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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.
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.
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.
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!
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.
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.
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.
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.
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
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.
Finally applied most of these!
I'm leaving the post up, as it is the GOLD STANDARD for amazing feedback
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
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