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control range is tiny, yes. I find that having the mechanitor stay in a little bunker behind the main defense line is how to deal with this. Keeps the mechanitor safe while the mechs can do their thing. That being said "struggles in a 1v1" lol. I have yet to see a diabolus lose a 1v1 with anything. I hope youre not sending 1 militor to fight 1 tribal or something. For medium or smaller mechs you do big swarms, bring out the musket line of lancers or militors and a nice fat group of scythers for tying up strong melee enemies.
Yeah, this is probably my biggest issue with mechanitors. You can kinda get around it by assigning a zone right where your defenses are and forcing the mechs to stay there. I believe you can do this even when the mechanitor is unconcious but they mightve changed that since my last mechlord playthrough. Its still annoying, but all you can really do is prioritize the mechanitor at all costs. Penoxycyline, smokeleaf and other rec drugs, great bedroom and dining room, just keep their mood up at all times and hope some random event doesnt down your mechlord for whatever reason.
Def cant relate. I felt like I had more than enough firepower to defend against anything on my playthrough. I wasnt even really properly managing colony wealth, and I still wasnt having issues.
so make more mechs. Thats the solution to all of the mechlords problems, brute force it with numbers. A fabricor works wayyyy slower than a production specialist, but that was never an issue for me because i would just have 5 fabricors and multiple of the same crafting stations. Like i said, you need to upscale to compete with normal colonies.
Honestly id rather they not be on the colonist bar, i would have an unreadable amount of mechs on that bar. Just select the mechanitor and then the mechs you want from the control group. I honestly feel the way selecting mechs is now is way better than if they were on the colonist bar, as you can use control groups to sort them into different categories. Its like on your pc. I dont want all of my files in a single folder. I want a folder of folders with the files sorted properly. In this case, the mechanitor is the folder and the control groups are the folders contained in the mechanitor.
Also, cant say waste was ever an issue either. Wastepacks are directly related to bandwith. Each mech generates 5 wastepacks per full recharge per bandwidth. 1 bandwidth = 5 wastepacks after fully charging. By the time it becomes an issue you have solutions for dealing with it. I just dump it in a corner of the map and yes, the map will be super polluted, but as long as its not directly on your base tiles it doesnt change much unless you find yourself leaving your walls frequently. My tile was 2/3rds covered in pollution before i started launching it to my neighbors. toxic fallout is annoying but the mechs dont care so neither do I. All that polluted soil does is clear up space for more psychoid, which grows pretty well in pollution.
If anything I had an easier time solo mechanitor than figuring out how to actually use a mechanitor as part of a larger colony. Solo mech you dont need bedrooms or a large dining room or rec room, you basically just need 1 nice irl house (bedroom, rec and dining room) for the mechanitor, a gigantic factory for pumping out mechs (and a prison for your AI cores that have yet to be harvested, also known as people), workshop and storage and band node rooms all that stuff. Your colony can stay small, so its cheaper and easier to protect. As part of a larger colony however, I dont have as much space. Cant make a big factory, cant dedicate as much resources to keeping the mechanitor happy, no space for band nodes. It means the colony mechanitor will never be as strong as a solo mechanitor, and it leaves the colony mechanitor in a weird position where im not really sure what it should do. Should i make combat mechs and have it be a battle mechanitor, or dedicate it to crafting and labor type mechs. Solo mechanitor is just "print all the mechs"
It wouldn't be balanced if they did work just as well as a colonist or better, had the advantage of not needing daily sleep or recreation, never had mental breakdowns, were capable of working in extreme conditions, and on top of that also ran on near infinite power with short recharge time and little waste generated.
Diabolus is an UltraHeavy mech, it's essentially 3 mechs in one so indeed it would not lose a "1"vs1, and all you get in early-mid game is militors so yes, I am sending militors to 1v1 tribals
I forgot to mention this in the original post but there's a bug in the game that completely prevents you can resurrecting any mech
They *only* have a 10 day battery capacity and it takes 2 full days to fully charge them, def not "short", and 10 days dormant for 1 free day of charge is a lot more fair but for being robots you have to do an insane level of micromanaging compared to just a regular firing line of humans
Read my statement again. I created a hypothetical mech based on your complaints, which removes most of what you don't like about them, improved them, and added those to what mechs already offer. I could tack on more if you wanted (like the ability to command them on the world map from your base), but the point is that the result would be so unbalanced there'd be no reason to run anything but mechs from the moment you get even basic ones in the early game and a few upgrades.
Mechs are supposed to have drawbacks to account for the fact they work tirelessly, require none of the usual things humans would need (food, comfort, shelter, space, etc, so your base can be more compact and have less wealth for drawing raids), and can be resurrected relatively cheaply, among others. The command tether is also there to avoid you walling in your mechanitor in a bunker for zero risk. You're supposed to scale your mech force as necessary as well to account for the limited downtime. The latter are stuff the others already mentioned.
As for combat mechs, it's entirely your issue if you decide to send a single militor to engage an enemy. They're a swarm unit, for one, and for another don't make it seem as though your average pawn would be guaranteed to do well 1v1 in every situation either. Early game I usually have at least 3-5 to support my colonist(s) and other defenses.
I've not encountered the resurrection issue myself, so I'd disregard that point since it's not an intended part of the mechanitor gameplay. That'd be like saying a product brand is horrible because one of the millions of the product samples had a production defect.
Combat mechs are terrible at defending a more well-established colony because of their move speed. Light mechs dont offer enough power and heavy mechs makes centipetes feel fast. Unless its a drop raid, i struggle to get my mechs into the action before critical stuff already happened, they are quite good if the colony is small, but suck at support defences after you expanded past a certain point
Work mechs are a very mixed bunch. Lifters and cleaners are almost broken as they are so amazing. Medics are kinda okay, if situational, agrihands are decent, they are slow but at least i never saw one botch a harvest. constructor and crafters are abysmall... they take WAY too long to finish tasks, the relativelly low skill plus the work penalty makes everything take freaking forever, having constructors also means more micro because you cant set buildings to "human-only" like you can to craft tables so you need to manually control pawns to build furniture so the low skill bot dont do it and make a bad quality things. It also dont help that 10-cook skill is still in the range of food poison by imcompetent cook(and bots cant be trusted with important surgery for the same reason, micro that medic bot away from the pawn waiting for a bionic implant. Having the medic bot for the curgical exam on the metalhorror event is super handy, tho)
You can use allowed zones to gather them in a defensive spot even when they aren't under direct control. Its better then letting them roam around individually at the very least.
Add the "Mechanoid Labor: Enhanced" precept (+20%) and the "mech booster" building (+50%) on top of that and you reach 131%. Also its not 50% for all mechs, Tunnelers for example has 150% work speed as a default, agrihand and constructoid also have special modifiers to their specific job's work speed.
That said, i am not saying that Mech's couldn't use a buff and/or rework on some mechanics. On the other hand, they should likely have downsides when compared to pawns, otherwise they would just be better pawns.
If you want to solo mechanitor and you end up fighting tribals, chokepoints are essential early game and you need to use your other working bots as a meat, well, metal shield in the doorway so your militors have time to fight.
I agree with pretty much all of this except for agrihands being just decent and fabricors being abysmal. I love these things, and usually produce a great many. Sure you can have regular farmers but for the kinds of psychoid fields i grow, having a few high skill growers isnt enough to get the field planted in time to ensure its all ready at the end of the season. but 20 agris? They can get it done because they work through the night and dont have to eat or do recreation. And crafters are good at keeping the basic stuff like components and flake crafted. Yes theyre slower but again, they work pretty much all the time and dont need breaks like people do, and they free up my skilled crafters for making equipment, i always just build robot specific benches for this, usually a few of each type with fabricors for each. I have the colonists that I care for that make high quality equipment but the backbone of my trading materials come from bots. At some point i want to try this concept with a slaver colony but bots are a great morally correct option.
I wrote a guide for them (it's pretty lengthy but if you're interested you're welcome to check it out, although it might be outdated in some aspects).
Definitely do this. I will usually have a handful of zones that keep my combat bots near the high risk areas, and often will build rechargers nearby so they can recharge without having to travel a quarter of the map to prepare for a raid. Temporary zones are also useful for staging an offensive manuevre (e.g. I will make a box nearby pit gate openings and send some bots there). You can also use temp zones to restrict work options (e.g. a zone around the kitchen/workshop/farm). I also set combat mechs to power down or recharge most of the time, and have work bots recharge under 90%, so that they don't spend entire days recharging.
I am certain that there's no known bug that prevents resurrection. It might depend on what your world looks like. For starters, just make sure that 1) colony robots are hauled nearby the gestators, 2) mechanitor can reach the resurrection resources (steel, corpse, gestator), 3) resurrect bills include all neccesary checks, 4) sufficient bandwidth, 5) empty wastepacks from gestator and have a destination for them. There might be something I'm missing, if none of those work and you want to drop the save file I could check for ya.
Robots by design tend to not be very flexible, so you have much more limited options when making robot combat tactics because of the limited control range and lack of access to unique weapons (they are tied to the bot, can't equip jump packs, shield belts, etc.).
Militors are supposed to be weak: they don't require significant investment and are cheap to produce, maintain, and resurrect. If you want to use them effectively by themselves (without other combat mech types), you have to swarm with them. Even in an end game mechanitor playthrough (100 bandwidth on a single mechanitor + 2 more mechanitors, all with mechlord) I will opt to use some militors (like 12-18 of them) since they can effectively tear down bosses. They don't stand up to 1v1's though (and shouldn't), after all, you have to face them and they have a low combat power, which should reflect in performance.
You can set the combat bots to recharge and shut down, and/or assign them to a zone. Most pawns struggle in 1v1's, not just mechs. militors are the same combat power as a tribal short bow archer, which I think is a fair 1v1 matchup, since archers have more range but less damage. I would expect to see them win 50% of the time.
I do wish control range could be extended, but I'm not sure what the cost should be. I feel like 2 advanced components, some power and space building per 4 radius increase would be fair.
Solo mechanitor is supposed to be a challenge so I affirm that there should be difficulty. If you don't enjoy the challenge then don't play it.
it allows you to control mechanoids anywhere without a Mechanitor. oh and one other thing you forgot to mention about Mechanitors, they can't have the mechlink installed if they have 0% psychic sensitivity which makes no sense cause that stat does nothing for Mechanitors as far as i know.