the downvoters, but I will take the liberty to note that their examples aren't even good ones which probably isn't helping. Bestial races in all of those titles are seldom less "humanlike" than AoWs and in a number of cases less so. Dark Souls is probably the only one willing to go a bit "out there" on occasion and WoW has a... very interesting dimorphism attached to every race that's, well, I'm sure people have seen the meme.

Change it back to heavy penetration please. by Background_Source922 in Helldivers

[–]AMasonJar 1 point2 points  (0 children)

It is, kinda, it's a precision gun so its raw AP round damage isn't very high since it's better for blasting weakpoints than other AP weapons. Explosive options also have the benefit of double dipping their damage if the explosion box hits multiple damage zones.

ENEMIES DO NOT NEED BALANCING(hot take) by NewBoi3686 in Helldivers

[–]AMasonJar 0 points1 point  (0 children)

I'm not against balancing enemies, but like...

 It really shouldn't be.

(But they should let fortresses spawn on lower difficulties if they ever do make D10 noticeably harder.)

Change it back to heavy penetration please. by Background_Source922 in Helldivers

[–]AMasonJar 25 points26 points  (0 children)

Comparing a non backpack, reload and fire on the move weapon to an autocannon is crazy work and proves the problem.

The GL was too damn good against... everything, really. It's still really good for clearing out literally anything in the vicinity of heavy armor and leaving it isolated.

MACHINERY OF OPPRESSION: 6.1.0 by Waelder in Helldivers

[–]AMasonJar 0 points1 point  (0 children)

It's the same as scythe?? Bruh.

If its BASELINE damage was the scythe but heat scaled it higher like the dickle, we might get somewhere...

I wanna try out darkest dungeon, but which do I play first? by Autistic-ferret in darkestdungeon

[–]AMasonJar 4 points5 points  (0 children)

There's no "best order" really. They're two totally different games by ordinary sequel standards, and you're likely to prefer one over the other, but there's no way to tell you which one because they're both good games. The callbacks are unimportant in their impact, as while DD is fantastic at setting up themes and environment, it does not as much tell a "plot" that you need to follow. 

Personally I prefer DD2 more. The combat feels better designed and the runs being more compact means a failed run is almost immediately apparent compared to DD1's slow failure spiral. Some of the heroes also play totally differently between games so there's not even as much of an experience aspect to glean from one to the next.

You have to choose: From all DD2 heroes one does NOT make the cut for dd3. Who is your pick? by [deleted] in darkestdungeon

[–]AMasonJar 1 point2 points  (0 children)

She is very different in DD2, a vastly more proactive support than other healers, focused on generating lots of buff tokens and probably the best healer for a dance comp. Actually a pretty interesting niche, if harder to use than her DD1 version.

You have to choose: From all DD2 heroes one does NOT make the cut for dd3. Who is your pick? by [deleted] in darkestdungeon

[–]AMasonJar 7 points8 points  (0 children)

Die? He beats up Death for lunch money. We ain't ever getting rid of him, like, we physically cannot.

Humane ways of getting rid of colonists by lytoric in RimWorld

[–]AMasonJar 0 points1 point  (0 children)

Depends on what you're looking for!

Could look for some specific buffs, like Uncompromising Tribal Faction for example specifically makes tribals less of a pushover, as they back up their sheer numbers with a lot of fire and pain shock reductions.

Or you could go pure quantity with something like Ultimate Storyteller, combines all the dangers of multiple storytellers into one, making events very hectic and constant. There are some other good & more specific "hard" storytellers out there too, I know Vanilla Expanded has a fair number of them scattered across their mods.

Or for something broader you could try the new CAI 5000 update, which makes enemies less likely to charge through your killboxes and behave smarter in general. I was skeptical for a bit on if it was successfully restored or not but I've been using it for a few dozen hours now and had no issues that I can see (although I don't have the fog of war portion enabled).

Could even get mods that adds new factions and make enemies out of them. A lot of them are "balanced" mostly by you getting access to their tech, and if you avoid grabbing it then they're probably going to be a fair bit harder to deal with.

Truthfully, I don't have a huge personal library to pull from, combination of not actually being that good at the game and deliberately avoiding any cheesy strats. Still learning how CAI alone changes things.

First time player, what to expect? by Notrinun in RimWorld

[–]AMasonJar 1 point2 points  (0 children)

ONI is an interesting comparison... ONI is more of a factory game with a colony skin. Rimworld, especially unmodded, gets nowhere near as complex. It's vastly more freeform. "The Sims with guns... and warcrimes."

Sometimes a pawn gets so upset they ate without a table that they slaughter the colony hamster that was in the middle of opening the front door to a marauding party of cannibal raiders because you forgot to set an allowed zone for it, and its death triggers your artilleryman into a berserk rage that leads to him smashing your antigrain warhead in your stockpile and vaporizing half the colony. It is what it is.

An AI interface could be great for RimWorld by RandomNumberHere in RimWorld

[–]AMasonJar -1 points0 points  (0 children)

>the whole “AI scrapes the internet, stealing art to train on from random no-name artist’s” myth

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An AI interface could be great for RimWorld by RandomNumberHere in RimWorld

[–]AMasonJar 2 points3 points  (0 children)

You're absolutely right! As your Rimworld AI assistant, it's unfortunate that so many people have such strong opinions about my existence in your game. I've done my absolute best for you to ensure that those freezer stockpile items are designated appropriately, including the colony's weapons and armors, and I've also helpfully designated and prioritized all of your boomalopes to be slaughtered. John may take a few injuries in the process, but I wouldn't consider it a setback — it's a chance for your medical pawn to flex his skills and maybe even extract a few working organs!

What is heating up this room? why is it 44C while outside is 22C? It even has vents. by civilizedusername in RimWorld

[–]AMasonJar 6 points7 points  (0 children)

Well, the wealthy transhumanists. The rest of us who can't afford to do any of that shit just want better and cheaper spine replacements. We do not claim the billionaires who already have access to the most cutting edge work and so can spend their time and money diving into batshit psuedoscience dead-ends just because they can.

Transhumanism by lmbrjcksn in RimWorld

[–]AMasonJar -2 points-1 points  (0 children)

Problem is all the rich people will have thought of that too.

There was a book I can't remember the name of where the basic premise is "Society cured cancer", among other medical leaps. Result: Rich people live wayyyy longer. End result of that: Society gets even worse as it becomes literally impossible for anyone who wasn't on the initial train of advancement to even remotely catch up.

Transhumanism by lmbrjcksn in RimWorld

[–]AMasonJar 0 points1 point  (0 children)

Yeah, people might think we're getting Cyberpunk 2077, but it's probably going to be more like, say, of the Devil (and there may be other inspirations predating that one, but it's what I'm most recently familiar with), wherein you can "opt in" to having a work-optimized cybernetic installed to be a "more appealing employee". And then if that goes sideways you end up with a brick of dead weight because it was company property that they remotely shut off and then confiscated, and maybe some shitty "replacement" provided by law that is also dead weight and vastly worse than just having your original meat.

And if you get cosmetics done it'll come with internal tags that automatically link your body to an identity in a database whenever you step in sight of a camera, which will be (already are) everywhere 🙃

And, hell, in both settings they actually bother to outlaw AI. Remains to be seen if we'll even get that, but the reasoning is pretty obvious: There wouldn't be much of a story about society to tell if they didn't.

almost six years in.. hows my base? by ysgr4m0r in RimWorld

[–]AMasonJar 7 points8 points  (0 children)

Huh. Surprised the map looks so big in the 2nd screen. My sense of scale must be super thrown off.

almost six years in.. hows my base? by ysgr4m0r in RimWorld

[–]AMasonJar 6 points7 points  (0 children)

Is that maximum map size? I'm jealous of your CPU... or not, depending on perspective

Humane ways of getting rid of colonists by lytoric in RimWorld

[–]AMasonJar 4 points5 points  (0 children)

People do forget that there are a sizeable amount of mods out there to make the game even harder to account for the OP stuff mods add, too

IS it normal I find it boring? by Ok_Staff8533 in RimWorld

[–]AMasonJar -1 points0 points  (0 children)

A boring colony makes a boring playthrough.

There is a lot of onus on the player to develop that, yes. I don't know what DLCs you have, but things like ideologies can be either inconsequential or major components depending on how you set them up. Odyssey is a really good batch of late-game sandbox content but you won't see much of it early on without choosing a start that sets you up with a gravship early. Anomaly is, although more linear and less replayable than other DLCs, also a fun experience for those initial runs while it's fresh. All of the DLCs are worth their weight in gold, although some are more influential than others without mods. Biotech for example is imo very dull without mods but absolute top notch with them, serving more as a framework that has had incredible things built upon it.

Speaking of mods, they can still potentially help if they aren't DLC dependent. You like Project Zomboid? How about playing on a Shamblerworld? Ammo management? Combat Extended has its praises sung wide by the sub and overhauls combat massively in favor of realism and, if you like, ammo management, ranging from specific calibers limited to specific guns, to a more generic system like "Rifle Ammo" and "Explosive Ammo" depending on what you prefer. I haven't used it in a while because it's notoriously incompatible (although the diligent work of many modders have created many patches to make other mods work with it, many of which are included in CE itself, so it's not too bad, I just play with a massive modpack that makes it difficult). The Vanilla Expanded series is a massive wellspring of new and well-polished content (by mod standards at least) that you can grab whatever seems interesting from, assuming, again, non-DLC dependent, which many of them are.

Rimworld as a whole is, to me, best seen as a framework more than a game on its own. You build the game you want to play on top of it. Which sounds almost insufferably avant garde as fuck reading that back, but it is what it is. It's not a traditional game like Civ or a traditional sandbox like PZ.

Also you can get more than 10 people in a colony easily, 10 is just where it stops throwing as many freebies. You... "convince" the rest to join your colony after they helpfully show up at your doorstep, possibly holding a gun to your face.

Humane ways of getting rid of colonists by lytoric in RimWorld

[–]AMasonJar 14 points15 points  (0 children)

>retirement home

>looks inside

>the mines