RimWorld

RimWorld

Pacman Nov 26, 2022 @ 5:47pm
Mechanitor runs
¿What do you think? im trying to play as solo mechanitor run, and as challenge im trying to do my ship as cassandra or randy at 500%. I feel its very hard, near to imposible. Normally when i take like 100.000 wealth im destroyed, complety destroyed. Normally with other colony with more colonist, 1/3 runs i can finish my history, but as solo mechanitor, just no way. Im using my best dirty plays as sick killboxes, turrets for breachers, i make crash events betwen them. But i feel as mechanitor you dont have enough fire power. You have militors and after that you need wait to centipes because pikerman are useles, lancers are nerfed like a "3 Bandwidth""""" and tesserons and Scorcher are just for some niche plays. For centipes you need be advanced on game cause you need a lot of stable input resources. And a lot of Bandwidth, and brandwidh is very very very expensive.
Then at 100.000 wealth i find you have a gap of fire power, where the only strategy is make smart movements with your militor army, 1 tuneler and 2 Scyther,
The organic path I think should be, first use your militors, tuneler and Scyther on early game, in mid game use Scyther, tuneler, lancers, maybe pikerman if you are behind, and on late game use scyther, centipes and lancers. The problem is you are forced to ignore mid game mechs because lancer and pikerman are unplayable. Imagine 3 lancers = 9 militors, never you will use 3 lancer over 9militors in none scenario.
Maybe if lancer cost brandwith is reduced to 1 and increase resources needed to build them, or buff brandwith in general like buff mechanitor clothes or mechabands, i dont know.
It's just some thoughts. I'm not frustrated, I'm happy and enjoying the game. And i just know your experiences in that scenarios.
Last edited by Pacman; Nov 26, 2022 @ 5:50pm
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Showing 1-15 of 22 comments
XelNigma Nov 26, 2022 @ 10:45pm 
Iv been enjoying my mechanist run. Tho I had to recruit a general for away missions to gather steel and eventually recruited an assistant for medical. I eventually got slaves for the deep drills.

I'm currently with 3 pawns, more than I originally wanted but oh well.
Tamiore Nov 27, 2022 @ 11:15pm 
As someone play on "Losing is fun" Randy as solo "naked brutality -> mechanitor", a few tips:

- Wealth management is key. Don't stockpile things you don't actually need right now.
- Moving bases with a single pawn and a bunch of mechs is extremely easy. You get to keep most of your progress, too, as it mostly comes in the form on mechs and research.
- I'm not sure scythers are the way to go. I'd much rather have 2 or 3 tunnelers. Tunnelers in a narrow pathway tank incredibly well, all the while not even being a combat mech. And you can have multiply killboxes in layers, each secured with a tunneler. At that point you want mechs that can shoot over the tanking tunneler — militors and maybe a scorcher. Scythers are just bad because they go down way too easy and are, in general, too much of a one trick pony. Remember, tunnelers aren't even a combat mech! They actually do something very helpful between the raids.
- A single pikeman is very strong against anything that tries to entrench and/or is very slow. It's worth to keep exactly one around for those situations.
- Realistically, you have 6 base bandwidth + 6 BW from the headset + 9 from the backpack. So 21 in total. 6 for 2 tunnelers, 2 for a pikeman, 1 for scorcher, 7-ish for non-combat mechs already leaves you just 5 BW. And guess who takes exactly 5? That's right, a diabolus!
- Organic targets are vulnerable to fire, tox gas or both. Your mech don't care about either. You know the drill.
Last edited by Tamiore; Nov 28, 2022 @ 12:02am
JD Nov 27, 2022 @ 11:35pm 
As in any other run on the max difficulty, the key to survive is strict wealth management and killboxes.
XelNigma Nov 28, 2022 @ 1:45am 
Telling surprised by tamiore's option of scythers. I have the opposite stance.
They are significant more useful than tunnelers. Early game a single or maybe 2 tunnelers are good decoys with there fast recharging shield, but once raiders are sending 30-50 people that shield breaks increadably fast and they are as tanky as a lancer at that point. As in not tanky at all. Scythers are a better option then.

Because scythers are a combat mech, setting them to work and undrafting them causes to to see out there own targets. Tunnelers will just wander around.
So while your centipedes are tanking the scythers come in from behind or the side and clean up.


Also, never relay on kill boxes. That's the cowards way. The real key is to have the human with emo grenades. And soften big raids up with mortars.
VoiD Nov 28, 2022 @ 2:23am 
Originally posted by XelNigma:
Telling surprised by tamiore's option of scythers. I have the opposite stance.
They are significant more useful than tunnelers. Early game a single or maybe 2 tunnelers are good decoys with there fast recharging shield, but once raiders are sending 30-50 people that shield breaks increadably fast and they are as tanky as a lancer at that point. As in not tanky at all. Scythers are a better option then.

Because scythers are a combat mech, setting them to work and undrafting them causes to to see out there own targets. Tunnelers will just wander around.
So while your centipedes are tanking the scythers come in from behind or the side and clean up.


Also, never relay on kill boxes. That's the cowards way. The real key is to have the human with emo grenades. And soften big raids up with mortars.
Yes
Tamiore Nov 28, 2022 @ 2:43am 
Originally posted by XelNigma:
Telling surprised by tamiore's option of scythers. I have the opposite stance.
They are significant more useful than tunnelers. Early game a single or maybe 2 tunnelers are good decoys with there fast recharging shield, but once raiders are sending 30-50 people that shield breaks increadably fast and they are as tanky as a lancer at that point. As in not tanky at all. Scythers are a better option then.

Because scythers are a combat mech, setting them to work and undrafting them causes to to see out there own targets. Tunnelers will just wander around.
So while your centipedes are tanking the scythers come in from behind or the side and clean up.
We are talking about a solo mechanitor on max difficulty, right? Because I don't see where you are getting the BW for multiply scythers unless they are literally your only combat mechs.

Originally posted by XelNigma:
Also, never relay on kill boxes. That's the cowards way. The real key is to have the human with emo grenades. And soften big raids up with mortars.
I don't see how a solo mechanitor will possibly work without some kind of a defensive setup on max difficulty (without savescumming). A single stray bullet will end your run in an open field.
Last edited by Tamiore; Nov 28, 2022 @ 2:45am
VoiD Nov 28, 2022 @ 2:48am 
Originally posted by Tamiore:
Originally posted by XelNigma:
Telling surprised by tamiore's option of scythers. I have the opposite stance.
They are significant more useful than tunnelers. Early game a single or maybe 2 tunnelers are good decoys with there fast recharging shield, but once raiders are sending 30-50 people that shield breaks increadably fast and they are as tanky as a lancer at that point. As in not tanky at all. Scythers are a better option then.

Because scythers are a combat mech, setting them to work and undrafting them causes to to see out there own targets. Tunnelers will just wander around.
So while your centipedes are tanking the scythers come in from behind or the side and clean up.
We are talking about a solo mechanitor on max difficulty, right? Because I don't see where you are getting the BW for multiply scythers unless they are literally your only combat mechs.

Originally posted by XelNigma:
Also, never relay on kill boxes. That's the cowards way. The real key is to have the human with emo grenades. And soften big raids up with mortars.
I don't see how a solo mechanitor will possibly work without some kind of a defensive setup on max difficulty (with savescumming). A single stray bullet will end your run in an open field.
That's why in vanilla combat no pawn without the Tough trait can be considered anything better than disposable trash.

Tough pawns in good armor don't get unlucky instadeath shots.

But you might want to stay away from pain reducing bonuses, it's better to get downed and let mechs clean up the rest for you, then had your medibot heal you up than fight to the death.

Also, you can go the sanguophage route, but do expect to lose control due to pyrophobia, very, very, very often.

That being said any solo run is risky, a single mistake and it's all over, hell if randy decides to launch a drop pod over your head, or a meteor, and destroy your brain instantly then that's it, not much you can do about that.
Tamiore Nov 28, 2022 @ 5:15am 
Originally posted by VoiD:
That's why in vanilla combat no pawn without the Tough trait can be considered anything better than disposable trash.

Tough pawns in good armor don't get unlucky instadeath shots.
I mean, mechanitor is one and practically only case where you need to be close to the fight, but you absolutely don't need to have a line of effect onto the enemies.
So even being delicate is relatively safe, and +4 (or something like that) extra points of metabolic efficiency are a huge boon elsewhere.

Originally posted by VoiD:
But you might want to stay away from pain reducing bonuses, it's better to get downed and let mechs clean up the rest for you, then had your medibot heal you up than fight to the death.
Or better yet just don't get hit.
¯\_(ツ)_/¯

Originally posted by VoiD:
Also, you can go the sanguophage route, but do expect to lose control due to pyrophobia, very, very, very often.

That being said any solo run is risky, a single mistake and it's all over, hell if randy decides to launch a drop pod over your head, or a meteor, and destroy your brain instantly then that's it, not much you can do about that.
Well, yes, but all of that is orders of magnitude less likely then getting shot in the face if you allow ranged enemies to have line of effect on you.
Last edited by Tamiore; Nov 28, 2022 @ 5:15am
XelNigma Nov 28, 2022 @ 6:07am 
My mechanist has the wimp trait. Other than his double flair for crafting it's why I chose him. Tho it's not been that useful. I figured if he went down easy the chances he could heal up naturally and not die would be increased.

I build with a town type set up. Lots of buildings separated by roads. This allows me to fight any where in my base and have the advantage. My mechanist usually hides in a door way and chunks grenades or now that I have a masterwork sniper he uses that.

A problem you will find is you can't send mechs out alone to mine and tunnelers can't use the deep drills. So I recruited a second mechinator for away missions and the like. But for your bandwidth problem. The nodes allow near infinite bandwith and the backpack that costs 2 signal chips grants you 9. A great investment.

Eventually your going to have power problems due to all the bandwidth nodes. Right now im dreading the next Zzzzt event. Usually my colony never has more then like 6 batterys, this time I have so SO many and I still nearly have brownouts at night. That's with 3 geothermal, 8 chem gens and lots of wind and solar going. I can just about full the batteries up during the day.

I'm basicly setting on a nuke at this point.
JD Nov 28, 2022 @ 6:07am 
Originally posted by XelNigma:
Also, never relay on kill boxes. That's the cowards way. The real key is to have the human with emo grenades. And soften big raids up with mortars.
Stop judging. Stop applying your standards to other people.
XelNigma Nov 28, 2022 @ 6:28am 
Originally posted by JD:
Originally posted by XelNigma:
Also, never relay on kill boxes. That's the cowards way. The real key is to have the human with emo grenades. And soften big raids up with mortars.
Stop judging. Stop applying your standards to other people.

Is that your stance on people that use aimbots?
Is that your stance on people using dupe bugs?

I dont care what you do in your own games. But dont be spread that degenerate life style to others. Using a kill box removes all challenge and makes the game boring. And people quickly stop playing boring games.
JD Nov 28, 2022 @ 6:31am 
Originally posted by XelNigma:
I build with a town type set up. Lots of buildings separated by roads. This allows me to fight any where in my base and have the advantage. My mechanist usually hides in a door way and chunks grenades or now that I have a masterwork sniper he uses that.
Why does your mechanitor hide instead of fighting like a man? Why don't you consider this type of advantage as the "cowards way"? How it is different from any other advantage you can have on the battlefield?
Jaasrg Nov 28, 2022 @ 6:38am 
Open field
Revolvers only
At sunrise
Anything else and you're doing it wrong.
JD Nov 28, 2022 @ 6:45am 
Originally posted by XelNigma:
Originally posted by JD:
Stop judging. Stop applying your standards to other people.

Is that your stance on people that use aimbots?
Is that your stance on people using dupe bugs?

I dont care what you do in your own games. But dont be spread that degenerate life style to others. Using a kill box removes all challenge and makes the game boring. And people quickly stop playing boring games.
Pathfinding is a game mechanic, you learn it from the tutorial, and it's a legit way you can defend your base. No way you can't compare it with some real cheats, it's just stupid. It's like DON"T USE EMP ON MECHS, IT STUNS THEM!

I really want to see your permadeath/500%/losing is fun playthroughs, it seems YouTubers I've watched don't know anything about this game.
JD Nov 28, 2022 @ 6:53am 
Originally posted by XelNigma:
Originally posted by JD:
Stop judging. Stop applying your standards to other people.

Is that your stance on people that use aimbots?
Is that your stance on people using dupe bugs?

I dont care what you do in your own games. But dont be spread that degenerate life style to others. Using a kill box removes all challenge and makes the game boring. And people quickly stop playing boring games.
Wait a second, did you just call the developer "degenerate"?
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Date Posted: Nov 26, 2022 @ 5:47pm
Posts: 22