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I don't mind the health, it needs it to survive just getting jumped otherwise it would be a joke. Just the daylight speed is far too excessive.
But it either needs less health when it is hiding, so that when you find it you can kill it, or it needs to be able to take leg damage or something so it slows down.
Maybe it could get stronger the more pawns it has enthralled or something.
It dies the instant it enters the base, and it was one of my first advanced anomalies.
Some people really aren't using psycasts at all, the thing has 2x sensibility, a bad caster with a lvl 1 psycast can permalock it with chained stuns.
It really needs a balance pass.
As noted above it is weaker to psycasts.... but I dont have any psy casters, nor the royalty DLC.
the only time I have ever really killed it in a reasonable time is when it's attacking my base, and can get dogged on by all my guys and robots at once.
Fighting it when you are 'hunting it down' takes forever, because it gets hit once and immediately runs- and it mostly ignores stuns. You can stun it with psycasts and the beckon command, but even doing that I don't have enough DPS, as the thing moves faster than colonists and has a MASSIVE amount of hit points. Thing has more hitpoints than any other anomaly in the game- by a large margin.
it should be the other way around- it should be hard to kill when it is attacking, but easier to kill when you are hunting it down. Every party that I have sent out to kill it usually has to go back and sleep and eat at least twice before I eventually finish the damn thing off. I don't like having 'solved' it, being able to track it down, and then it still taking days to do it.
Generally it's just easier to wait until it comes back for the 2nd time, put a disposable pawn or prisoner in front of it, and then have everyone gang up on it while it's hypnotizing in your base- It seems like it is encouraging the wrong steps to beat it.
The first time dealing with the rev it was fun and creative. Finally a threat thats not kill it before it kills you. It was fun to hunt it down and try different things to stun it.
Its a low risk threat but still has that urgent feel to it. While its simpler than the darkness or pit, I still think its one of my fav simply because its method of attack is unique.
This thing is just an endless chase mob that takes way too long and adds a large amount of tedium to the game. I'm close to checking for a mod that disables the thing completely or use dev console to kill it instantly. It's not that it's "difficult" to deal with, it's just a tedious game of chase and without using the search mod cheat, you literally have to play where's waldo with its footsteps
The first 2 times it escaped, it went outside, and I just ignored it until one of my colonists heard it. Then we went outside and spread out so we could see which people it was near. Then I backed everyone off, and threw some EMP grenades at it until it appeared. then we shot it to death.
The next time, I just ignored it when it escaped and let it go outside. Then a few hours later it hit someone, so I used a shock lance on it and one-shot it.
I am not sure why you are spending time hunting it when it will eventually show itself to you. Once you know where it is, just shock it.
I am redesigning my holding cell now so that it has a secondary secure area. This means that if there is an escape, they are not loose in my base. They are locked into another small room with all my fighters.
But iv never had it survive the first attack.
Just dont chase after it. let it run off and fall asleep.
Because if it is, it might need severe buffs, I mean, it doesn't really do anything, it annoys people, then it dies, no real harm involved.
I'd rather fight 6 revenants spawning all at once than face a regular raid from any faction.
Must suck for people without royalty as mentioned before, you'd have to get creative with flares, EMP, and it probably wouldn't be enough, but everyone else should be trampling over this thing like a bug. You guys do know you can turn off safety to cast above your limit too, if you must, right? Even if you have regular steel swords and random raider guns it shouldn't survive a 2nd visit, not to mention the instakill thing vita said, by the midgame you should have at least a couple of them in your storage anyway, for when you find a perfect raider you want to capture no matter what, or some random imperial with that sweet cataphract armor set worth 10 lances you'd spend to knock him down.
The Revenant wasn't fireproof before, and it doesn't make sense. I hope this change is reverted.
But otherwise, Revenant is a DPS race.