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> That and the difficulty curve skyrockets the moment mechanoids or the bugs show up, and they always show up way. Too. Early.

Bugs never show up if you just don't expose any overhead mountain. You trigger them, not the story teller.

As for mechanoids, the "trick" so to speak for them is to lean into the gear utility & melee. You can get insanity lances very early on with trading which are excellent defense against mechanoids. And similarly a couple pawns with shield belts and blunt weapons to get up and personal with the ranged mechanoids really neutralizes them. And that's without getting into psycasts.

The difficulty curve here comes from the sheer breadth of the game rather than just outright being hard. There's a lot to learn, but the game gives you lots of ways to handle challenges.

Also raid sizes are tied largely to your colony wealth, so keeping a humble & lean base is efficient. Your colonists expectations are also driven by wealth for that matter.

> They have no chill

They do when they're drunk & stoned :) Get a good drugs policy (auto-take on low mood & enough time between doses to avoid addictions) and you'll rarely remember that mental breaks are even a thing. Chocolate doesn't hurt either.

> artillery being gimped

Artillery was made more accurate to compensate, so it's a good defense against enemy mortor raids. Just lob a few volleys before they get set up and they'll abandon that notion and charge you instead.



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