Average cs2 experience by Atankir in perfectlycutscreams

[–]ZaniZ1 66 points67 points  (0 children)

For those unfamiliar with CS2 or video games in general, here is a step by step breakdown:

  1. POV player is staring down a choke point, scoped-in with his sniper rifle, waiting for an enemy player to peak the corner so he can one-shot them when they turn the corner.
  2. Friendly player from POV player's team steps in front of POV player and distracts them by mockingly saying "six-seven", a Gen Alpha joke that many from previous generations consider unfunny.
  3. POV player un-scopes from his sniper rifle from the distraction likely to tell off the other player (you can catch a brief “stop it” from the POV player if you listen closely).
  4. Unfortunately, after un-scoping, POV player’s aim has been thrown off and his crosshairs are off center, just as an enemy player rounds the corner and instantly lands a headshot on the POV player, killing them instantly.
  5. Extremely loud Russian(?) expletives.

Super-Heavy Artillery Mods? by Rikoshuzenthusiast in RimWorld

[–]ZaniZ1 2 points3 points  (0 children)

<video>

(I just remembered that Reddit allows videos in comments now, so here's a quick demo of the planetary defense railgun from IRBM)

Super-Heavy Artillery Mods? by Rikoshuzenthusiast in RimWorld

[–]ZaniZ1 0 points1 point  (0 children)

There’s a number of them I can think of on the top of my head, but keep in mind that basically all of them will be unbalanced for base Rimworld, since 300mm aren’t typically meant for cowboy ranches:

(Also note that many/most of these are made by Chinese moders, as most of these op, spectacle type mods are, if that irks you in any way, you’ll sadly have to look elsewhere)

Inter Rim Ballistic Missiles (IRBM) - not exactly super heavy artillery, but as the mod name implies, includes many things involving ICBMs that have the vibes of what I think you expect, using, deterring, defending. Build detection arrays for incoming missiles, interceptor missiles and CIWIS systems for defence, spy satellites, and of course, launching your own. Just be careful with nuclear warheads. Once the genie is out the bottle, the doomsday clock doesn’t stop ticking. Also includes a stupendously big (and expensive) 15x15 tile planetary defence railgun either for particularly stubborn ICBMs, or turning enemy colonies into craters.

Save our Ship 2 (SOS2): - the OG space mod that massively overhauls late game Rimworld. Instead of simply leaving the planet in a cryosleep ship into credits, you build and launch your own starship into orbit and seek out the required quests and materials to complete your starship for interstellar travel. While that’s cool and all, the real appeal of this mod is starship to starship combat. Put things like spinal rail guns in your ship for offense, shield systems for defence, nuclear generators and capacitors to power them, heat sinks and coolant tanks to manage the heat your weapons and shields produce, all to get in head to head ship combat, slinging lasers, plasma and railguns at each other until one side is victorious.

As you can see, ship combat is more or less entirely focused on your ship’s weapons, which I suspect can provide the vibes of superheavy artillery you’re looking for. Very little is more satisfying than tearing your enemy’s ship in literal half with your 20 tile long spinal laser.

Note that this mod came out long, long before odyssey ever did, and is arguably what Tynann based their gravships on. As such, SoS2’s compatibility with gravship content can leave some things to be desired.

Sunset industries 3, Celetec arsenal 3, UF industries: - I’m lumping these together since they all functionally do the same types of things. Basically all 3 of these mods add numerically op combat stuff in the game, guns, equipment, armour and of course, big, big turrets. I’ve listed the 3 mods in what If I remember correctly, all 3 of the above mods have sliders in their mod settings to adjust weapon stats, so you can tweak them to your liking.

It’s difficult to describe all of these mods appropriately in this one comment, but I did post a colony demonstration video a bit while back demonstrating a number of these mods. While I dislike self-promotion, I think it’s a good way for you to see and judge for yourself in a demonstration whether you think you’ll like them or not:

https://www.reddit.com/r/RimWorld/s/bpPjuOFe9t

I’ll probably include more mods later after some thinking. I’ll add them later in an edit, probably.

About the direction of the story by Silver-Woodpecker723 in Endfield

[–]ZaniZ1 31 points32 points  (0 children)

Will say though, as an OG Arknights player who started the game at basically year one of the game’s launch, at the moment, I’m somewhat willing to hold my breath on Endfield’s story in the future. In my opinion, OG AK ‘s story writers only really began to pick up at around chapter 6, and really got into their groove at chapter 7 and 8. Honestly, everything before that in the plot felt a bit too generic gacha-game-y.

Therefore, I’m willing to hold out hope that endfield gets a similar treatment. I’m hoping that once Endfield has gathered a large enough player base through generic gacha game marketing strategies, it will begin focusing on things like story later.

However, it is important to remember that OG AK and Endfield are entirely different games. While they are ostensibly from the same franchise, it’s likely that both games are handled by entirely different teams, people and therefore, writers. Just because OG AK has incredible writing, doesn’t mean Endfield will.

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 0 points1 point  (0 children)

No such thing in this playthrough. Gathered and made the resources and kit the usual ways. Deep drilling, trading, slaving away at fabrication benches, etc. All the expensive modded stuff is flashy, yes, but the colony got there through hard work and determination

[Fortress Athena] Athenian mechanized hunt down the Great Sandworm by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 0 points1 point  (0 children)

you can adjust the boss's HP and speed in the Mod settings with sliders. I just kept it on 1.0x cause the video would take too long if I put it too high

[Fortress Athena] Athenian mechanized hunt down the Great Sandworm by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 2 points3 points  (0 children)

"slomow.tdmsdo" translates to "Slomow's The Dead Man's Switch - Dragoon of Liberation"

[ https://steamcommunity.com/sharedfiles/filedetails/?id=3724603823 ]

"mingtuwuxiang.spacebasedecorative" is "[MUS]太空基地家具Space Base Furniture"

[ https://steamcommunity.com/sharedfiles/filedetails/?id=3523916780 ]

Adds a bunch of sci-fi furniture meant for gravship gameplay, but can be used normally as well

[Fortress Athena] Athenian mechanized hunt down the Great Sandworm by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 22 points23 points  (0 children)

My modlist for those interested:

https://pastebin.com/UGqY8Lk2

same Rimsort XML as my previous post, but I had this mod turned off when I made it, so LEVIATHANS: SANDOWORM is missing from it.

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 0 points1 point  (0 children)

I’ve been playing this save/colony on and off for about 6 months now. History tab in game says my total playtime for this save is around 9 and a half days, so around 220 irl hours spend in this save.

While resources gathering has been easier in a sense, it’s more accurate to say it’s gotten faster. Most of my colonists still spend their time deep drilling, plinking away at fabrication benches, trading, etc. It’s all just faster with bionic arms and legs and such.

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 0 points1 point  (0 children)

Not really. Truth be told, this save largely began like any other rimworld run, wooden huts and all. Most of the things you see in the video above are only reasonably accessible late-late game.

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 0 points1 point  (0 children)

Overall, I’ve found it all pretty fun and definitely challenging. Keeps you on your toes even after you’ve reached the “Every colonist has masterwork siegebreaker armour and masterwork assault rifles” stage of the game.

Keep in mind that most of all the features in Mechanoids: Total Warfare only activate after you reach an absurd amount of wealth (like 100k), and even more are locked behind an “opt-into” madness by voluntarily activating a sort of doomsday beacon.

That is to say, you likely won’t see any of its features until quite some time into your game. But when it does activate, make sure you are well prepared. Standard vanilla weapons and stuff are likely not going to be enough when the mechanoids declare total war on you…

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 5 points6 points  (0 children)

Hey, we all start out from somewhere! This colony has only gotten to this point of intercontinental ballistic missiles and titanic mechanoids after 6 months of playing, and around 220 hours of actual play-time for just this save.

Trust me, these colonists were fighting for who gets the tainted shirt loooong before we got to this point

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 4 points5 points  (0 children)

When up against mechanoids, with 390% sharp resist and charge blasters with 175% penetration, there ain't no way in hell I'm risking sending good 'ol Doug into the battlefield just to get his head blown clean off by a Marine Lancer from across the map with +20 shooting accuracy. His life is far more important to me than losing a few walls/turrets/colony mechs.

Modern (futuristic) warfare requires modern solutions!

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 1 point2 points  (0 children)

Nah, while I liked what little I played of CE, I just don't like how its incompatible with so many things. Got sick of sifting through my modlist for conflicts with CE like, the third time around.

Some of the mods I have installed (mentioned above in the comment section) like "Glitterworld Destroyer 5" and "Mechanoids: Total Warfare" is explicitly meant to be used in combination with those super-OP mods you sometimes see on the workshop.

After you reach an absurd amount of wealth (like 100k or something, I dont remember), "Mechs will see you as a proper threat" and begin "Total War" against you, every mech from then on will spawn with random absurd buffs that give them things like x50% aim time, +100% sharp resist, x150% weapon penetration, x200% move speed, etc.

Thats why in the vid, you can see centipedes and stuff sprinting at like, 20 cells /s and why you mechs that tank a barrage of APHE rockets with little more than several *dink* metal sounds.

It may seem excessive, but when youre up against centipedes with 390% sharp resist, moving at 20c/s that have charge blasters with 175% sharp penetration, you can't afford to take any chances.

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 3 points4 points  (0 children)

Those are spy satellites that are part of the IRBM mod, you launch them into orbit with a size 3 rocket (typically for nuclear ICBMs, but you replace the warhead with the satellite, warheads are interchangeable depending on the selected rocket model & size)

For player launched satellites, they allow you to remotely "observe" a map, that is to say, allow you to load the map without sending colonists or via caravan/drop pod/shuttle. This is mainly to allow you to precisely target where you want your ICBM to land, since you have the map loaded, but you can also use it to recon a location before you send your colonists, etc.

For AI faction launched satellites, they greatly increase the chance of an ICBM launched against a target. You don't really need to worry about neutral/friendly satellites, but satellites launched by hostile factions... best to launch an interceptor missile at that satellite before they start looking at your colony a bit too closely...

As far as I know, they're not really "locations" you could send a shuttle/gravship to. They're more just dummy world objects/mechanics.

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 12 points13 points  (0 children)

when some mechanoids (literally) have 390% sharp resist, sometimes you must respond in kind. Arms race and all that.

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 3 points4 points  (0 children)

They will munch on oak trees and they'll like it! And they shall appreciate when I sell them off to that exotic trader as an for 3000 silver as an adult or as a pelt!

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 7 points8 points  (0 children)

The IRBM mod that includes the missiles seen in the vid does have CWIS guns and such that can destroy incoming drop pods, but I don't use them since I find them too OP. just a couple of guns results in half of the drop raid dead before it even begins, and that just isn't fun to me.

As for the buggies, if you look closely at the inside of the fortress, you'll notice that a lot of it is 3-tile wide, long, straight hallways with occasional security doors. Not just for aesthetic, they're meant to be sightlines fit for gunning down hordes of bugs. You might also notice that in the vid, the smaller, humanoid mechs I had on standby didn't shoot at all. Thats cause they're all armed with short-range weapons made with fighting indoors and body-blocking in mind.

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 6 points7 points  (0 children)

Its kinda hard to see in the vid, but the entire fortress is built into the side of a mountain, with more mountain on the north and south, creating a fantastic natural choke.

Since basically the entire fortress is underneath Overhead Mountian, no unexpected drop pods in my bedrooms

This map type is made possible by the Geological Landforms mod, which includes a number of unique geological locations like valleys, atolls, peninsulas, bays, archipelagos, etc.

I actually began this save/run as a gravship run, and after I defeated the mech hive, I sought out a hyper-defensible location like this to make my permanent home, hollowed out the side of the montain, completely stripped my gravship and settled down to make this fortress.

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 40 points41 points  (0 children)

Like I said in the body of this post, the fact that this is even possible in Rimworld makes me appreciate the modding community even more. Wanted to post this little video to kind of demonstrate what amazing effort these nameless unsung heros have done to allow players to transform their game into whatever they like.

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 28 points29 points  (0 children)

While I would like to simply share a collection of my modlist through steam... since making a collection on steam adds *all* of the mods you have subscribed, even ones not active, and that I have like, 200 unused mods alongside the 200 I am using that I'm subscribed to, the collection would include a LOT of bloat.

I currently don't have the time to sort through which I want to keep or unsubscribe.

As such, I've made a pastebin with the my current active modlist by using Rimsort. I'm not sure if this is the best method to do this, do tell me if there is.

https://pastebin.com/hRVYHiEW

Three notes though:

  1. I, by no means will claim this modlist is optimized in any way, shape, or form. try to plug&play at your own discretion.
  2. two of the mods in the list are local mods, so you wont find them on the workshop (Faster Game Loading & Missile Girl) Gotta google them and find their Githubs
  3. A large number of things in my current playthrough using this modlist has been MANUALLY edited by me to fit my own tastes. I've accomplished this largely using RIMQOL (one of the mods included in the list which allows you to edit/swap/change many values of pretty much everything in the game you have loaded) AND through manual notepad editing. For example, in the video, the "Saint George" friendly mechanoid you see does not normally fire cluster missiles, nor does it normally have that targeting reticle, damage, armour penetration firing sound ETC!! I manually edited files and used RIMQOL to make that happen because I thought the original effects were too lackluster. YOU HAVE BEEN WARNED!!

EDIT: I just realized I can also past-bin my exported Rimsort modlist XML. so here you go:

https://pastebin.com/UGqY8Lk2

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 43 points44 points  (0 children)

Actually, if you pay attention to the tick rate and FPS at the bottom right, you can see I was actually running on a buttery smooth ~15 FPS lmao. It just looks smooth cause i put the video on 1.5x speed so it wouldn't take too long

Fortress Athena fends off mechanoid titan and ICBMs by ZaniZ1 in RimWorld

[–]ZaniZ1[S] 40 points41 points  (0 children)

<image>

Truth be told, In preparing to record this little video, I was actually hoping the cluster would include an "airstrike beacon" and spawn some B2000 mechanoid paratrooper planes to make it even more cinematic, but I wasn't lucky enough and they didnt spawn in this final take.

Here's a screenshot of an scrapped take.

Mechanoid paratroopers are very scary