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Your mechinator doesn't need to fight or engage in combat in any way. They need to be near a fight so you can draft mechs and move them though. Drafted mechs can only be moved to an area around your mechinator.
I’ll just use the militors to take initial hits while my bolt-action/snipers get in range.
but i ended up like only really using harvester haueler and cleaning bots :D
building the late game tier mechs takes so long, they are fragile etc in comparison to having 5 saug's + bionics + luciferium melee's thats shred everything.
so i have my normal army of 5melees and like 10 shooters and no mechs anymore.
but im in the process to buillding all mechs and testing them out, takes a bit time, so maybe there are some good combat mechs out there, but i still feel a good human army > mech army.
but so far it costs too much, too long, and not worth the hassle. but im doing it anyway :D
I’m obv early game but kinda makes sense not to overtune mechs due to not being real people. Real people that if chained to a medical bed can really drag down your colony.
I’m going to use my militors for defense vs man hunters and fodder for raiders only.
I have a guide that might have what you're looking for. Generally the limited control distance means your mechanitor needs to be close to the fight, but not necessarily in it. It's 100% up to you what mechs to gestate, disassemble, and have in general. Get what you need or want.
The tier 1 mechs only require steel and components (and time) to build so if you decide to reclaim them for their control points its no big loss.