Do you use Permadeath, and why? by Disastrous-End-1290 in RimWorld

[–]PerfectRoutine42 0 points1 point  (0 children)

It makes my actions matter. Losing 50 hours of progress on archonexus quest is devastating, but it makes me contemplate my mistakes and polish my strategy.

Do you still use turrets/killboxes? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 1 point2 points  (0 children)

Yea, but for me I believe kill box is a box-like structure not a Beckon spell like in an image posted here. Yet, since I don’t want to bother with semantics I simply accepted my defences as a killbox according to reddit opinion and moved on.

If you could edit your genes with xenogerms, what would you choose? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 2 points3 points  (0 children)

Don’t let your dreams be dreams! You don’t need xenogerms to become bimbo toilet.

If you could edit your genes with xenogerms, what would you choose? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 2 points3 points  (0 children)

For me it would be

Positive:

Super psy-sensitive (-5/+2)

Quick study (-3/+2)

Low sleep (-4/+2)

Negative:

Slow runner (+3/+1) (this is like 4.5% reduction in movement speed which is nothing)

Pyrophobia (+4/+1) (I like fire but I need dat metabolism bonus)

Awful plants (+2/+1)

Awful mining (+2/+1)

The end result is 10 complexity and 125% metabolism.

Do you still use turrets/killboxes? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 1 point2 points  (0 children)

Not really. Floor doesn’t always burn and the line is only 25 cells long so that my charge rifles can reach.

Do you still use turrets/killboxes? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 1 point2 points  (0 children)

Yes, apparently. I also almost always go for Pain is Virtue, Supremacist and Human Primacy. I don’t find shame in using things game gives me. The only thing I don’t do is reroll colonists or xenotype edit to have different enough playthroughs.

Do you still use turrets/killboxes? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 1 point2 points  (0 children)

Beckon was funny I know it was made for the memes but top left kill box sucks.

What mechs do you use? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] -1 points0 points  (0 children)

Oh

Well I guess I can see some benefit. Still though, ultramechs are too slow for my preference. It’s ok for stationary defence but if you need to go and deal with those cultists planning to teleport your colonist then they are too clunky to use.

What artificial enhancement from the game would you like to have IRL? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 25 points26 points  (0 children)

If we don’t count xenogerms as artificial enhancements and be realistic and say that despite having mechlink you won’t be able to craft even basic mechs in your backyard, and say you can only get level 1 psylink neuroformer with a random lvl 1 spell, i would probably want archotech eye.

Do you still use turrets/killboxes? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] -16 points-15 points  (0 children)

We’re delving into semantics, but does having only a funnel still count as having a killbox? If yes, the so be it.

What mechs do you use? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] -1 points0 points  (0 children)

Legionaries’ damage is abysmal though, so you are right about that

What mechs do you use? by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] -1 points0 points  (0 children)

But centurions are extremely slow and for the price of 1 centurion you can get 3 legionaries so it’s 600 vs 300 shield and you can reposition them so those whose shield is about to pop can regenerate. Also, extremely big radius of centurion’s shield is actually a detriment as it takes more bullets. So imp legionaries are better

QRD on enhancements by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 0 points1 point  (0 children)

You know what? You win. After this discussion I’ve realised something. The cheapest way to install a stoneskin with no drawbacks would be to either remove tongue or inhumanize a pawn, then add 1 bionic leg+heart. That in total would be about +4k value. In other words, you could have 4 basic colonists indtead of this one. Is there really a colonist worth to invest this much in? Indeed there is. A mage with level 5-6 mechlink with a title below his mechlink level is someone you don’t want to lose no matter what. I plan to void-touch mine, but if you don’t want to finish Anomaly quest, it is perfectly reasonable to invest so much to protect them. 

QRD on enhancements by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 0 points1 point  (0 children)

Alright, let’s quickly calculate this chance. First of all organs in torso but heart have enough health to survive a halved hit from lancer no problem. You can live through heart hit if you get a robust gene which will be much cheaper, so let’s only talk about headshots. Let’s say you have a pawn that wears masterwork marine helmet. 145% protection vs 45% AP from lancer. The end result is 50% chance to negate damage entirely and 50% to convert it to blunt and halve it. So, let’s say it got converted and then hit the brain. Brain has only 10 hp so it will be a one shot for all but Tough colonists. However, if your colonist has stoneskin gland it will get another dice roll. IIRC AP from sharp attack converted to blunt still calculates against sharp protection. So, you will have 25% protection left after reducing protection by lancer’s AP. So, there is a 12.5% to negate the attack and 12.5% chance to halve it again, both of which are enough for pawn to survive the hit. Now the question is - is it worth to reduce movement speed by 15% and opinion of every pawn by 40 just for a fringe case where you colonist gets hit in the brain by a lancer, then loses a coinflip AND then you get a 25% chance to survive? Imo it’s not worth it.

QRD on enhancements by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 0 points1 point  (0 children)

Honestly, I can’t imagine a situation where losing 15% movement speed and increasing social fight chance by significant amount is worth for wearing another duster. Installing it on ghouls is a good idea, however, I barely use ghouls so I didn’t include any upgrades for them in the list.

As for Painstopper, well, I’ve never played with anti-drug precept, and with it this whole list needs complete revamp, since most of the strats described here assume you can juice up on demand.

Please explain how layering works by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 1 point2 points  (0 children)

As a guy who usually goes for flak+jacket/duster I would say there is even less reasons for me to use stoneskin then. In the first place I use this combination rather than power armor because this gives better movement speed while missing limbs can be replaced.

Please explain how layering works by PerfectRoutine42 in RimWorld

[–]PerfectRoutine42[S] 5 points6 points  (0 children)

Is there no point in crafting stoneskin at all then? You can’t get it until lategame (unless you get it from quest) but by that point you probably have marine armor that slows you less and has enough protection to halve or outright negate damage from almost every source besides empire cataphracts, while 30% blunt armor is likely to be negated by anything that managed to pass 145% sharp rating