RimWorld
Selgeron 2024년 4월 29일 오전 6시 33분
The revenent is boring and badly designed.
The revenent is the worst of all the anomaly encounters.

It has some really great moments, with it incapacitating and then escaping- but once you have 'solved' it, it takes FAR too long to actually kill- Especially if you are missing 1-3 pawns from it incapacitating them.

It usually takes me finding it, hitting it with all my guys, watching it run away, finding it again, hitting it, watch it run away, find it, hit it again, watch it run away, go back to the base, eat, sleep, wake up, go back out, find it AGAIN, hit it with all my guys, watch it run away. It usually takes 5-6 attempts before the thing actually freaking dies. I figured it out, I did the research, but actually killing it is a boring slog. The thing has more hitpoints than a Thrumbo or a Centipede, which just seems. Weird.

Even if you are spamming stun and beckon on it with a psycaster, it still takes forever. You can't slow it down with leg injuries, it is immune to stun, EMPs work if you have them, but this thing can show up the moment you have 4 pawns, so that's no guarantee- It can show up in the fist quadrant if you are playing as lost tribe.

The best way to kill it is to just wait until it starts hunting someone, gather everyone up, kite it as best you can with who it is targeting, and beat the ♥♥♥♥ out of it while it's hypnotizing someone, because then you can actually get 10-15 hits on it- FAR more damage than hunting it down. Even then, it still has enough hit points that this will probably take 3 attempts to stop it, with you losing a pawn every time.

It feels bad also because there are no proactive ways to deal with it- It goes through all doors, including security doors, and runs directly over any pawns that try to escape with it.

I feel like the way it should work, is it has WAY less hitpoints. it's invisible, right up until it grabs someone for hypnosis, (So basically invisible all the time) and when it does that it gets a huge buff that continues to get stronger right up until the hypnosis finishes. It should also restore health while it is hypnotising as well. When that finishes, it restores all of it's health, becomes immune to 90% damage and has a move speed for it to run away. This then slowly lowers once it goes to sleep to 'digest'. That way, if you are able to track it down and find it, you can kill it while it's sleeping, and the longer you wait (thus risking it getting ready to attack you again) the weaker it is.

Stop letting it go through doors- it should have to use its invisibility ability to follow a pawn in, or ambush someone outside. Once you lose that first pawn you should be able to hole up with detectors and behind doors, and only travel in groups.

If it takes a certain amount of damage while it is hypnotizing, (which should be hard since it gets damage reduction and is healing itself while hypnotizing) it should break the latch turn invisible again and run away, so you can at least be smart and do something about it.

This way, it will almost always be able to at least get the first colonist, and most likely one or two others, but if you only have a few colonists left you can still hunt it down and kill it when it is hiding and weak, because in its 'hasn't eaten for a while, hibernating form' it only has the same hitpoints as like 2 regular dudes, so a group of people can just find it and kill it, or if there's only one guy left, he can likely kill it in two or three attempts.
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Helios 2024년 4월 29일 오후 6시 17분 
What i did to counter it was building unfinished stone walls infront of doors had a big room the moment i got an alarm for invisble creature i drafted all into that room so i could trap it behind walls giving me time to kill it while it did try destroying the wall also repair it from other side if possible
.
Helios 님이 마지막으로 수정; 2024년 4월 29일 오후 6시 18분
VitaKaninen 2024년 4월 29일 오후 6시 34분 
My containment facility. Strength is 128 on the platforms.
I am not worried when 3-4 escape at the same time since I have shock on my psycasts. If they go invisible, they are stuck in a small room with all my fighters.
Edit: Apparently the Revenant is not stopped by the security doors.

https://steamcommunity.com/sharedfiles/filedetails/?id=3235682354
VitaKaninen 님이 마지막으로 수정; 2024년 4월 29일 오후 7시 13분
VoiD 2024년 4월 29일 오후 7시 06분 
VitaKaninen님이 먼저 게시:
My containment facility. Strength is 128 on the platforms.
I am not worried when 3-4 escape at the same time since I have shock on my psycasts. If they go invisible, they are stuck in a small room with all my fighters.
https://steamcommunity.com/sharedfiles/filedetails/?id=3235682354
I feel silly doing all of this nonsense
https://steamcommunity.com/sharedfiles/filedetails/?id=3235695586
VitaKaninen 2024년 4월 29일 오후 7시 08분 
Maybe you need more bioferrite than me. I have just been turning mine into sculptures and selling them.
HunterSilver 2024년 4월 29일 오후 7시 29분 
VoiD님이 먼저 게시:
I feel silly doing all of this nonsense
https://steamcommunity.com/sharedfiles/filedetails/?id=3235695586
This is an inefficient setup. Those chimeras and what not only give like 430w each and an electroharvester can get up to 2000 power off of up to 6 connected platforms. You could remove one of the electroharvesters and remove all of the electric inhibitors at the loss of 5 containment strength and a net positive of 840w. Or leave 1 inhibitor on each of them for a net positive of 5 containment and 560w.

You could also cut the size of the rooms in half and double up the number of entities you're containing. Heck, you can reduce the room size to 6x7 at no loss of containment strength while more than doubling the number of platforms and other equipment you can fit into the same space.
HunterSilver 님이 마지막으로 수정; 2024년 4월 29일 오후 7시 31분
stun 2024년 4월 29일 오후 7시 33분 
VoiD님이 먼저 게시:
Is this a major threat that spawns instead of a regular raid?
Yes.
The absolute earliest possible revenant is the equivalent of ~8.57 raiders
You only ever get one revenant, even when it's spawning in place of 250 tribals
It's probably the easiest threatbig in the game, essentially a raid that is permanently capped at 300 raid points maximum no matter your difficulty settings or wealth.

E:
Fun fact, rev behavior isn't tied to faction. So you can add them to raids and they cost 300 raid points and so long as it's not a faction with humanlike raid behavior they behave just fine. I'll get around to it after I finish on the current faction
stun 님이 마지막으로 수정; 2024년 4월 29일 오후 7시 37분
VoiD 2024년 4월 29일 오후 7시 38분 
HunterSilver님이 먼저 게시:
VoiD님이 먼저 게시:
I feel silly doing all of this nonsense
https://steamcommunity.com/sharedfiles/filedetails/?id=3235695586
This is an inefficient setup. Those chimeras and what not only give like 430w each and an electroharvester can get up to 2000 power off of up to 6 connected platforms. You could remove one of the electroharvesters and remove all of the electric inhibitors at the loss of 5 containment strength and a net positive of 840w. Or leave 1 inhibitor on each of them for a net positive of 5 containment and 560w.

You could also cut the size of the rooms in half and double up the number of entities you're containing. Heck, you can reduce the room size to 6x7 at no loss of containment strength while more than doubling the number of platforms and other equipment you can fit into the same space.
Oh yeah, the chimeras are temporary, it's meant to be nothing but devourers and bulbfreaks, but they haven't spawned too much.

VitaKaninen님이 먼저 게시:
Maybe you need more bioferrite than me. I have just been turning mine into sculptures and selling them.
I'm burning it for fuel and global warming
VitaKaninen 2024년 4월 29일 오후 7시 40분 
What is the purpose of the atmospheric heater?
VoiD 2024년 4월 29일 오후 7시 47분 
VitaKaninen님이 먼저 게시:
What is the purpose of the atmospheric heater?
No more winters I guess
VitaKaninen 2024년 4월 29일 오후 7시 55분 
But I like the snow... What about an atmospheric cooler?

How come pirates get those, but we don't?
VitaKaninen 님이 마지막으로 수정; 2024년 4월 29일 오후 7시 56분
Selgeron 2024년 4월 29일 오후 9시 20분 
A lot of people in this thread seem to think I have an issue with the reverent being HARD. That is not the point. It's not actually that hard- It's just TEDIOUS and annoying.

The point is that you solve it, but surprise its not really solved, because of the amount of hitpoints it has and the amount of speed it has. Tracking the thing down takes forever. People are saying 'oh I just shot it to death' well, I don't have 12 colonists with legendary machine guns, so its going to take me finding it and tracking it down at least 3-4 times, and its boring.

Imagine if you got the darkness event, and you put out your torches and spread out to each obelisk, but then when you got there you found out each obelisk had 10,000 hit points, so despite you already doing the 'hard' part you now have the tedium of breaking 30,000 hit points worth of obelisk. That's essentially what the revenent is. You solve it, but its not really 'solved' until it's captured at least 2 guys, you have the ability to sense where it is, and then you go hunt it down, but hunting it down takes a long time because even when you hunt it down it runs away and it has way to many hit points.

On top of that there isn't really a huge counterplay. The only way to stop it is if you have enough DPS in your base when it comes, and either you do or you don't, and the less DPS you have the more obnoxious it's going to be.

It doesn't get more dangerous the more people it captures, so there's no real incentive to go out and look for it- its MUCH easier to kill when it attacks you, since you'll have everyone together, and it won't run away while it's hunting so you can shoot it for 30 seconds straight.

The other ones all have way more play/counterplay and are much more interesting!

Deathpall: Make sure you dispose of or cover all the corpses to make sure that they don't turn into a mess of shamblers

Pit-Gate: you can ignore it for a while but eventually you will have to go into it and explore the underground, get your best fighters up and I hope you like it close quarters

Flesh Heart: You gotta get in there and study that thing, but once you've figured it out it just sort of goes POOF.

Nociosphere: Make sure you send it after a BIG raid or else it's coming for you next!

Cube: Study that thing before everyone gets affected, but maybe it would be nice to have less tantrum for a while...

Blood Rain: Better stay inside, but you got to worry about calming down all those obelisks right?

Metal Horror: Be careful, you found that flesh, interrigate everyone and then surgery everyone. Make sure your suspects aren't friends!

These are all neat and interesting!

Then we have the Revenent. Obviously the way that they WANT you to deal with the revenent, is that it kidnaps people weakening your overall party strength, and then eventually you get enough research to go out and find it when it's sleeping and kill it off, freeing everyone. You are on a bit of a time crunch because it comes back to hypnotise someone new every night!

But what actually happens is its such a ♥♥♥♥♥♥♥ pain to find, and to kill when you are hunting it down because it is so fast and has so much health, the best bet is to just wait until it comes at night, maybe put a slave or prisoner outside as bait, and then blast it down with 10 guys while it stands there like an idiot hypnotising someone for 15 seconds.

And if you don't have enough DPS to kill it in your base, you're going to have even LESS DPS to go out and find it, because when you go out looking for it it runs away at super speed, and cannot be injured. So might as well just keep trying in your base.

It's dumb and it isn't really doing what it was designed to do. It should be strong when it is attacking and weak when it is hiding. It is currently pretty much the opposite now. It's the most tedious of the anomaly events by far.
VitaKaninen 2024년 4월 29일 오후 9시 30분 
I am going to tum mine loose and record it.
VitaKaninen 2024년 4월 29일 오후 9시 37분 
It was too easy. I will do it again and not hunt it down this time.
If you don't have a psycast, use a shock lance. Practically everyone sells them.

https://youtu.be/XeYbcuklVg8
VitaKaninen 님이 마지막으로 수정; 2024년 4월 29일 오후 9시 55분
VitaKaninen 2024년 4월 29일 오후 9시 52분 
Here is another one. I did not hunt it down, but when it attacked, I killed it with Melee and then reloaded and used Ranged the second time.

Why are you spending time hunting it down? Keep everyone inside, and then kill it when it attacks.
https://youtu.be/hEiFenlQGdA

VitaKaninen 님이 마지막으로 수정; 2024년 4월 29일 오후 9시 54분
stun 2024년 4월 29일 오후 9시 56분 
Selgeron님이 먼저 게시:
The point is that you solve it, but surprise its not really solved, because of the amount of hitpoints it has and the amount of speed it has. Tracking the thing down takes forever. People are saying 'oh I just shot it to death' well, I don't have 12 colonists with legendary machine guns, so its going to take me finding it and tracking it down at least 3-4 times, and its boring.
But your premise is completely wrong because it has the HP of 8 pawns and stands around out in the open for twelve hundred hours and can be trivially contained or stunned or etc.
There's an incredibly narrow range of raid points where it's possible to see a revanent and not have it be faster to kill than a raid.
It takes like 3 pawns with starter weapons to kill it on a single visit. It's not hard. 12 pawns with legendary "machine guns" is comical hyperbole when it's one of if not the weakest threat in the game.
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