RimWorld

RimWorld

Sedrido Jun 4, 2023 @ 12:45am
pig raids are stupid
a pig raid is WAY scarier than a mechanoid raid mostly because frag grenades exist
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Showing 1-9 of 9 comments
Aranador Jun 4, 2023 @ 3:20am 
Pigs do not like fire or bullets. Or grenades. Or traps. Alternatively, remember to turn off their faction when you start the game.
alation13 Jun 4, 2023 @ 3:31am 
Wait until you get high level mech raids.
Even with EMP gear, mech raids get insane later on.
Sedrido Jun 4, 2023 @ 3:47am 
Originally posted by alation13:
Wait until you get high level mech raids.
Even with EMP gear, mech raids get insane later on.
the closest thing mech raids get to scary is lancer spam or some of the special mechs where as nearly every pig raid from about the second half of the early game is scary because they have frag grenades. and they start everything on fire. and they all have shotguns and dont ♥♥♥♥♥♥♥ die so they get to use those shotguns on you. dont get me wrong mechs are scary but man when a large non seige pig raid drops in things can get a whole lot worse
alation13 Jun 4, 2023 @ 4:41am 
Originally posted by Sedrido:
Originally posted by alation13:
Wait until you get high level mech raids.
Even with EMP gear, mech raids get insane later on.
the closest thing mech raids get to scary is lancer spam or some of the special mechs where as nearly every pig raid from about the second half of the early game is scary because they have frag grenades. and they start everything on fire. and they all have shotguns and dont ♥♥♥♥♥♥♥ die so they get to use those shotguns on you. dont get me wrong mechs are scary but man when a large non seige pig raid drops in things can get a whole lot worse

I've had raids with 100's of pigmen and all I see is whole pile of free meat being delivered to my base. It can be a bit of a concern to see 10+ in a swarm armed with doomsday launchers, but that is where the fun of insanity lances is taken to a new level.
The Blind One Jun 4, 2023 @ 5:01am 
I don't really like pigmen as a faction so I usually replace them with regular outlanders or with my custom tribal pigmen (act like orcs). Same goes for the Yttakin and Waster pirates and I replace them with the original pirate faction or tribal yttakins (custom faction). Impids are fine imho.
Last edited by The Blind One; Jun 4, 2023 @ 5:03am
Wantoomany Jun 4, 2023 @ 10:55am 
The skip psycast is ultimate answer to explosive raids. Just yeet grenade tossers into your melee line before they can throw. Or for extra style, yeet tossers on to the granade they just tossed.
Nox Jun 4, 2023 @ 10:59am 
I'm seriously considering modding out infinite grenade weapons. I'll create a weapon that's a belt or chest wearable that has 3 grenades on it.

It infuriates me that rimworld added a 'feature' where theres a 'clever' siege that basically has no pathing and they throw infinite grenades to burrow through mountains.

Imagine all the things that the devs could have made for this booming game, and that's what they came up with. That's "design fatigue", where you no longer enjoy your own game so you can't make things for it that people enjoy because you no longer understand what that is.

The mech wastepacks are another example of design fatigue.
Astasia Jun 4, 2023 @ 11:39am 
Originally posted by Nox:
It infuriates me that rimworld added a 'feature' where theres a 'clever' siege that basically has no pathing and they throw infinite grenades to burrow through mountains.

There is no such feature. It sounds like you have mods breaking pathing. The mod Path Avoid tends to cause issues like that these days when used with certain other mods, like SOS2. "Clever" raids don't dig normally, they actually don't behave any differently than normal raids for the most part, if you have two open paths into your base and one is trapped and turreted and the other is not, they are more likely to take the safer path even if it's longer, that's all "clever" means. If you have only one open path into your base, clever raids will still walk through it, even if it's a killbox.

Also if you disable grenades on sappers they will still tunnel into your base using their barehands, they just mine the rock like a colonist instead, but at a greatly accelerated pace. Sappers on normal pathfinding though don't burrow through mountains, they dig into your base from a relatively close point and don't mess around digging anything else on the map.
The Blind One Jun 4, 2023 @ 12:20pm 
Infinite grenades are kinda lame, I'd agree on that. They are actually extremely powerful to downright OP at certain times, especially early game against unarmored pawns. You also have to micro your own pawns to avoid getting blasted by your own or the enemies and one well positioned grenadier can wipe out stacks of enemies if you bottleneck the enemy.

A belt system like VE did with limited amount of grenades is a simple but effective method imho but it might be heavily abused by players equipping all their pawns with grenades and just nading the hell out of that walking bacon. I do get what Tynan was going for by only allowing a pawn to have a singular weapon at any time as it defines the character more and creates role separation. The grenadier armor breaks this rule a little and I personally really like using them as they can be quite useful if appropriately used.
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Date Posted: Jun 4, 2023 @ 12:45am
Posts: 9