RimWorld

RimWorld

TikiNL Jun 27, 2017 @ 5:03am
What to do with mechanoid ship?
A mechanoid ship crashed on my planet and I accedently activated it. What is the best way to deal with it?
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Showing 1-8 of 8 comments
Godfish Jun 27, 2017 @ 5:12am 
colonists with sniper rifles (which have a marginally higher range than cythers),
set up a defensive line of turrets out of view of the mechanoids and lure them to the turrets,
mortars if you have them unlocked, although the ammo is expensive,
and no matter what you do, DO NOT LET ANY MECHANOIDS INTO MELEE RANGE OF YOUR COLONISTS! one-on-one even extremely high melee skill colonists will be annihalated by a cyther or centipede.
also if you get the ship below 50% the mechanoids will launch an assault on your colony and if you have a perimiter wall and a killbox this can be a good strategy for taking them out.
cT917 Jun 27, 2017 @ 5:23am 
Assuming you have a save before the activation:

If you lack long range weapons build a few small buildings within range, wood is fine but use stone doors. Keep your colonists in the doorways and pull them back in and out to keep the mechs targeting computers reassigning. Never leave a colonist vulnerable to attack for more than a second your goal will be to do this with zero casualties. It can be done
Last edited by cT917; Jun 27, 2017 @ 5:24am
happyscrub Jun 27, 2017 @ 5:24am 
Mortars. Have someone snipe the ship or use regular mortars to wake them up. Keep hitting them with Mortars till they get aggro'd and come trying to kill you. Switch to Emp Mortars and it will stun team. Once they are all stunned, you can send your people in close range and kill them upclose faster cause the stun last for a long time.

Other than that, EMP grenades.
Last edited by happyscrub; Jun 27, 2017 @ 5:26am
TikiNL Jun 27, 2017 @ 5:29am 
Thanks will try snipers since I haven't unlocked mortars yet.
bigsengineer Jun 27, 2017 @ 6:33am 
Originally posted by TikiNL:
Thanks will try snipers since I haven't unlocked mortars yet.
keep in mind they will simply move into range of ur snipers so use good cover
Last edited by bigsengineer; Jun 27, 2017 @ 6:33am
Zink Jun 27, 2017 @ 7:30am 
Fire usually helps alot. If you are at the beginning and can´t get them down, make your colonists avoid that area and wait for pirates, thunderstorms, boomaloops or some inferno thrower. If you guide the burning inferno towards those maggots, they take enough damage, so you can take them out easily with snipers. If it is a poison ship although, you should hurry or you are in deep problems.
TikiNL Jun 27, 2017 @ 7:50am 
It is a poison ship.... -_- Also? How many mechanoids can come out of that ship?
Vastin Jun 27, 2017 @ 9:31am 
Snipers make the micro a lot easier as you outrange anything they have. May take a game day or two, but a sniper with decent shooting skill can knock out a few scythers and a centipede without too much risk if you're careful about it.

If you don't have snipers, a wall with sandbags built like WSWWSWWSW will give you a good combination of hard and soft cover to fire from behind, which should minimize casualties, especially if you have your colonists drop back fully behind cover when they are being specifically targetted.

Unfortunately, if it comes to a direct firefight scyther's charge lances are quite deadly and can easily blow off limbs or insta-kill colonists, so avoiding major casualties is quite difficult.
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Date Posted: Jun 27, 2017 @ 5:03am
Posts: 8