RimWorld

RimWorld

SP1 May 3, 2020 @ 7:45pm
Mechanoids are overpowered
I find mechanoids to be extremely overpowered with their insane range, insane damage and their accuracy that rivals the sniper rifle and when you get hit with them.

And yeah use emp grenade or launcher whatever, keep in mind that those things are quite inaccurate and only stuns them for 1-2 seconds and have only a medium range, so there your colonist are just sitting ducks while a pikeman with insane accuracy just blast away your colonist whole ENTIRE arm with ~100 overall sharp armor. All of the armor set mind you, with atleast Good+ quality and higher.

I know ~100 sharp armor is just considered decent amount but come on losing your whole entire limb in just one shot? my colonist got hit only 4 times vs a mechanoid cluster and all 4 of those shots completely destroys atleast 1 limb. Only 2 body shots on my colonist and their dead. Not to mention their quite persistent and refuse to die until they have less than 15%-20% hp.

Ranting aside, I think mechanoids should be nerfed. Primarily their charge lance damage and accuracy.
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Showing 1-14 of 14 comments
Bababooey May 3, 2020 @ 7:48pm 
Depending on climate you can keep a herd of wild boars or other mid lvl animal and just release them all, Then butcher your dead animals.
GeneralVeers May 3, 2020 @ 7:51pm 
Solution: lead mechanoids into an ambush.

Step 1: "draw aggro". Shoot the mech once with a sniper rifle and run. Get it to chase you.
Step 2: Make it follow you where you want it to go. Lead it someplace full of traps or turrets.
Step 3: ???
Step 4: Facepalm at yet another South Park "step 3 ???" joke.
Step 5: Profit.
Step 6: Facepalm at that "profit" line, with is actually just the second half of the joke in step 4.
Blazikasu May 3, 2020 @ 8:39pm 
Originally posted by SP1:
my colonist got hit only 4 times vs a mechanoid cluster
Big big big big mistake there. You shouldn't allow your pawns to get shot by mechs at all. Losing limbs? they're all replaceable. I got a pawn shot in the heart at the very first shot when I was still messing around trying to figure out the clusters. A few years later I got lazy with area restrictions and allowed a pawn to get within shot distance of a cluster and got permanent brain damage along with a bleeding that almost killed her.
You shoot the scythers before they get to you, slowing them down with emp or psionic support, or you'll lose limbs for sure, even fully armored you could lose digits. You lead the sniper mechs around zones where they can't shoot at you, and jump on them and melee them with whatever high pierce sword/blunt damage weapon you can. If you let them fight in the way they want to, you're gonna end up losing something at some point. Turrets are not an issue after you have smoke launchers, get 1/2 shotted by frag grenades, and may not even be invasive enough to your work zone so you can leave them be and wait for some raid to encounter them and deal with the mech turrets for you, if you're in no rush.
In short, when fighting you always need to make sure there risk to your pawns is zero, or as close to as possible. If you don't, it's your fault for not preparing well enough before taking on them (this of course doesn't account for mech raid dropping pods right on top of your base if you're not building inside a mountain, just hope you have static defenses inside to draw some aggro while your pawns regroup for a better fight. Clusters on the other hand don't ever drop on your base anymore)
Narrowmind May 3, 2020 @ 9:15pm 
You just have to take it slow. Very slow. The more I play, the more I realize it just looks unbalanced, mostly.

Fight as far away as you can. You're still in range with sniper rifles, but just retreat when you take damage, heal up and come back later. I prefer 3 to 5 shooters, so you can maximize your fire while minimizing the risk. Focus on one turret at a time. Try not to destroy the weather controllers, but use them to approach as cover and rush around and melee with shield belt users.

The one who said to use a smoke launcher - a great idea I hadn't considered. You can have a unit hanging back for just this purpose. Replace lost limbs with bionics so they can run even faster. However, mechs still crash on your base. Maybe when he said clusters, he meant the whole set with turrets, etc. Never seen that before, but mechs will still rain down occasionally, just like they used to.
Raymond May 3, 2020 @ 9:43pm 
Vanilla mechanoid ain't even a challenge. For pikemen, lancer and scyther use kill box or trap corridor or lure them into melee and emp. Centipede cannot outrange sniper rifle in vanilla and they are slow asf. Their lancer will always left them behind to assault you. Your defense in overall should be more than a few sandbag in a middle of nowhere.

For mech cluster, just use your psycaster. Psycast is way more op than mech cluster, use it.
SP1 May 3, 2020 @ 9:48pm 
Well I tried testing smoke launchers and surprisingly, I found that smoke launchers are super effective against ranged mechanoids

Example 1 : Colonist 1 with Wall cover (75% coverage) vs Pikeman at 30 range, about 1.5/10 times it hit my colonist.
Example 2 : Colonist 1 with no cover vs Pikeman at ~20 range, 0/10 times it hit any of my colonist

This wont work on scythers if I let them get close but this can easily be countered by luring them into the killbox anyways. Forget EMP grenades, smoke launcher is the way to go against mechanoids

Also theres many reasons why I dont want to get bionics as it ruins the roleplay and fun of the game by making my colonist a literal T-800. Thanks for the tip guys

SP1 May 3, 2020 @ 9:55pm 
Originally posted by YariMurai:
Vanilla mechanoid ain't even a challenge. For pikemen, lancer and scyther use kill box or trap corridor or lure them into melee and emp. Centipede cannot outrange sniper rifle in vanilla and they are slow asf. Their lancer will always left them behind to assault you. Your defense in overall should be more than a few sandbag in a middle of nowhere.

For mech cluster, just use your psycaster. Psycast is way more op than mech cluster, use it.

I find most psycast except for Burden,Berserk and Chaos Skip to be useless with its slow cast animation. Also Sniper Rifles are pretty inaccurate if shooting is below level 8. And given that RNG likes to give us useless colonists...yeah. Imho its either you spam auto shotgun or minigun and hope that they die before they close in.
Narrowmind May 3, 2020 @ 10:22pm 
Originally posted by SP1:


Also theres many reasons why I dont want to get bionics as it ruins the roleplay and fun of the game by making my colonist a literal T-800. Thanks for the tip guys

Subjective. Both Terminator 1 and 2 defeats this logic, because what tool was used to defeat the terminators? Tech. If you want to play with paraplegic body purists, be my guest, but just like the smoke launcher, the tools are there for a reason.

If you want to sit back and talk about how broken and overpowered the mechanics are, it's not really fair if you don't want to use the tools available to you. The game knows the value of everything from a wooden tile up to the archotect leg, and compensates with (over)power as necessary.
Last edited by Narrowmind; May 3, 2020 @ 10:23pm
Raymond May 3, 2020 @ 10:27pm 
Originally posted by SP1:

I find most psycast except for Burden,Berserk and Chaos Skip to be useless with its slow cast animation. Also Sniper Rifles are pretty inaccurate if shooting is below level 8. And given that RNG likes to give us useless colonists...yeah. Imho its either you spam auto shotgun or minigun and hope that they die before they close in.

there, that's your problem. You literally just listed all the worse abilities and weapon in the game, especially against mechanoid.
Smoke raise and wall raise can disable turrets. Invisibility allow you to walk into the cluster and smack stuffs without any of those mechanoid noticing. Skip let you teleport anywhere the teleported pawn (not the caster) can see, instantly save downed pawn or send melee pawn into the turret's point blank range. Manhunter pulse on the right animal herd can end entire cluster without you lifting a finger.
For sniper, just kite. It is inaccurate, but all you have to do is move away when the centipede come close. Work even better with bionic/archotech leg and eye. And if your sniper is tired just let him go back to base and send another sniper out to kite, snipe repeat until they die.

There is a reason why mechanoid now only drop tiny amount of steel on death.
Last edited by Raymond; May 3, 2020 @ 10:29pm
ROE May 4, 2020 @ 6:26am 
They are more of an annoyance than OP. If you are tired of dealing with them then just mod them out.
kou4k May 4, 2020 @ 3:33pm 
Usually i rush them. Thety aren't a big deal if they cannot shoot. So i rush them with shielded colonists, then i usually have at least 1 fighter with EMP grenades.

You can make a trap, look at their behavior and trap them so they can be easy to flank and rush.
Punyrock May 4, 2020 @ 3:50pm 
I was able to deter every crashed ship part with EMP grenades, flak armored blunt melees, a couple of bolt actioners, and a handful of huskies. They were fought on medium wealth and Randy Merciless.
fluke May 4, 2020 @ 6:19pm 
Think mechs are op now ? Try using combat extended. :steammocking:
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Date Posted: May 3, 2020 @ 7:45pm
Posts: 14