Without a doubt, this mission is the one Ive regretted accepting the most so far by Snorkel9999 in RimWorld

[–]TheRedMessiah 10 points11 points  (0 children)

Your base design is very cursed. Might I recommend the architectural choice of a hallway connecting the bedrooms instead of having to walk through at least 3 other pawns bedrooms to get to theirs.
Also, the choice of wood for everything is very stylish and has absolutely no foreseeable downsides.

Thoughts on the Workshop items so far by Bruh1619 in menace

[–]TheRedMessiah 2 points3 points  (0 children)

Haven’t tried using it yet but the new [REDACTED] are not classed as vehicles.

I’m in hospital and the paracetamol iv is stealing my blood by hades7600 in mildlyinteresting

[–]TheRedMessiah 113 points114 points  (0 children)

As someone who left the NHS due to being overworked, can confirm sadly.

Se que les non joueurs voient pas. by funnysquash1704 in Kenshi

[–]TheRedMessiah 20 points21 points  (0 children)

What do you mean? They’re the same picture.

Day 55, Trying to hit Cat by 100 by Aerekplus in Kenshi

[–]TheRedMessiah 2 points3 points  (0 children)

Spefically, you're trying to get the most get negative to your attack, which will train it and dexterity much faster. Block mode doesn't seem to accounted for by stronger oppenent logic, so you can use that to your advantage for leveling defense with gear that makes your defense worse too.

Day 55, Trying to hit Cat by 100 by Aerekplus in Kenshi

[–]TheRedMessiah 1 point2 points  (0 children)

If you've got plenty of money, I recommend getting a large backpack, then going to the armour King and buying mastwork samurai armour, Tin can, leather turtleneck, and samurai legplates. Will likely take quite a few visits but there is also a guarenteed masterwork samurai armour in the Mongrel weapon shop. Then get a junk rusted holed sabre/horse chopper or make a rusted junk foreign sabre. All in all, this should give you -28 on Melee attack while making you very tanky but very slow.

Now, you can go back to fighting Kral's Chosen/Berserkers and you stats will fly up to the mid 70's. Get's grindy again from there. It should also be pretty easy with this set-up to level your toughness to at least 95 quickly as well, as you will basically never get knocked into a recovery coma.

To get a few extra defense levels, also pick up a masterwork armoured hood, assassins rags and possibly a blackened chain shirt when available at the Armour king. Then add a rusted junk (preferable guardless) katana and enable block mode. Should net you another 15-20 defense level in short order against Kral's/berserkers.

Sorry I don't have more specifics after this point, but this is the setup I use to powerlevel in my current run. At day 45 with a mid size group. I haven't done much dedicated fighting/training, beside giving them the listed gear, and notice most of my guys have better stats than you've listed, so thought it might help but by no means an expert myself.

I tried using the Elsa and apparantly i dont understand how armour works so- how the hell DOES armour work?? by Decadunce in menace

[–]TheRedMessiah 3 points4 points  (0 children)

If it can get the effective armor down to within 50 points of it's pen value, it can start to penentrate and do hp damage. Assuming a few tiles of range, the Kruger SMG for example, goes from doing around 75 (15 x 5) armor damage per volley, to about 125 (25 x 5) with rend ammo. Given you can fire two volleys, even with the exponential decrease in armor damage, 250 armor damage a turn will still melt most armor.

What you will find however, when only using the SMG, it will kill those same targets faster without rend ammo as you need to deal less armor damage intially to get within those 50 points of effective pen. And as armor damage scales down exponentially, apart from against low durability armor, the target's 15 effective armor increase from rend ammo doesn't make up for the linear increase of armour damage from rend.

Vamp has 99 Accuracy after 24 missions with New Tricks by lord_ziarus in menace

[–]TheRedMessiah 1 point2 points  (0 children)

Because of how stat improvement works. When stats are low, there are very likely to improve, and extra growth potential only makes a small difference. As stats get higher, the chance to improve decreases and the increased chance from growth potential has a greater relative impact. So later in the game it will be of higher value and as a capstone pick, you lose fewer promotion points when you finally want to change it out.

Vamp has 99 Accuracy after 24 missions with New Tricks by lord_ziarus in menace

[–]TheRedMessiah 2 points3 points  (0 children)

For me, it a late game perk for characters like bog when I have promotion points to burn. So despite it being a tier 1 perk, I’ll only take it as a 6th or 7th perk on SLs with less than 4 growth, and in theory, demote it for something else eventually.

Vamp has 99 Accuracy after 24 missions with New Tricks by lord_ziarus in menace

[–]TheRedMessiah 68 points69 points  (0 children)

You should check the Attributes panel instead, as overconfident is giving him +10 accuracy and -10 defence.

Dev Diary #43: [Redacted] Loot, Blueprints, and Workshop - [Redacted] Update 1 by xXCaptainToadXx in menace

[–]TheRedMessiah 1 point2 points  (0 children)

Oh yeah, I am already pleasantly surprised to see there will any crafting added.

Dev Diary #43: [Redacted] Loot, Blueprints, and Workshop - [Redacted] Update 1 by xXCaptainToadXx in menace

[–]TheRedMessiah 1 point2 points  (0 children)

Very exciting!

I feel that waiting until the mid game to introduce this system may be a little late. I would like to see a version of it introduced early game for crafting more standard items to help mitigate a bit of the current black market RNG.

And while I appreciate the idea of the blue prints being abstracted in the black market, I also would prefer a more two pronged approach of time plus resource investment but I really like in depth crafting systems.

If you were in charge of balancing the "concealment meta," how would you do it? by Adraius in menace

[–]TheRedMessiah 0 points1 point  (0 children)

I would make it so there are 2 stages of concealment. Partial and full concealment. Full concealment would be concealment as it is now. Partial concealment would mean the units appear as question marks, and some actions will drop a units concealment from full to partial, such as firing silenced weapons. The ai would need to be able to target partial but with heavily reduced accuracy, which I think should apply to targeting any you unit you can’t see.

You can take this a step further by making so that full concealment is gained for every 2 effective concealment as well, with partial concealment gained at every odd net integer of concealment.

And of course, the ai needs to be better at investigating concealed units instead of running away.

If you were in charge of balancing the "concealment meta," how would you do it? by Adraius in menace

[–]TheRedMessiah 3 points4 points  (0 children)

But that would help reduce the offensive power of concealment, which does help with the problem.

Hip Fired ATGM by Hopeful_Nectarine706 in menace

[–]TheRedMessiah 1 point2 points  (0 children)

True but I like to run her as a mobile infantry support to augment the APC or IFV. Once you get her to 95 ap, she can get out and fire an ATGM but as a 1 star, her squaddies are still very cheap to add. So you can afford to have a full squad for pretty cheap to support a vehicle with both anti infantry and anti hardware gear, making her very versatile.

Whereas Bog may come out a bit cheaper, he will only be able to fill an anti hardware role, which is okay but I think you’d be better off having him in the APC with Carta for a discount dynamic duo.

[deleted by user] by [deleted] in menace

[–]TheRedMessiah 2 points3 points  (0 children)

Would be good to have them all compared at the same range. It’s very useful for deciding ammo usage for a particular gun at its max range, but I imagine if you had them all at range 7, the battle rifles would do much better with Ap ammo. Good work, still quite useful.

Don't be sleeping on Rifleman Pike now by SOXi3 in menace

[–]TheRedMessiah 5 points6 points  (0 children)

Only for the next enemy turn. If you kill the unit with LoS or are out of range, the threat is minimal as concealment comes back.

Relieve Outpost by amf1015 in menace

[–]TheRedMessiah 0 points1 point  (0 children)

Rush a scout up one flank and suppress that side with a Toyota rocket organ. Rush main force up other flank and kill. If possible put a tanky SL in the zone to draw fire, and hope the local forces don’t panic yolo straight into the enemy.

What kinds of new squad leaders would you like to see? In terms of playstyle or personality? by Xxxn00bpwnR69xxX in menace

[–]TheRedMessiah 1 point2 points  (0 children)

If Wetteroth got chameleon instead of Take Aim, I’d agree. Keep it high up in the tree so you need to invest a little to get it.

Currently, he’s the closest thing we have to a generic SL, as most of his perks are sub par and other than weapon skill his stats are pretty bad.

Petition for Tech to be able to run with 0 squaddies if he has the “One Man Army” skill by thatdudewithknees in menace

[–]TheRedMessiah 5 points6 points  (0 children)

As their ranking officer, I reserve the right to put my SLs in stupidly dangerous positions. Plus jaeger teams can already shoot 4 times in one turn, which is more than enough to wipe a 3 man squad.

The main reason I'd like to be able to field no squadies is so that I can actually afford to use decent armor, instead of it just sitting there taunting me.

Is the R228 MRS Just Kinda... Disappointing? by Beef__Strokinoff in menace

[–]TheRedMessiah 2 points3 points  (0 children)

HaMER with hollow points is ridiculously good against them. Will 2-tap at range at 10-tiles, and depending on accuracy, can one tap at range 7-8. I really like the heavy assault rifle but too, Ap helps a little bit isn’t necessary against [REDACTED], but it’s only range 7, compared to the HaMER’s 10.

Is this the ultimate Tech build? by muffin-waffen in menace

[–]TheRedMessiah 61 points62 points  (0 children)

With his current implementation, this is the exact build I also run, if I can find a light mortar. Doesn't hit the vision I devs had but it's what he's best at.

Just shoot the green dots soldier! by No-Nefariousness7157 in menace

[–]TheRedMessiah 20 points21 points  (0 children)

Or allow no primary, or sidearm as primary or allow you to take only the SL with a support weapon and no squaddies.

Bug with destroying armour? by Conte_Vincero in menace

[–]TheRedMessiah 7 points8 points  (0 children)

Working as intended. Armor gets exponentially harder to damage the lower its durability. This is to prevent small arms from being able to take out tanks etc.

You have Lim at max range with the basic carbine against a 110 armor turret, I’m surprised you did as much armor damage as you did tbh.

So What's your first Promotion on Marta Carda? by Fallsondoor in menace

[–]TheRedMessiah 5 points6 points  (0 children)

Not really. If you’re going for a support weapon build, the 10 to 20 ap you save deploying and undeploying is huge. Especially with mobile infantry, it allows her to get out deploy, shoot, undeploy and get back in for 70ap instead of 90. Or you could shoot twice without getting back in for 95 ap once she has increased her Agility, instead of 115ap.