RimWorld

RimWorld

Cowskier Mar 16, 2017 @ 7:50pm
EMP weapons too inneffective against mechanoids
I mean, it takes innitiative to gather emp weapons in vanilla so you may as well give them a use other than stunning and minorly burning a mechnoid for 2 seconds before they become somehow immune.

Should have a chance to disable their processing unit, or even just give them a medical condition to lower their combat effectiveness
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Showing 1-15 of 24 comments
ministrog Mar 17, 2017 @ 12:15am 
From experience, the EMP mortar is more reliable than the granade. The stun lasts a lot longer; enough time to take down multiple centipedes and what have you. The grenade takes intense micro management and the right location to engage combat. Even still it's give you enough time to take down scythers with a group of melee pawns.

Consider making your base with small rooms or hiding spots outside of your perimeter walls so you can position your grenade thrower. Also, save enough money to buy or pillage a spare personal shield. It'll help your grenade thrower to get closer incase they get targeted. Keep you melee pawns close by or better yet, let them be targeted. Remember to drop the shield and throw. EMP blasts can take down shields from raiders AND your own colonists so take careful aim by pressing B. Once they're stunned, charge in with melee group.

Melee normally have really high accuracy unless they're low level in melee, low mood, or have some health problem. Scythers have about 40 hp in their main body (thorax... or thoirax?) and about 60% reduction in damage. Plasteel long sword deals 20-21 each hit. This means about 4 melee should one shot them on contact. RNG can still bone you, though, and require your group to take a second swing.
Last edited by ministrog; Mar 17, 2017 @ 12:17am
Bryan=0101 Mar 17, 2017 @ 5:11am 
Originally posted by Schrödinger:
From experience, the EMP mortar is more reliable than the granade. The stun lasts a lot longer; enough time to take down multiple centipedes and what have you. The grenade takes intense micro management and the right location to engage combat. Even still it's give you enough time to take down scythers with a group of melee pawns.

Consider making your base with small rooms or hiding spots outside of your perimeter walls so you can position your grenade thrower. Also, save enough money to buy or pillage a spare personal shield. It'll help your grenade thrower to get closer incase they get targeted. Keep you melee pawns close by or better yet, let them be targeted. Remember to drop the shield and throw. EMP blasts can take down shields from raiders AND your own colonists so take careful aim by pressing B. Once they're stunned, charge in with melee group.

Melee normally have really high accuracy unless they're low level in melee, low mood, or have some health problem. Scythers have about 40 hp in their main body (thorax... or thoirax?) and about 60% reduction in damage. Plasteel long sword deals 20-21 each hit. This means about 4 melee should one shot them on contact. RNG can still bone you, though, and require your group to take a second swing.
Scythers do 20 a blade they use both blades doing 40 fps I think
SquareDildo Mar 17, 2017 @ 6:07am 
With one person throwing EMP grenades, you can stunlock even the toughest mechanoids, making them easy pickings for anyone else. It takes teamwork.

One EMP shell that hits lets a trio of starting colonists (1 plasteel knife, 2 with fists) to beat down a centipede in melee. EMP mortar is powerful and it does no harm to humans, in worst case it may disable personal shields. It takes teamwork.
Ashardalon Mar 17, 2017 @ 7:39am 
when there is 1 mech thats cool but when facing 6 scythers and 4 centipedes the stun is over far too quickly
and a single mech is dead quick enough to not bother with emps
so in general they are not worth, especially when a shielded colonist can keep you safe far longer so risking removing the shield is just a waste
also i wouldnt call it stunlock sinse they get immume after the second
stunlock is when someone is locked in stuns... as in permanently
robotic_gamer Mar 17, 2017 @ 8:41am 
I find three frag grenaders can reliably kill a centipede before the stun wears off. Combined with how you can use walls to force ship mechanoids to spawn in one place means you can easily beat ships with just some wall material, 1 emp and 3 frag grenades.
Alstrolilium Mar 17, 2017 @ 10:35am 
Originally posted by Cowskier:
I mean, it takes innitiative to gather emp weapons in vanilla so you may as well give them a use other than stunning and minorly burning a mechnoid for 2 seconds before they become somehow immune.

Should have a chance to disable their processing unit, or even just give them a medical condition to lower their combat effectiveness
I disagree. As a matter of a fact, I think quite the opposite. They need a nerf if anything.
Cowskier Mar 17, 2017 @ 3:58pm 
Originally posted by SquareDildo:
With one person throwing EMP grenades, you can stunlock even the toughest mechanoids, making them easy pickings for anyone else. It takes teamwork.

One EMP shell that hits lets a trio of starting colonists (1 plasteel knife, 2 with fists) to beat down a centipede in melee. EMP mortar is powerful and it does no harm to humans, in worst case it may disable personal shields. It takes teamwork.
How can you stunlock them if they become immune after the first blast?
Originally posted by SquareDildo:
With one person throwing EMP grenades, you can stunlock even the toughest mechanoids, making them easy pickings for anyone else. It takes teamwork.

One EMP shell that hits lets a trio of starting colonists (1 plasteel knife, 2 with fists) to beat down a centipede in melee. EMP mortar is powerful and it does no harm to humans, in worst case it may disable personal shields. It takes teamwork.

This has absolutely not been my experience. They are immune to every other grenade.
Bryan=0101 Mar 17, 2017 @ 4:46pm 
Originally posted by Giant Space Hamster:
Originally posted by SquareDildo:
With one person throwing EMP grenades, you can stunlock even the toughest mechanoids, making them easy pickings for anyone else. It takes teamwork.

One EMP shell that hits lets a trio of starting colonists (1 plasteel knife, 2 with fists) to beat down a centipede in melee. EMP mortar is powerful and it does no harm to humans, in worst case it may disable personal shields. It takes teamwork.

This has absolutely not been my experience. They are immune to every other grenade.
I find that they adapt quickly to emp nades as well mortars tho
ministrog Mar 18, 2017 @ 2:32am 
There is no stun locking, guys.

Originally posted by 101=5, bryan=5:
Scythers do 20 a blade they use both blades doing 40 fps I think
Scythers do 0 when they're stunned. They do glare back at you while training their gun at your pawns.

Also, after further testing, I've found their legs have 30 hp, even less then their main body. This means you probably don't even need more than 3 melee for guaranteed take down.
Are EMP mortars more accurate than explosive/incendiary mortars?

I don't use EMP mortars because of how insanely inaccurate regular mortars are against mechanoid raids.
WhiskyBob Mar 18, 2017 @ 3:54am 
Guys its EMP - Electro magnetic pulse in real word it will shut down every electric device.
Cowskier Mar 18, 2017 @ 7:35am 
Originally posted by WhiskyBob:
Guys its EMP - Electro magnetic pulse in real word it will shut down every electric device.
We're aware of that, but in the game the bots some how regain full functionality after about 3-7 seconds which is really pointless if you think about it since they are tanks
Bryan=0101 Mar 18, 2017 @ 9:05am 
Originally posted by Cowskier:
Originally posted by WhiskyBob:
Guys its EMP - Electro magnetic pulse in real word it will shut down every electric device.
We're aware of that, but in the game the bots some how regain full functionality after about 3-7 seconds which is really pointless if you think about it since they are tanks
the whole point is to halt them from doing dmg and prevent them froming moving around as well emp mortars are the best way to good. You can effecivtly keep a mechoid stun indef with emp mortars

Also the year is like 2550 or something they have a trick up their sleeves to repeair form emp and keep in mind today there are ways to "emp proof" wires and stuff.
Last edited by Bryan=0101; Mar 18, 2017 @ 9:06am
Peanutslol Mar 18, 2017 @ 11:27am 
Originally posted by Zero Angel:
Are EMP mortars more accurate than explosive/incendiary mortars?

I don't use EMP mortars because of how insanely inaccurate regular mortars are against mechanoid raids.
Yes they are very accurate especially when compared to explosive mortors
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Date Posted: Mar 16, 2017 @ 7:50pm
Posts: 24