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I much prefer fleshbeasts over the fleshmass heart that tanks my framerate.
For you, perhaps. It's a perfectly valid option if you don't want to risk your people on the front line otherwise. And who says you need to play strictly a mech army anyway?
If you really struggle just keep a few ghouls around to solo anything flesh related.
Flamer turrets mixed with double auto turrets and barbed wire held for me.
Where they attacked is quite a strong defensive position, i crushed the flesh hulks from the same angle,
I too fear the flesh beasts, they seem to stab people in the heart alot even in their smallest form they arent to be under estimated.
My melee war casket guy who is 90% bionic with a legendary plasteel sword minces them but i dont risk him needlessly they killed a guy in marine armour and alot of slaves.
Bears mess em up, can't beat an army of bears but that takes time and ALOT of food. The problem with the pit is you dont get much time to react, if you have high wealth you are getting ALOT coming your way.
Im dreading the metal horror event, thats gonna cause some emotional pain, i had this colony like 30 in game years and 2 irl years.
Ramon had a lucky escape
https://youtu.be/aemMpz701hE?si=o9b7U0Vk5FBM7kSY
It may be because of style, my colony is very focused on melee pawns, I had vampires meet in my region too so I used them to infect 4 of my tough pawns with their genes, I can now make better soldiers with my own genes, but the vampires are still very strong.
tl;dr if they can survive the darkness out in the total open by just forming a small circle and meleeing all the noctols to death with near impunity those flimsy flesh beasts are no threat at all, if anything they are a greater threat to my armor, not my pawns, damn armor keeps desintegrating almost every fight.
That being said, there is one reward for fighting them, but it's hard to get, the bulbfreaks, huge blobs of meat that explode if you even look at it funny, if you can capture them that's a 7 bioferrite/day for each, I got a few, but some have exploded as I tried to harvest electricity directly from them, even small burns can sometimes pop them so don't even try.
https://steamcommunity.com/sharedfiles/filedetails/?id=3240432977
The trick is not attacking it directly, I've used fire, set them on fire with the yellow zone of an incinerator, or set the ground on fire and teleport them over the fire patch, stun, and let it run around in flames. Sometimes it will pop, sometimes, if you're quick enough, the pain will knock it down and you'll get them.
Devourers are still better, and easier to handle I think as 2 of them almost fill up one electroharvester (I wanted to fill that entire facility with devourers) but bulbfreaks aren't bad at all, 7 bioferrite can also be converted into a lot of power if you use bioferrite generators, and can also be used for atmospheric heaters if you want to get rid of winters.
PS: Bioferrite swords are the best cutting weapons under monoswords right now I think, and they have a hidden +psionic stat, everything made of bioferrite gives +sensitivity, I'm suing bioferrite slave collars on my casters, and even bioferrite plate armor is a rather decent alternative for casters.
A genetically enhanced melee specialist on juggernault serum can deal over 100 damage a hit, severing 2~3 limbs with one attack. I thought I'd miss the penetration from monoswords but honestly, I can just jump the mech bosses with 2~4 ghouls and/or bioferrite specialists, let them all hit about twice and it's over.
So yeah, bioferrite is great, bulbfreaks are a crazy source.
Edit: Oh, and you can outnumber them. But it might get expensive if you don't have a necromancer creeper raising corpses for free, these just turn into zombies whenever I need help: https://steamcommunity.com/sharedfiles/filedetails/?id=3240441111
I got 4 rooms like this near my entrances.
Most of the new stuff doesn't have any real armour so penetration isn't that needed, although the nociosphere is well armoured.
Tbh you don't really need that mod even in vanilla, certain implants can act as much better melee weapons than most stuff in the game, bionic and archotech arms by themselves deal some respectable damage, but if you want a good weapon & don't want too many dedicated melee pawns equip them all with power claws, elbow/knee blades work too if the hands aren't available.
I've killed plenty of anomalies & centipedes with power claws on my main caster, wielding an elex staff for sensitivity. Sometimes while wielding a regular firearm too.
https://rimworldwiki.com/wiki/Power_claw
True, while they aren't as strong as proper bionic genetically enhanced supersoldiers in good power armor, they are still expendable.
4 upgraded ghouls forming a little square close to a wall can probably face any size raids from Anomaly on their own, and if some of them die, you can revive them almost for free.
Except devourers, of course, you need some bait for those, I've been using shamblers, once they have some trash to eat they become a non-issue, even when there are several dozens of them.
PS: Fire makes them spit whatever they are eating right out. Dizzyness (psycast) works too.
im currently running a mechanitor so i can usually let tunnelers tank but you could prob use a sanguophage or a ghoul for same purpose. and they still lose to kiting properly
Entered with 6 scythers and 2 centipedes, controlled by 2 mechanitors.
Carefully moved melees in front, followed by centipede and mechanitors away from front line.
Found the boss.
Fleshbeasts exploded and fell right in front of my mechanitors (5-6 blocks away of melee frontline)
Mechanitors got downed.
The boss was killed by mechs.
Cave collapsed upon downed mechanitors.
Every unit was buried.
⭐⭐⭐⭐⭐ Would fleshbeast again