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Disabling Mechanoids as a faction does not mess with raids as far as i know however.
Mechanoids have their own strengths and weaknesses just like any other raider type or group.
The reason why so many players dislike mechs is because they're trying to deal with them the same way most deal with humanoid raids.
There are some strategies that can make dealing with them a lot easier.
Shotgun killboxes trivialize mech raiders, and you can almost snipe/mortar any defoliator or psychic ship in order to force them towards said killbox.
If you're forced into ranged vs ranged combat ((In my case a ship piece fell, ignited an area, set a boom rat on fire, it exploded and woke them up before I could do anything, lmao ) I recommend creating walled cover supplemented by barricades (( stone works fine)), pelt them with EMP blasts from afar, while covering your snipers with someone throwing smoke grenades or using a smoke launcher on your own snipers to give them additional cover.
You'll still take hits occasionally, but if you have enough snipers you should be able to take down their lancers before the slower pedes are able to mobilize into place.
Initiate and then fall back till they leash, it might also be necessary to have a walled off small bunker to run and hide into to make them reset.
Take advantage of the fact that they start asleep.
Insanity lances also work on most of the mechs.
EMP mortar support is immensely helpful as well.
Nah, mechanoids are tedious, badly balanced, and frankly just annoying. I don't care how long of a BradyGames strategy guide you write, it's not going to change that.
Yes Pede's are super tanky, but they generally suck at melee combat and forcing them into melee combat means they aren't shredding your pawns with a hail of blaster fire.
For all intents and purposes Centipedes _ARE_ the Mech tank unit. Their weaknesses is you can outrange snipe them.
Pikeman aren't very tanky. Their needle guns are high accuracy but moderate damage. If you get them in melee range, you can generally take them down unless your pawn has 0 armor at all.
Plasteel and Uranium maces are far better than regular steel ones and provide more AP. I personally like the Tonfa's more. They deal more damage, but have a higher chance to kill instead of maim.
Lancers are weaker than humans in melee, scythes are glass canons themselves, they're best shotgunned down while one of your own tanky pawns body block them at an embrasure or killbox tunnel.
Also hitting one centipede with all your melee is the opposite of what you should be doing with melee anyway. Don't group up and focus fire with melee, melee is all about spreading out and tieing up as many enemy units as possible outside of the specific anti melee door scenerio. Minimize the enemy mechs that are capable of firing back is litterally the whole point of melee beatdown. Even a ranged pawn can punch a tesseron or lancer to prevent their deadly payloads from getting unleashed and still kill them in melee. Absolutetly 100% worth it to stop a Tesseron of all things from firing. Even better if you start giving ranged pawns melee implants to help vs mechs.
If you can EMP the mech you can reduce their uptime by about >60% which is huge!
I will say I do hate the Aprocriton AOE ress.
Not because instant re-killing mechs isn't hard to do, but the ressing can force-tile bloat and push you off.
Amusingly enough, melee locks them out of ressing lol.
Though I did have one that stayed safely in the back line and ressed whenever, and my only counter was to haul off dead mechs quickly and drop them for my hauler bots to grab and carry to a stock pile to prevent ressing from taking place,
Was frustrating, but still fun.
It's easy to forget the stinky robots are even affected by lances
Generally it's best to try and string out the mechs a bit. Scythers have a bad habit of charging to their deaths after all. Centipedes are pretty slow and both lancers are scythers are conviently pretty squishy.
Surprisingly a large number of mechs are quite vulnerable to bolt action and assault rifles as pikemen and minigun centipedes are all that can actually fight back at those ranges, not sure about all the new mech variants in biotech though as my playstyle has become incredibly melee centric since. Especially with a shooting specialist or bandoleers it's surprisingly easy to simple pick mechs off on the open field without return fire. Heck I've actually cheesed out a mech cluster once with my own pikemen as they could pick off the entire force defending it without return fire once they killed the enemy pikemen as the rest of the mechs had an ai tether to the cluster preventing normal chasing. So, so many dead centipedes without a shot fired.
Number of factions, including mechs, doesn't matter, as long as there is 1 hostile faction in the world the raid system mostly continues to function as normal. Casandra doesn't say "Ok, do a raid of mechs now," she just triggers a "major threat" and then the game looks through valid major threats and picks one based on some weights, if it picks a raid it looks through valid factions that can raid your map and picks one based on some weights.
"Valid factions that can raid your map" is likely the issue here. Humans can't raid if it's below -40C or above 45C, in such cases the game always picks mechs to raid you. If mechs are disabled and the temperature is unsafe, I don't remember what happens. It may send nothing, or it may send humans and ignore the temperature. If your map has very hot summers or very cold winters, and those align with the periods where you are getting no raids, then that is probably the issue. If this isn't the issue, I don't have any other ideas other than mod errors. I have played several tribal runs with mechs disabled and a large number of extra factions without any issue.