RimWorld

RimWorld

VoiD Dec 1, 2022 @ 10:46pm
Thoughts on the new Mechanoids
Feel free to correct me or tell me if I'm trying to use any of them in the wrong way.

Workers: All great additions to any base, they aren't experts at their craft, but they work almost 24/7 without any needs or break risks.

Militor: Cheap early game mech, not very powerful, could be used as a distraction, but later on the queen will outclass them at this role, I imagine they could work as a swarm but I can also imagine them all being destroyed instantly by 10 centipedes firing everywhere, not sure if they can have a role past the early game.

Scorcher: I can imagine some uses for them, heat traps mostly, but I'd avoid using a mech that doesn't really do anything except set things on fire.

Tesseron: I see it as a better scorcher, they don't set things on fire as easily, which is a good thing, but they have a long range which is a huge bonus.

Legionary: Cool idea, tried to make a bunch of them, the moment half a raid's worth of centipedes opened fire all of their shields disappeared instantly, couldn't even notice which one went first, kinda fun, may be useful as a mechanitor bodyguard, but kinda useless for real combat.

Centurion: Same as above, big shield, disappears just as fast, doesn't really make any difference when centipedes start firing.

Diabolus: GREAT mech, the cannon is a pain in the ass to aim, but it can be devastating, it's also a VERY dangerous mech, if you take your eyes off him for a second you might accidentally kill your entire colony, or wreck something important, specially annoying when your mechlord is a vampire who likes to run from fire, letting this guy shoot wherever he wants, can be useful, but be careful, and avoid vampire mechlords.

War Queen: Possibly the best new mech, it's more like a support/carrier kind of thing, it can stay far back, shooting with it's turret and spamming tiny, cheap urchins, these can trigger raids, distract enemies, and even deal some damage, it might be expensive to run too many of them, but they make a big difference.

Apocriton: Pain in the ass, you can't have one, then again, it would be very OP if you could, if you can't nuke it it's often easier to make it waste it's charges by killing a bunch of weaker enemies first.


As for the old ones.

Scyther: Great mech, fragile, fast and deadly, can bodyblock insect spawns but can't hold the horde for too long, it does a decent job as a frontliner, but it excels at flanking and priority targetting, which is something the AI can't do as well as a player.

Pikeman: It's nice, but kinda weak, most used to pierce skulls and give your own pawns surprise brain damage, but the Ai doesn't really care about it so it's not as useful for a player.

Lancer: Great sniper, but snipers aren't all that useful, specially when you're facing max size raids, you really need area damage, and they don't have it, haven't tried to use them too much, too costly.

Centipede: The nightmare of every rimworld player, now as allies, can't go wrong with them, big, slow, bulky and deadly.

Termite: lolbox.
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Tamiore Dec 2, 2022 @ 9:30pm 
Think of scorchers as "militor+"
Scorcher uses the same bandwidth (1, that is), but is much faster, decently more durable and with a choice between AOE flame attack (amazing in tight corridors against organics) and fairly decent melee (compared to a militor, anyway). Having exactly one scorcher is solid choice, if you ask me.

Pikeman is a direct counter to anything that's very slow and/or static. Again, one is usually enough.

Tunneler is one of the best mechs for combat (as a tank), since it has solid armor and can absorb most things ranged into it's shield practically indefinitely. And that's before we even account for smoke-pop.
Last edited by Tamiore; Dec 2, 2022 @ 9:30pm
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Date Posted: Dec 1, 2022 @ 10:46pm
Posts: 1