RimWorld

RimWorld

Alpha Mechs
A Totally Not Long Feedback of: Alpha Mech
I've recently completed a run with Alpha Mech mod being one among the 35 mods on my list, and I must say that I had loads of fun with the adversaties variety offered when fighting against the mechanoids and also when using them as my own army. As such, I wanted to contribute in any way I could to help Sarg when it comes to mech-related mods of his (I know he got genes too but I'm too dumb to understand those) by providing detailed insights on how I feel for and against every mechs within this mod.

Details
  • Main race : Androids of Vanilla Expanded
  • Period : 10 Years, completed with Vanilla Ship ending
  • Mech-related mods: More Mechanoids Work Mode, VFE - Mechanoids, Tunnelers can deep drill
  • Fight scales: Often very huge by end game, especially against mechanoids due to me activating VFE - Mechanoids Total War mode and letting the ships survive, EVERY single one of them. I'm talking 8 Colossus 6 Siegemasters alongside the fodder mechs etc.
  • Total Bandwidth by end of run: 400/645
  • I made this list like 2 weeks ago so this one new addition is just to mention I've since ran another 10 years with this mod, alongside one with CE patch! Exciting!

Every mechs will be fully detailed with the following format:
- Threat Level (1 as the most meh to 10 of the most oh ♥♥♥♥ oh ♥♥♥♥) - How significant their presence is within the mechanoid group and priority when it comes to killing. The higher it is, the more dangerous they are perceived to me.
- Player-controlled Performance (1 as the nyeeeh to 10 as the WOW MUST HAVE) - How useful a mechanoid is under my own command. The higher it is, the more I value them.
- Player Description - What I'll write based on how I feel about the mechanoid in general.
- Suggested Change (if any) - How I feel the mechanoid could do better, if any.

Feel free to converse also if you feel differently from how I do about these mechs, anything that could help provide insight to Sarg to make better changes!

[Aura/Dominion]
Threat Level - 3/10 (Dangerous early on, becomes fodder once you have volume fire)
Player-Controlled Performance - 3/10

Player Description - Aura and its advanced counterpart, Dominion are nice design-wise. It's a shame however that I don't quite feel the same for their performance in combat, or rather, identity. Stat-wise, they are essentially a slightly better Scyther in all regards except armor. While this in and of itself is fine, Aura/Dominion are touted with the ability to regenerate damage overtime. This ability of theirs were supposed to be the keystone of their identity, and yet it feels very... unremarkable, to say it kindly. Despite the supposed fast healing remark (0.1 for every 30 ticks), it's pretty much useless when in actual combat as the damage accrued often far eclipse their ability to heal, if not often dying outright. Even outside combat, the aforementioned regeneration took them ages to even go a quarter of their body's health.

Suggested Change: I see two possible change as suggestion to make them stay true to the burst nature form that they replicate off Scythers.
1) Make the regeneration a LOT stronger, but turn it into an active ability that cannot be toggled off. Using this ability then burns their battery IMMENSELY , making them last only 2 hours before getting downed or any other form of drawbacks. Powerful regeneration at the cost of borrowed time.
2) Have the regeneration tick increased slightly and affect all the damages at once instead of one at a time. Weak regeneration that scales as more damages are accrued.

Of course, the stats across the board should probably be reduced based on your discretion to compensate for the regeneration buff.


[Daggersnout/Eviscerator]
Threat Level - 2/10
Player-Controlled Performance - 10/10

Player Description - Literally no complain about this one. The recent move to make it cost 5 from 25 plasteel made it supremely useful economically from early to endgame with the appropriate strategy employed. Despite the lower damage and health compared to their other melee brothers and sisters, they more than make it up in term of sheer numbers. Utilized properly, they are extremely good at doing their appropriate jobs, and that is to get up close and personal and tie ranged attackers into a melee fight, effectively keeping them from being able to properly harm your other mechs and pawns. Not even bosses can effectively deal with them once they are within proximity, so long as there's no enemy AOE in play. The advanced version have higher melee DPS and speed, albeit being higher cost in general does mean their true strength in swarm falls slightly economically speaking early game, but otherwise just a beefed version of Daggersnout.

Suggested Change - None. They are perfect as is.

[Demolisher]
Threat Level - ?
Player-Controlled Performance - ?

Player Description - I have oddly not had even one encounter with this unit so I can't say anything about it. For some reason mechs just didn't want to do breaching raids at all.

[Fireworm/Incinerator]
Threat Level - 1/10
Player-Controlled Performance - None, never used them.

Player Description - These mechanoids would likely be higher on threat level and strength, if not for the fact that my defense squad comprise purely of mechanoids and the one mechanitor. As such, they are directly countered and is essentially super easily disabled by melee units and end up being fodder despite the decent HP pool. It doesn't help it has fairly low range for its flamethrower, making it even easier for melee units to close in and get its hand tied, and by then, it's as good as dead. Even if it was to be deployed against humanoid raiders under my control, I seriously doubt it'd able to do much if the raiders also utilize melee spam, as it requires itself to be at the frontline, and therefore easily reached into melee combat. The advanced version suffers the same drawback.

Suggested Change - Making its death have a decently strong and big explosion (not fire explosion) around itself would mitigate attempts to melee the unit, and punish heavily for those who still choose to do so. Players would then have to opt on choosing to kill the mech with ranged attacks, which in return allows the unit to also use their weapon properly. There's a reason why people don't bum-rush the flamethrow boys from VFE - Mechanoids.

[Goliath/Colossus]
Threat Level - 4/10
Player-Controlled Performance - 8/10

Player Description - Honestly I'm pretty happy with where Goliath and Colossus are performance wise. They are the wall in which distracts enemies. Their exceptional survivability like that of a Centipede and speed, especially Colossus which moves exceptionally fast for its size makes them very valuable, both to damage (albeit not as effectively) and serving as distraction whilst more vital mechs endow the enemies with hail of bullets. They are somehow the most balanced mech I've seen. Not useless, but absolutely not wrecking chaos either, just perfectly good. Fast, VERY tanky (HP is literally that of an Infernus and almost identical armor) but derpy damage dealing potential, which is absolutely fine!

Suggested Change - None.

[Phalanx/Hoplite]
Threat Level - 1/10
Player-Controlled Performance - None, never used them.

Player Description - Suffers the same weakness as Fireworm/Incinerator, where it's ineffective against mechanoid armies. Its range is very slightly bigger than their fiery brother but still fairly inadequate to completely protect themselves from being utterly surrounded in close combat. More often than not, they get caught surrounded by melee and dies by themselves without doing so much of damage at all.

Suggested Change - Perhaps much like Fireworm/Incinerator, they could release a slightly damaging cryogenic explosion on death that freeze (or stuns) enemies in place, causing them to be vulnerable to other enemy mech fire.

[Siegebreaker/Siegemaster]
Threat Level - 7/10
Player-Controlled Performance - None, I have actually never used them yet as I don't find them necessary

Player Description - Almost forgettable at times due to how long they take to fire, but I left them alone for a decent while that one time and they definitely made their presence known by eviscerating a huge clustered mechs army of mine. From experience, they are indeed dangerous primarily due to big AOE artillery and very accurate shelling. However, they are more of an immense threat if multiple (4+) are deployed and successive bombardments are launched on your mech armies. Otherwise, only one or two of them often aren't too much of an issue to deal with. I like them as they are, the kind that fades into the background and then surprises you with a devastating wide-ranged wake up call.

Suggested Change - None.

[Blitzkrieg]
Threat Level - ?
Player-Controlled Performance - ?

Player Description - I have never used, nor encountered this so I can't say.

[Bellicor]
Threat Level - 3/10
Player-Controlled Performance - 8/10

Player Description - The big brother of Militors, and oh boy, I love them so much. Even before the buff, they were actually already massively performing due to the fact that they use chain shotguns, one of the best close ranged weapons in vanilla. This unit shines superbly so in swarm when they lay waste to a target of their choosing, nothing can really survive for long when there's like 10 Bellicors spraying at someone's hind. A squadron of Daggersnout and Bellicors makes up for an economically sustainable and yet extremely devastating combo as Daggersnouts disables the target whilst Bellicors delete them promptly. Their one true weakness and counter is being hit by an AOE attack which can easily wipe swarms of them out, hence it's vital to keep them protected and away from enemy focus if possible.

Suggested Change - None, of course none!

[Artilleron]
Threat Level - 5/10
Player-Controlled Performance - 6/10

Player Description - The little sister of Siegebreaker/Siegemaster. While they are not as impactful in presence as their big brothers, the Artilleron makes up for the lack of AOE in sheer volume of fire when it comes to shelling. They are pretty essential to pummeling the enemies effectively at a distant and softening them up for other combat units to take advantage of. More of a backline support, these little ones do their absolute best to provide minute bombardment power up front (and hopefully not harming allies in the process). They are also extremely excellent at wiping cluster turret and any stationary defenses out, especially thanks to how far its ranged shelling goes.

Suggested Change - None.

[Polychoron]
Threat Level - ?
Player-Controlled Performance - ?

Player Description - I may have encountered it, but it might have been so forgettable I cannot remember if it's threatening or not. Never used it either.
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Showing 1-8 of 8 comments
Raikuri Hirei Jun 19, 2023 @ 5:12am 
[Lux]
Threat Level - 4/10
Player-Controlled Performance - 5/10

Player Description - Absolutely nice mech for long-ranged combats. While there's not much to write home about them, the best one could describe it is essentially a rapid-shooting Lancer, which is honestly very useful when going up against hordes of mech units or well-armored targets and swiftly deal with them. Their high speed reminiscent that of the Lancer also helps them to keep up with the main group and reposition where it's necessary to deliver as much well-placed shots as possible. Having in-built flame damage also means they are slightly more effective against humanoid targets compared to mechs.

Suggested Change - None.

[Legate]
Threat Level - 2/10
Player-Controlled Performance - 3/10

Player Description - Compared to the advantages of Optio, Legate is sort of personally useless and unnecessary in my eyes. Slow, which means fight tend to be already halfway through done which is when shields are often most critical for the opening fight or when there's multiple battlefields to attend to. Wide shield, which means while it helps covering a bigger area to protect more allies, it also means generally absorbing a lot more fire in general, even those that might have missed the target to begin with and breaking it instantly. It's also far more costly to build multiples of Legate to rely on strength in numbers, which mean you often only have one or two of these in an army. All the cumulations as such made the Legate not so much of desired mech shield units unless for specific niche situations where you can setup your forces beforehand, like fighting clusters. The weapon is good, but still not enough to really make it worth building.

Suggested Change - Not inherently bad, just eclipsed in performance and how valued they are by their smaller counterpart, Optio. Not sure how I'd rectify this personally. Slow moving mech units often are not utilized as much as faster one does unless they have game-changing abilities or performance, like Infernus, Siegemelter, Siegemaster, etc. 450 shield is barely worth all that slow movement to carry it to the front line except for certain scenarios.

[Munifex]
Threat Level - 7/10
Player-Controlled Performance - 9/10

Player Description - The Godfather of Friendly Fires. I swear this quackhead scored like tens of hundreds of ALLIED Daggersnouts and Bellicho kills due to my own sheer incompetence. EXCEPTIONALLY strong against horde units and armored with high rates of fire, high piercing and long range makes them out to be the literal best combatant unit from the amount of DPS. They also move as fast as any other units does, which means they have no issues keeping up to go where they need to be. Their only downside putting them down to 9 from 10? As written above, friendly fire. FRIENDLY FIRE EVERYWHEREEEEE. My god, I both hate and love this guy so much at the same time. If you're deploying these boys, MAKE SURE to put them on the sidelines, do NOT put them behind your other units.

Suggested Change - Player using these guys need to rectify their skill issue of friendly fires.

[Sagittarius]
Threat Level - 1/10
Player-Controlled Performance - 6/10

Player Description - Another friendly fire god, but with melee units and not as bad. Frankly speaking, in Vanilla, this unit will be not performing much due to how EMP damage works and how mech easily adapt to EMP stuns. However, if and when CE hits, I'm 98% sure this unit is going to be the god unit against mechanoid. Refraction in how their EMP jumps from one to another (including your own sadly) is an excellent ability complemented with the fact they never miss, which is absolutely awesome, just again, undermined and weakened by the fact that EMP in vanilla is basically doo doo other than for shield breaking purposes. Otherwise, no complain about this guy, he will be awesome once that CE patch hits!

Suggested Change - None!

[Siegemelter]
Threat Level - 99999999/99999999
Player-Controlled Performance - 10/10

Player Description - I hate you Sarg. I read this guy's description of his weapon and I was like, oh cool, he got low range so that means it should be fine if I left it to some of my Bellichors to disable him. Nah, 35 Bellichors dead burning on the ground in the span of seconds. My brain basically took a vacation trying to comprehend what the hell just happened, while he proceeded to raze another 85% of my army in the confusion. I basically paused and took like three looks at the description. I was expecting 8 tiles when it said short-ranged. Nah, my man got a whole ass 15 xdddd. It was good fun though, I survived, barely.

Anyway, to describe this mech is simple. He is an extremely strong army destroyer. Keep your clusters of short-range units away from it, it will wipe all units easily, so prioritize having long range DPS like Munifex, Lancers, Lux etc. against this mech.

Suggested Change - Maybe change the description to medium-short range? Lmfaooo.

[Starfire]
Threat Level - 3/10
Player-Controlled Performance - 5/10

Player Description - Frankly, this mech unit was terrifying initially. Named Starfire, and fires basically singularity? That is some sick ♥♥♥♥ right there! But then I realize they are basically Diabolus. Don't get me wrong, it's strong when the attack connects, but much like Diabolus, ONLY if it connects. As a result it's honestly no effort to counter it if you have multiple units split up to distract it while others fire at it. An useful mech in our hands for boss deleting, but Diabolus is kinda more useful for that since once it shoots, it's guaranteed to hit with how fast the projectile is.

Suggested Change - Having it be an inverse Diabolus (slow projectile vs fast projectile and no targetting vs clear targetting) is not a bad idea but I wonder if you could probably amp up the flame damage that arcs to nearby units to like 5 or maybe even 10? Makes the slow properties a real threat, one that you have to clear the general path it's going through to avoid team wipe. Though I can understand not wanting to since this will make people complain.
Raikuri Hirei Jun 19, 2023 @ 5:12am 
[Infernus]
Threat Level - 10/10
Player-Controlled Performance - 3/10

Player Description - Say goodbye to your friendly mech corpses. More of a friendly fire mech, and the orbital strike AOE is pretty massive that sometimes I always misjudge how big it is and hit my own allies. For a mechanoid unit that has a very clear targetting UI, its actual point of the orbital strike (where the laser points at) are often inconsistent to where it's supposed to be initially, which is extremely dangerous, both for enemies and ally. It's as though when it aims, it fires an invisible projectile that clips on enemies and then summon the laser (and henceforth the orbital strike) on whatever it hit then. If this is for balance reason then it's fine, but personally this makes the Infernus inconsistently dangerous for both when they are an enemy (you dodge the targetting beam but the laser somehow still ends up on you) or as an ally (it somehow clips my own mechs, the laser I meant, despite aiming at enemy backline?)

Suggested Change - Would be nice if the laser is 100% accurate based on what you chose to aim at.

[War Empress]
Threat Level - 5/10
Player-Controlled Performance - 7/10

Player Description - War Empress is an amazing unit on paper. Not only she produces what are essentially better armoured version of Eviscerator (advanced Daggersnout), but she also comes into the fray herself to attack the enemies while being equipped with a turret compared to the War Queen. However, if you are already one who utilize loads of Daggersnouts and Eviscerators to begin with, her usefulness falls off hard, especially when you consider that her Guttersnipe minions returns STEEL instead of PLASTEEL, like how War Queen's urchins does, which is part of her strength and identity for being not too resource-intensive by allowing to return part of the used up steel back into the player's hand. War Empress on the other hand suffers from it especially so because she use plasteel specifically, which is not an easy resource to stock up on. Economically advanced players that have plasteel generation going up by the loads on the other hand would probably be fine.

Suggested Change - Guttersnipes need to be scrapped into plasteel please.

[Apoptosis]
Threat Level - 6/10
Player-Controlled Performance - 5/10

Player-Description - Being an essentially replicated version of Apocriton, Apoptosis wields the potential to be as deadly as their original counterpart with even stronger hatred and stats across the board, including multiple variety of attacks they already employ. However, much like their original counterpart, Apoptosis are only ever a threatening presence due to their ability to resurrect mechanoids, so a simple straight-forward solution of bring more firepower to kill them faster and survive stands true to this fight. This is essentially compounded by the fact they are supposedly weaker when it comes to resurrecting mechanoids, which is their entire identity, albeit the enemy version seems to be behaving much like Apocriton, reviving as often as their counterpart would. All in all, only as strong as the mech army that protects it.

Also, I can't use their resurrection ability for some reason the whole game, hence why the performance part is so low for me.

Suggested Change - None.

And that's it for now! If there comes another chance in the future I might try to revisit the ones I rated low and see how I feel about them again. Sorry if they're too long by the way
8015 Aug 7, 2023 @ 5:03am 
Thank you, this is awesome.
Last edited by 8015; Aug 7, 2023 @ 5:03am
NouH Aug 20, 2023 @ 4:23pm 
I must say that the advanced version of mechs are mostly horrible. I've had Dominions lose over 60% of their hp against a SINGLE tribal berserker with 6 melee skill and a steel spear, a 5 bandwidth melee mech taking that much damage against such a primitive enemy that appears in the dozens to hundreds is absolute horrible performance.

Same for the advanced version of daggersnout, will literally lose to a scyther or tribal berserker in melee, and those aren't even the strongest melee this game can throw at you.

The saggitarius however, are AMAZING, you'd think that their niche is countering mechs, but they're awesome against humans, I'd say even better because against mechs they just stun, against humans or animals they hit everyone in an AoE, dealing decent dmg and setting on fire, I've had 2 saggitarius defeat a whole raid of 30 tribals by themselves in a few seconds.
CTH2004 May 4, 2024 @ 7:25am 
this is a great review, needs more info though...
Sarg Bjornson  [developer] Aug 21, 2024 @ 6:50am 
Originally posted by Raikuri Hirei:

Finally applied most of these!

I'm leaving the post up, as it is the GOLD STANDARD for amazing feedback
Raikuri Hirei Aug 28, 2024 @ 2:46am 
Originally posted by CTH2004:
this is a great review, needs more info though...

Aye, this was written hastily so I wasn't able to give it the proper attention to detail and be as distinctively thought out as I'd love it to be. Maybe one day I'll come back to it if I'm ever getting that Rimworld craving again

Originally posted by Sarg Bjornson:
Originally posted by Raikuri Hirei:

Finally applied most of these!

I'm leaving the post up, as it is the GOLD STANDARD for amazing feedback

Oh gosh, I never expected the review to be taken seriously after all this time, but thanks! If time permits I will try checking if the buffed mechanoids are better now or not (to my dismay, perhaps, for the enemy mechanoids)

It's kinda funny cause I was hesitating to post this at first considering it's a literal wall of text, but if it helped, I'm glad
Gin Gagamaru Sep 21, 2024 @ 12:04am 
Man you forgot about my boy Optio!
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