Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Even with EMP gear, mech raids get insane later on.
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.
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.
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.
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.