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Amusingly, I got raided and the raiders ran right into them and killed each other. Was fun to watch.
I had a third drop into my base, which I killed with bows and a dagger by first luring the mech away from the enemy turret. Pikemen are weak in melee. The turret itself I ended up charging with a dagger because a visitor showed up and was getting shot. They didn't run away fast enough when it started hissing and got exploded. Luckily they had the tough trait, and a few days later all was fine.
Basically separate them if possible. Lure them into your traps if possible. And melee pikemen and probably centepedes if you have a decent melee pawn, don't melee scythers. Use lots of cover.
emps, maces, warhammers and even clubs are good against mechanoid
hell you can probably fist down pikemen if you have enough pawns to gang up on it
Funny enough on mech landed right near my south kill box with both of them and now i have a free 100 projectil ground / air defense for half my base. Yea you can imagine most raids are joke .
Just wait till this gets modded and you can craft it . Also new auto cannon / inferno are just tedious.
Overall i would still love if he expanded more on mechs / infestation like starship troopers.
they can be easily dealed with with EMP weapons. a mortar shield can be turned off by a single morter round hiting the shield (at least in my expirience, i might have gone lucky)
building 1 more morter always loaded with EMP, shot it first, than switch everyone to HE rounds.
the ground one should also be deactivated with emp, or just run into the field.
but i do agree, some mech clusters, mostly those with to many auto cannons, are just a pain in the..... to deal with, i now got 2 long range scanner looking for steel only, just to get enough for making morter rounds <.<
They are supposed to be difficult and to require new strategies. I think they're hitting these marks, but I don't want them to feel unfair (that said, nor should they always be defeatible without losses, at least above builder difficulty).
We're further adjusting how clusters choose where to spawn, because you're right some of them were spawning on top of things they shouldn't (or even indoors). The next hotfix, and probably another next week, will have adjustments on these fronts.
After that's done and the metagame matures a bit I'll be looking at other adjustments, but I don't want to move too fast and end up "thrashing" with the design.
FWIW it's always been this way; player turrets use the same code.
I dunno. I rescued a person from a cryo pod that had an emp launcher. I fired at the shield (couldn't get at the device itself) multiple times, shield never turned off. I fired several mortar rounds into the shield, it didn't turn off.
they definitely feel unfair, because it seems like you need to be fairly advanced to deal with them. The mechs themselves aren't necessarily the hard part, but breaking into the base can be. The random layout can almost guarantee that you're going to get shredded unless you're really OP.
are the clusters completly randomized or are they at least partly 'fixed'
what i mean is: is it possible to have 100% pregenerated perfectly build clusters spawn?
and i don't mean they are always the same, lets say, there are 10 pre generated 'builds' for your current level.
walls, sandbacks and so on have a 100% spawn chance.
there are 20 fixed spawn points for light turrets, based on your current leve, 3-5 will spawn in those locations, same with other turrets/defence structures (same with builders, make the other buildings fixed).
the base is generated like that, that it is heavyly fortified from 2 directions, but the other two directions have 4 proximity alerts (100% spawn chance) spread further so it is way harder to close in from this direction.
ofcourse, the bases are build in a way that you can tacticly attack them. you can engange part of their turrets from one direction, where 2/3 of them cannot fire to (their own walls), that swing to the other direction to attack half of the remaining turrets, but from there, you cannot attack the builder/special structure because of the walls (which are protected by shields or something)
instead of having a completly randomized base, where suddenly 6 heavy turrets all fire at the same time, plus light turrets and flamers....
yes, i understand your thought of 'not always be defeatable without losses', but getting fired by that amount of bullets, it's no longer a 'i made an error' my pawns are dead but 'it's a number thing', which makes it more frustating. losing pawns because you mad an error let player blame themself, losing pawns because of impossiblitys make players blame you
edit: in most cases, i just morter the hell out of them because sending out caravans to distant steel is way more secure than fighting them headon...
@crossmr
maybe i just got lucky with the 3 mortar shields that the emp shell hit the shield generator O.o
edit: of the 3 i'v taken down i feel having the scanner range start off small or deactivated but grow one or 2 tiles per day, would give you a setup time while also making it you cant just ignore it as a raider repelant
I see thanks keeping melee pawns on toes it seems. Also huge fan <3 wish i was smart like you :)
A little bit of feedback from someone playing on Builder, then. :)
My experience with them is very limited, since I'm doing a Tribal start and still in my first year. I only accepted one quest with mechanoid clusters, just to see what it was like. (A Hunter With Enemies, protecting a sick pawn for a few days while mech clusters occasionally drop.)
Two clusters dropped during the mission, both times one Pikeman and one auto-turret. The first one right into the base, turret inside my research room. While I agree it's good you're fixing that, that actually made it pretty easy to deal with it, as I could just deconstruct a few wall segments and start pummeling it with clubs without having to approach it out in the open. It didn't seem to have a minimum firing range, though, so I still got some injured pawns, but nothing too serious.
The second one did drop out in the open some distance from the base, but as I was building some traps and thinking how to deal with it with my handful of guys with clubs and recurve bows, I got an opportunity to cheese it when a Tribute Collector group arrived, and took it.
Not enough experience to draw any big conclusions yet, but this one quest with them didn't make me feel it was unfairly hard, even for Builder difficulty. I mean, sure, I'm up against it a bit with just bows and clubs, but these are quests which warn of the type of opposition in advance, so I don't have to accept them.
I got offered two more quests with mech clusters since then, and didn't accept them. But their rewards weren't particularly great. If they had had a better reward, I might very well have risked it.
Which, I think, isn't a bad level of difficulty - even as a Builder player, I don't need the quests to be easy, especially if I can choose to take them with foreknowledge.
(That said, the one where a Lancer and a Scyther were going to drop every 18 hours for 5 days would have had to have a pretty awesome reward for me to risk that one with half a dozen guys with bows and clubs.)
I think one of the major ways players approach combat is to use their small force to overwhelm a minor part of a larger force. It can be as simple as having all eight of your pawns gun down one pirate with a rocket launcher or sending two melee pawns to 2v1 a scyther. The player MUST overwhelm the enemy with speed, this is moreso if they're outside on the world map.
But due to the how the combat works, specifically guns, the warmup time and the damage may not simply be enough to overwhelm a mechanoid. This can be seen best in regards to inferno turrets. If the inferno turret gets off ONE shot, they explode and set fire to four pawns with assault rifles, and those pawns panic and run around, and they get gunned down by the mini-slug turrets.
Now I don't have the numbers with me atm, but if I send one colonist peek the corner to lob an EMP, chances are the inferno turret, the other smaller turrets, the pikeman, the lancers, are going to focus all their firepower onto my one grenadier and end him. I could send a pawn with a high end personal shield to bait the turrets, but shields are simply not powerful enough to neglect such amount of firepower. Not every player is going to have access to power armor early on. The scythers running at my grenadier means I need to have a melee pawn babysitting them.
I simply do not always have the pawns carrying a smoke grenade or an EMP grenade. Even if 7 out of 8 colonists have EMP/smokes to shut down the enemies, that leaves me one pawn to do the actual damage. And even if I could reliably do this technique, I truly doubt this is viable late game. And more importantly, it's not fun.
I could simply build turrets WITHIN my perimeter wall, but as someone who has had a pawn obliterated by my own uranium slug turret, that's not wise nor advisable. Maybe if we could individually or automatically turn on turrets, but there are no mechanics that allow this other than cheesing the reconnect wires. Even having a power switch is not reliable.
Regardless, I can't wait for the next hotfix and look forward to see how the clusters can be improved.