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
I do think it should have a serious vulnerability to fire to cut down on the time it takes to kill it with the right tools though. The fact that I had a hard counter to it but still had to fight it for a ridiculous amount of time just didn't feel right and after it escaped containment once and I had to go through it all over again I decided to use 2 shards to make it into a revenant spine implant just so I didn't have to deal with it anymore.
- Reduce revenant flammability to prevent it being trivialized by fire.
The first i encountert got three pawns before i hunt him down to his lair and finished him off. Luckily i had a hellcat
They do still have 200% psy sensitivity but I dunno which conditions actually apply to it.
Playing with tribals/without a good researcher to rush turrets or assault weapons makes it literally impossible to kill, I like the idea but it's supposed to be a stealthy thing that creeps in in the middle of the night to take away your colonists, why is it seemingly the most durable enemy in the entire game? One to three volleys from aforementioned gun line should do it.
Now as a tribals? Oooh man I would be terrified.
Nearly all colonists had 10+ shooting, hellcats, assault rifle, one nerve spiker, and one heavy smg.
I had to chase him down for a comically long time spraying him down across an entire tile before he ran off again, I CANNOT IMAGINE this with a melee colony or God forbid a ranged colony in a swamp where hit chances go down to like 10% because of brush and trees.
Then I played again and he escaped, fire no longer worked because of patch ig? So the colonists I felt comfortable letting go alone (the hellcat users) were immediately taken with no defense.
Recently I played again in the swamp with the anomaly start, I had a shotgun and a ghoul, he didn't lose even one of his 20%, so I'd have to have 20-40 encounters with him to do anything to him.
That's how I got it the first time, using hellcats to stop the murders.
There's some shenanigans going on, maybe scaling? Maybe some sort of resistance/vulnerability? The trouble is you need to lose a colony every time you test this out.
jokes on you they gave it total flame immunity in a patch.
steel walls burn but this one spooky invisible boy is built different.