Any suggestions on how to deal with ship mechanoids without modding?
I have a 2 year old colony using Phoebe Basebuilder at Challenge level. Colony doing OK with 10 colonist.
Ship part drops and I rain a mix of mortars on the dozen+ centipedes and dozen+ scythers for days. Eventually they leave the area somewhat damaged, a few dead, and wipe out all my turrets and colonist very, very, quickly.
I can and do deal with all raiders just fine, but these guys just have too much firepower and range.
Suggestions please!
Normally I have 2-3 non essential colonists with EMP grenades spam the area around the shipwreck. The rest of the colonists are split in to small fire squads around the wreck. One guy takes a shot at the ship, mechs spawn and from there you just do your best to cover them with EMP blasts, focus fire on w/e looks more threatening and macro your people out of harms way (which fails in most cases).
In the early stages of the game getting through this firefight with acceptable losses takes 5-10 reloads.
Once you hit that ~2 year+ mark the game will start spawning unmanageable numbers of mechs.
At this point I just load a save before the ship crashed.
I should mention that I play on Rough Randy Random difficulty.
Quote from: Timber on August 30, 2014, 03:26:27 PM
Normally I have 2-3 non essential colonists with EMP grenades spam the area around the shipwreck. The rest of the colonists are split in to small fire squads around the wreck. One guy takes a shot at the ship, mechs spawn and from there you just do your best to cover them with EMP blasts, focus fire on w/e looks more threatening and macro your people out of harms way (which fails in most cases).
In the early stages of the game getting through this firefight with acceptable losses takes 5-10 reloads.
Once you hit that ~2 year+ mark the game will start spawning unmanageable numbers of mechs.
At this point I just load a save before the ship crashed.
I should mention that I play on Rough Randy Random difficulty.
Tynan should do something about GIGANTIC groups of raiders/mechs/visitors/travellers. I've already found a way to reduce lag while still having large groups spawning. Tynan just need to let them come with a few at a time and not with 100 at the same time, the pathfinding and the game dont really like it
Surround the ship part with turrets. Lots and lots of turrets.
Holy crap those things are HARD. I am a newb so I started with casual settings and I was doing fine until two of those caterpillar things landed and proceeded to wipe out my entire colony. They are rough to deal with, even on easy settings. (And I am newb, lol).
They are incredibly difficult to deal with and in later stages of the game (my current colony is a year down the road), the event seems to spawn 1-1 colonists to mechanoids if not notably in their favour. The last one landed just outside my colony (on the beach within range of a sniper rifle) and I started shelling it before targeting a missile at it. The missile -deleted- the ship part with the launch marker which agro'd some 30-40 mixed centipedes and scythers. Nearly the entire colony was rebuilt out of metal after 90% of it burnt down. Lost a lot of stuff from roof collapses.
Quote from: Wurmfist on August 31, 2014, 08:39:52 AM
Holy crap those things are HARD. I am a newb so I started with casual settings and I was doing fine until two of those caterpillar things landed and proceeded to wipe out my entire colony. They are rough to deal with, even on easy settings. (And I am newb, lol).
Those caterpillars are Mechanoid Centipedes, the tanks of the game armed with the most dangerous weapons
Meh i just build some turrets in a 3 line thick stone wall enclosure and power them all will the nearest geo thermo gen possible, placing 7 turrets out of blasting range of each other but in range of the shipp will do it.
If you do it right you can blow up all the mechs and the ship,
OR keep blasting charges in and use 10 of those and deal with the mech raid
I've been wanting to also make a thread about this very thing. Dealing with large groups of bandits is manage-able, yet still very dangerous, at the late stages of the game, but the mechanoid stuff is absolutely ridiculous. I have about 10 colonists armed with laser rifles, emp grenades, miniguns and sniper rifles, and I cannot even take out half of the mechanoid group that comes out fallen ship part. Most of my people have power armor, but it doesn't seem to matter. I have emp mortars hitting the, but they adapt quickly, I have sandbags, but they still manage to get headshots or 1-shot kills on most of my guys.
The mechanoids feel very very imbalanced to me. And to the people saying you have build an array of turrets around them, well that doesn't sound like a "balanced" solution, but more like something excessive you can do to survive. I've done 2-3 turrets on top of all of that and it absolutely doesn't matter. The scythers are amazing shots with their laser sniper rifles that seem to hit 70% of the time at long range and 1-hit kill most of the time too. If you try to get into a sniper match with the scythers you are going to lose. I had been loving the game up until I got to this stage of the game and I think the only way I can proceed is to just to build a ship and completely ignore the capsule. I read on the wiki that most mechanoid units used to be weaker, especially scythers, but the weapons were changed (and the way they take dmg due to the new medical system) and now they are just uber. It seems like you have to 3 to 1 for every fight and that just isn't plausible.
It doesn't help the late game/mid game has no new tech or weapons, so fighting these enemies isn't much easier. Like, what is the purpose of rockets and cannon ammo when nothing uses them? Is that just something in the game early that you can use to sell? I wish there defenses and such you could build to actually help you mid/late game, or produce weapons or armor that would help as well. I'm sure those will come eventually though.
Quote from: Lokai on September 01, 2014, 12:22:49 AM
I've been wanting to also make a thread about this very thing. Dealing with large groups of bandits is manage-able, yet still very dangerous, at the late stages of the game, but the mechanoid stuff is absolutely ridiculous. I have about 10 colonists armed with laser rifles, emp grenades, miniguns and sniper rifles, and I cannot even take out half of the mechanoid group that comes out fallen ship part. Most of my people have power armor, but it doesn't seem to matter. I have emp mortars hitting the, but they adapt quickly, I have sandbags, but they still manage to get headshots or 1-shot kills on most of my guys.
The mechanoids feel very very imbalanced to me. And to the people saying you have build an array of turrets around them, well that doesn't sound like a "balanced" solution, but more like something excessive you can do to survive. I've done 2-3 turrets on top of all of that and it absolutely doesn't matter. The scythers are amazing shots with their laser sniper rifles that seem to hit 70% of the time at long range and 1-hit kill most of the time too. If you try to get into a sniper match with the scythers you are going to lose. I had been loving the game up until I got to this stage of the game and I think the only way I can proceed is to just to build a ship and completely ignore the capsule. I read on the wiki that most mechanoid units used to be weaker, especially scythers, but the weapons were changed (and the way they take dmg due to the new medical system) and now they are just uber. It seems like you have to 3 to 1 for every fight and that just isn't plausible.
It doesn't help the late game/mid game has no new tech or weapons, so fighting these enemies isn't much easier. Like, what is the purpose of rockets and cannon ammo when nothing uses them? Is that just something in the game early that you can use to sell? I wish there defenses and such you could build to actually help you mid/late game, or produce weapons or armor that would help as well. I'm sure those will come eventually though.
I've have a lot of close combat fights with mechs 6 energy turrets 2 sniper turrets 3 humans with miniguns and 6 MAI's with miniguns is barely enough the kill the mechs attacking my base. I'm happy at this moment that the groups arent gonna be MUCH larger than they are right now. My biggest fear isnt the raiders or the mechs. But the tribe people O.0 they come with 200 at the same time equipped with LOTS of bows and Pila's.
Energy turrets? A mod? Also, how'd you get to the tribe people to attack you? They never bothered me once and always seemed slightly friendly with me.
Attack them some and they'll turn hostile pretty quick.
Quote from: Lokai on September 01, 2014, 03:32:44 PM
Energy turrets? A mod? Also, how'd you get to the tribe people to attack you? They never bothered me once and always seemed slightly friendly with me.
Energy turrets its a mod yes its called "cannons and turrets" when you download that mod you'll also get artillery, flak and rocket launchers. For me I always have the same factions set :/ its a bug. If you want to make a faction hostile either attack some of their people hurting/killing 1 is already enough to make them hostile. The other way is to go into the save file and set their relation close to -100, this can also be used to make a faction neutral if you accedently made them hostile.
A few days ago someone reported that they can completely destroy a ship part by...dropping a roof on top of it. Apparently no mechanoids spawn. Also no AI Core, though.
Right. Tynan said the no-spawn was due to there being no room for spawning, assuming you build the wall right against they ship. Deconstruct the wall, and no more trouble!
When I play start on the med difficulty then work my way down at yr 3 4 and 5