Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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JohnMcHobo Nov 9, 2024 @ 6:18am
Mind Worms...
I hate _them_
They can do two attacks: Deal 2-10 damage that always hits or debuff a character with panic for a massive loss of action points. And they WILL get these attacks off at an Ini of 100.

So what do you do? They go for mental attacks so you can take a Zen Stim to increase your neural resistance by a massive 40% aaaaaand...
it doesn't really help. Sure, for a few rounds you get 40% less damage, but they still always hit, their panic attack still massively hits and your perception is now down by 2.
Neural resistance does not much against an enemy that does nothing but mental attacks!

But they have less DR against melee, so you should crush them, right. The game gives you that hint flat out. Except every single melee attack shocks...for some reason.

Any other solutions? They are 100% poison resistant so I'm gonna try to put some of them in stasis (with a grenade that I'm told has relic status). Maybe that helps.

I don't hate mindworms because I keep loosing against them.
I hate them because there seems to be no smart choice or weakness to exploit.
If they were at least squishy or slow something could be done, but so far they just bleed you dead with unavoidable damage and debuffs.

Rest of the game is great so far though.
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Showing 1-8 of 8 comments
grraf Nov 9, 2024 @ 6:53am 
Pro tip: use Camo gadget(s)&LoS denial <-- can't target what you can't see(don't bunch folks up tho as the panic inducing move is an AoE move)
skaudus Nov 9, 2024 @ 7:26am 
Pretty much. Also, they'll usually attack the party member with the least neural resistance. This means you can make a scapegoat (sorry Evans) and have everyone else focus down one worm at a time.
JohnMcHobo Nov 9, 2024 @ 2:44pm 
Originally posted by grraf:
Pro tip: use Camo gadget(s)&LoS denial <-- can't target what you can't see(don't bunch folks up tho as the panic inducing move is an AoE move)

Thats the one gadget I did not have at the time, which is unfortunate because shields or distortion do nothing against them.
Their panic move NOT being single target is another wild design choice.

In the end using the only stasis grenade I had won me the encounter...barely.
Freezing all three worms and killing the frogs did it for me. It was still tense because another issue with the worms is that they are extremely hard to hit for a completely blind and static target.

Oh well, time to kill more things.
The nubinator Nov 10, 2024 @ 1:00pm 
Just know that the mind worms know that you hate them too.
grraf Nov 10, 2024 @ 3:14pm 
Originally posted by The nubinator:
Just know that the mind worms know that you hate them too.

Yees but they love you loong time :steammocking:
JohnMcHobo Nov 11, 2024 @ 10:15am 
Fun fact: It took me more attempts to win that mind worm encounter than to murder the Detroit Gang...I guess what doesn't kill us makes us harder.
bobbie046 Nov 12, 2024 @ 12:27am 
This why you should arm your team with energy weapons. I also stasis the worms and kill the frogs first. Then worms exit stasis and die in less than 2 turns, and yeah Evans almost always goes down. Energy weapons you start with a pistol get a rifle from the armoury, a shotgun from the courthouse fights and an smg from the dead security in operations. All the mind affecting creatures are susceptible to energy attacks, well so is everything else, but I harbour energy cells for mind affecting creatures and the 2 robots you have to fight
Last edited by bobbie046; Nov 12, 2024 @ 12:34am
Tpau Nov 12, 2024 @ 4:16am 
Yeah, the Stealth gadget works absolute wonders on so many fights!
Tend to always tag Computers and Lockpick on starting characters to ensure I have it.
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