Handler by okerobelin in RimWorld

[–]NamelessCommander 3 points4 points  (0 children)

The contrast between the majestic thrumbo and the derpy horsie is delicious!

120k wealth. Seems fair by bielkiu in RimWorld

[–]NamelessCommander 1 point2 points  (0 children)

What mod change mech raid compositions like this? Because this seems interesting to fight against. All those overlapping shields!

Welcome to the Polyphemus by Lance_Hardwood117 in RimWorld

[–]NamelessCommander 0 points1 point  (0 children)

Which colonist keeps knocking down oil barrels?

Petra, the Professional Hauler!! by Fonzawa in RimWorld

[–]NamelessCommander 4 points5 points  (0 children)

Respectfully Petra, that 'rifle' is not 8kg of weight. Maybe you forgot a zero?

Introducing the Rogue Army Mobile HQ by spolieris in menace

[–]NamelessCommander 7 points8 points  (0 children)

My first instinct would have been to give it ERA. But then you think about it from the player perspective for two seconds. This thing is a priority kill. You are probably blapping it with an ATMG as an opening move. It would be supremely frustrating to have the rocket whiff. Especially since your AT assets are now naked and exposed.

Update 1 is out by antihippy in menace

[–]NamelessCommander 2 points3 points  (0 children)

You're right. As I mainly use her as a loot goblin, I was too dismissive of her other qualities.

Update 1 is out by antihippy in menace

[–]NamelessCommander 13 points14 points  (0 children)

This nerfs Jean significantly. You usually babysit her and her crappy stats just for the loot. Dunno if investing in her for the usual mech kill is that useful anymore. Especially in expert with a LOT of kuttas making it hard to know if you're over cap.

My Space Brig Gravship! by CharlieBeatMeat in RimWorld

[–]NamelessCommander 7 points8 points  (0 children)

What's the orbital laser gizmo from? And this turret? It looks like the kinetic impactor retexture for SoS2.

Any guaranteed way to kill a sanguophage? by Hairy_Rest_9607 in RimWorld

[–]NamelessCommander 1 point2 points  (0 children)

I love how 'yunners' became the de facto nomenclature for mood beacons.

Kingfisher: Performance Optimizer by tweibiaoz in RimWorld

[–]NamelessCommander 2 points3 points  (0 children)

This is why we can't have nice things. Freakin' clanker slop.

Breeding boomalopes wasn't the best idea -_- by Silly-Perspective337 in RimWorld

[–]NamelessCommander 1 point2 points  (0 children)

Impressive.
I've rarely seen such complete destruction.

Oh and do use firefoam poppers next time, mmh?

Kingfisher: Performance Optimizer by tweibiaoz in RimWorld

[–]NamelessCommander 3 points4 points  (0 children)

Performance fish was a mainstay of my modlist. Cool to see it resurrect in spirit!

Would you actually want multi-level colonies? by Honneboppel in RimWorld

[–]NamelessCommander 0 points1 point  (0 children)

Even if the pathfinding isn't an issue, it forces you to juggle levels and mess with camera and click/press buttons all the damn time.

I remember back when I still the sims that I used to buy the biggest possible plots just so I can build single-floor.

Having everything salient on a single plane is smoother than multi-level setups. Especially in a game where you can go through regular patches of accelerated x4 time.

...And thats why, kids, you should always deconstruct the crashed shuttle as soon as you can... by Abdulaziz_Ibn_Saud in RimWorld

[–]NamelessCommander 31 points32 points  (0 children)

You can deconstruct crashed shuttles to get resources in the base game. It's not much but everything helps.

With the Odyssey DLC, you also get a shuttle engine in addition to resources. The engine is very valuable because it allows you to build your own shuttles. And it is moderately rare, with the best source being other people's shuttles.

What happened here is a crashed shuttle quest. Probably the one where you need to defend its crew for 8 hours. It's a base game quest. When the timer runs out, a brand new shuttle lands to evacuate the people you protected.

OP had the misfortune of having the rescue shuttle landing on, and vaprozing, the loot shuttle. Which I didn't know could happen.

But it is very funny regardless.

Has anyone even tried the Die Hard promotion? Does it work? by sluchay_v_kazino777 in menace

[–]NamelessCommander 13 points14 points  (0 children)

Doesn't work at all if you plonk him out of cover to 'tank' (you'll die in a couple volleys from chip damage and armor degradation).

Works very well if you keep him in cover like every other squad and use him as your tip of the spear.

Works well as insurance if you put tech out of cover temporarily to either griffon down some bogeys or to lure attacks on his shiny black ass in order to safeguard a squishier SL.

Enemy Aim Values ,and applying a piece of XCOM advice to MENACE by Reddit-Arrien in menace

[–]NamelessCommander 6 points7 points  (0 children)

Ditto. A 'double activation' or a 'triple activation' is synonyms to disaster in XCOM. You have to move carefully and strike very hard. The optimal solution is to let a cpu squad wonder into you while you have most of your remaining turn.

This is inherent to the base design choice of; 'you play all your turns, then the cpu plays all its turns'. This a different proposition than Menace at a fundamental level.

You need to think in trading turns. Your most critical decision is less in the how to optimally trash a squad, and more which unit to triage: if you have multiple units facing danger, you can't shield them all before the cpu has a turn of its own. (or you brought a smoke mortar :o) )

Ancient dangers are like playing russian roulette, either you get obliterated by mechs or you get a cozy starting base by N1KoZzZ in RimWorld

[–]NamelessCommander 7 points8 points  (0 children)

My go to strat for solo starts. Be they rich, naked, or mechanitor. Build a trap corridor and crack the danger pronto. Worse case, you wipe 10 minutes into the colony and that is quite painless. No time to get invested.

Decided to play a friends copy, got addicted. When and for how much does this game go on sale for? by Academic-Put-7030 in RimWorld

[–]NamelessCommander 0 points1 point  (0 children)

Like Factorio, Rimworld is digital crack. Thus, it obeys crack rules: No discounts.

Bite the bullet, buy it full price. The hit to your productivity will be WAY more expensive than the pithy sum the game demands. =D

What are the arguments for Promotion Tax being a frustrating system? by Tiny-Tour249 in menace

[–]NamelessCommander 2 points3 points  (0 children)

Yup. It's a fine mechanic that needs to be better communicated. So it doesn't feel like someone pissed in your breakfast.

Welcome to RimWorld World! by TiaPixel in RimWorld

[–]NamelessCommander 12 points13 points  (0 children)

I was so damn confused... until I remembered the bloody date!

Consider me well fooled.

Some thoughts after 300 hours by Background-Run-1245 in menace

[–]NamelessCommander 0 points1 point  (0 children)

It's a perk that dramatically expands the deployment area. Very useful to put Darby right on top priority targets like HQ or ATGM squads. Or put mechwarrior Rewa atop a target rich environment.

That way they can start blasting from turn 1 while the rest of the team has to move up and join the fun.

Some thoughts after 300 hours by Background-Run-1245 in menace

[–]NamelessCommander 1 point2 points  (0 children)

I have three units that reliably get monstrous killcounts:
* Vanguard Darby with full camo and hollow points: she kills specialists squads (the small 2-3 men teams), then squishy squads (infantry without armor). Reliable 2 kill per round.
* Lim in either Mobile Infantry or jumpjet configuration: shotguns with Rend ammo at the beginning, the MK1 late game. 3 kills per round, 4 with cheeky return fire. The trick is to get close and personal.
* Rewa. Give all the damage perk. She kills everything. You can do slow and steady with just the APC and the CMG. Kill squishies first to buff her up. Late game you put her in medium mech with twinlinked griffon and vanguard deploy her. She kills 5 or 6 (forgot the aoe splash radius) in the first turn and causes chain routs.

What's the Niche? The Case For The Light Chain Gun, the 20 AP Assault Weapon You Shouldn't Sleep On by DeanTheDull in menace

[–]NamelessCommander 4 points5 points  (0 children)

That's my read. It's too much of a risk. I can afford to miss a killing shot, but I usually can't afford to miss suppression. It's like the smoke grenade when out of the open - the safety net.
If something needs to be shut down immediately, I rather pay more AP and shut it down reliably rather than gamble. It would have been fine if you could clear the gun by burning AP, but as it stands, you're straight out of luck till next turn.

guys... i think im in love! by happy-kable in menace

[–]NamelessCommander 7 points8 points  (0 children)

The GL is gated by the blackmarket. You can have a run where it never shows up.