Nobody wants to open a game and see 100 buttons on every menu, even if each one has a power user purpose. Many power user requests, for example, would hurt new players by adding complexity that new players need to learn to avoid. I have to make changes that help a lot of those people without hurting any of them. It includes the people who talk on forums, and the great silent majority who never say anything online at all. It also includes the 76-year old grandmas and 10-year-old kids who email me to thank me for making a game they can actually play. That includes super hardcore players with 200 mods, who know every detail of the UI and want more ultra-power user options to make everything more automated, faster, fewer clicks, more fluent. My job is to serve RimWorld players as a whole. Now extend that to hundreds of thousands of people. u/kezza596 says the game "MUST" have a 64-bit implementation. u/somuchdirt74 posted a system of on-map icons to express health effects (an idea we explored years ago and doesn't work and which I've actually never seen suggested before). u/NotScrollsApparently has a list of UI changes that was linked. There is zero overlap between suggestions. Just look at the responses to this post, for example. However these days, the things that people tend to mention in the context of "it has to be in the game or it's not finished" tend to be specific to the player who is suggesting them. When a suggestion comes up a lot from different sources, I take it really seriously. I don't expect everyone to agree with everything I write, but I hope you at least understand where I'm coming from. In this post I'll explain why many of the things you see requested won't be worked on. My purpose below is just to share a piece of my point of view. The below will ramble a bit, for which I apologize. - Pawns that are incapable of violence can no longer activate rocketswarm launchers.There's a lot to say about this.If placed outside of a base, consider having pawns ready with jump packs, locust armor, longjump legs, or moving and move speed enhancements ready to ensure they can get in position to trigger the launcher in time.Įxplosions are very good at destroying walls, so plan your defensive structures around the rocket's radius. Placement of the launcher in front of constrictions that will group enemies will make them far more effective, though note that the imprecise nature of its firing might lead to the destruction of said constriction. Because enemies tend to spread out, the rocketswarm launcher is often much less impressive than it is on paper. As enemies, even tribals, are generally spaced apart, it is hard to hit more than a few at a time. The main downsides of the launcher are the high research cost, high material cost, and difficulty of aiming. Each enemy is likely to be hit by multiple rockets, which is enough to cripple or kill them. Rocketswarm launchers are highly effective against tribals and other lightly armored targets. You can help RimWorld Wiki by expanding it. When damaged beyond ?% of its health, a rocketswarm launcher will spark and emit a hissing sound shortly before exploding 240 ticks ( 4 secs) later, dealing 50 Bomb damage in a 6.9 tile radius around itself. Note that per explosion, this is significantly below the default of 50 damage of other Bomb type weapons, although it is made up for by the volume of fire. After launching, there is a 7,200 ticks ( 2 mins) cooldown before it can be fired again, and it cannot be reloaded during this time.Įach rocket deals 24 Bomb damage with an AP of 36% in a 2.9 tile radius. A partial load of rockets cannot be launched the turret must be full. The launcher can be activated once before needing to be reloaded at the cost of 180 chemfuel. Note that the rocketswarm launcher fires in a straight path like a traditional projectile, it does not travel over walls or other obstructions like a mortar. It can target any tile within its 29.9 tile range and within line of sight. There is a delay of 60 ticks ( 1 sec) between targeting and firing. Pawns that are incapable of violence cannot activate the launcher. Unlike most other turrets, it must activated by a pawn, and then manually targeted by the player. Rocketswarm launchers fire a volley of 12 rockets in 110 ticks ( 1.83 secs). Blast of 1 rocket, and the radius where blasts can hit.
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