So far I'm finding that melee is quite viable as long as you use a bit of strategy.
Umph, melee and combat that way is a bit...unrefined at the moment :/ At most, one can fire two bursts out of a rifle before they're upon you, charging straight (had lots of fun losing out to tribal rushes early game with research focus
).
With my light-testing on ranged weaponry vs melee said, I found a nice balance would be editing the starting scenario with +50% to firing speed and aim time, to compensate (as it really seemed...weird, that my riflewoman got clubbed and didn't even score a hit out of...three or so shots at range :V), and found that it works out really well. It still gives the edge of numbers and cover that melee has, but also seems to balance out ranged lethality.
...That also goes for those great bows and pilas
So much fun having my embrasures WRACKED with arrows.
Something I learned is that making only pemmican makes it REALLY hard to build up a reserve because of how work-inefficient it is. I've since switched to having 2 simple meals for each colonist in the stockpile at all time so I can build up the pemmican without it going back down.
To admit Pemmican feels like it was MADE for this recent update (and I wouldn't be surprised if it was)
Can anyone tell me if Hay by itself is best (ie For muffalo breeding or sustenance purposes given my earlier post of ♥ Boreal Forests) or is there any better way to satisfy their needs?
As an aside, I found trying to download the Synthmeat mod being ok, but that's more for convenience given the swarms of mad critters, mostly boomalopes. ._. Really scary when you try to save their booming bodies from being burned out.