(Please note that I'm playing Tribal with Random Randy on Rough difficulty) The Raids thrown against me are pretty difficult to fight off, but manageable with proper strategy vs the enemy. Infections afterwards are difficult as well and usually end up causing more harm than the Raiders.
But this takes the cake. Just now had a poison ship land near my base (Not the first one, mind you) and when i set up my folks and engaged (I have 11 fighting colonists, 2 non-violent workers, and 2 prisoners) 18 CENTIPEDES, 10 LANCERS, AND 9 SCYTHERS EXIT THE SHIP CHUNK. Like what the hell is the deal? My last unstable test, at roughly 12 colonists, I had about 6 "Run Wild" breaks and 2 abandonment breaks. Im all for an extra challenge, but jeez.
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So I just completed that poison ship event and it looks like the mechanoids did not in fact actually use their weapons, despite it claiming they had them. Upon further investigation, while it claimed they had a weapon equipped or were using a particular weapon, they were not actually using them. Just wandering around aimlessly trying to avoid gunfire and attacks.
What an odd occurrence, I just survived a mechanoid ship, also on rough, and in one of the attempts there were three centipedes, this is already pretty brutal specially if one of them has rocket launchers, considering they're such damage sponges now.
Do you think this is just some intended feature, or just a weird bug, having lots of disabled mechanoids spawning seems like a neat faux threat.
Yeah, something seems very wrong with the difficulty scaling - particularly with the mechanoids. I had the same thing happen.
I'm not sure if it had anything to do with the ragequit that followed a minute or two later, but there's always a chance.
Something like that used to be very endgame content. Definitely way too early for it