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Club or gladius/axe would probably be more apt, knives, especially plasteel are unironically on the higher end of dps and actually so viable they invalidate quite a few higher tech level weapons. It's a bit silly how good they are, not top top tier but way higher than is reasonable.
Since you only have access to Basic Mechtech. The militors is the only combat mech you have access to until you have defeated the Diablous threat which grants access to Standard Mechtech. Without the militors defeating the Diablous can be tricky.
Do what you want. You can make something like Pikeman, Scythers and whatever else instead. The militors are not exactly meant to be the end all be all type of mech.
The advantages militors have over "better" mechanoids are largely in between fights. They use a less important gestator so you can replace a militor and something like a pikeman without either interfering with the other one. They produce fewer wastepacks than most mechs, and they only cost 1 bandwidth which only a scorcher and the labor mechs share as an advantage. The fact that they can be replaced from a regular mech gestator means that losing 4 militors in one fight is usually less of a big deal than losing something like a tunneler which would be competing with your other large mechs for replacement. If you are raided while down a militor or two it's not usually a big deal, but if you are raided when your diabolus or something is still being gestated that could be a problem. For that reason militors are effectively cannon fodder to protect your other mechs in the same way other mechs are cannon fodder to protect your colonists.
That's not how it works. Those wealth numbers are really completely inconsequential. 800 wealth on a militor is about 4 threat points, while a naked human enemy costs like 40 threat points to spawn on 100% scaling. The primary way friendly mechs scale difficulty is based on their combat power, a centipede is 400 combat power, a militor is 45 combat power, the game looks at 20-40% (depending on game stage) of friendly mech combat power and adds that to your threat points, so a centipede is adding nearly 10 times as many threat points as a militor is.
45*0.4 = 18 threat per militor.
400*0.4 = 160 threat per centipede.
Adding their base wealth values to that is like 4-5 each which as you can see really doesn't make a difference.
I've done a couple mechinator runs and having like 10 militors permanently camped in my killbox is pretty useful as disposable decoy targets and a small amount of extra damage.
A while back, I dusted off my Rimworld and took another several runs at the new DLC.
I gotta say, Astasia... I really missed having you around to tell everyone how wrong they are. I mean that very seriously: your posts are logical and informed as hell (like borderline annoying/pedantic, but totally in a good way).
I'm happy to see you're still haunting/informing 'round these parts. Truly.
Good luck to you, always.
If you need someone to shoot stuff, put a shotgun in your colonist's hand and have mechs do the hauling/cleaning/planting/constructing etc. You'll be much better off than doing the opposite.
Worker mechs can fight in a pinch, and they're not worse at it than militors since the only reason you'd ever want to use a basic mech in combat is to soak damage up front
Besides, if you are really leaning into a mechanator playstyle then chances are there really isn't much of a difference if even 10 raiders are added to a raid, much less the maybe 1 added if you have 10 militors. Especially if you pair mechs with a killbox or something else BS like a high level psycaster. The cheaper (and smaller) gestator has a lot of utility, especially if you aren't rushing through mechanator content and already had time to build a second mech gestator before you researched standard mechtech.