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RimWorld => Ideas => Topic started by: muffins on July 26, 2014, 06:08:41 AM

Title: Tone down centipedes?
Post by: muffins on July 26, 2014, 06:08:41 AM
Essentially, centipedes are tanks. They have huge amounts of health and heavy weapons that turn colonists into nutrient paste. Dealing with a few is not usually a major problem, but when a raid brings 10-12 or more there's not much you can do about it. Turrets are useless against them, colonists have inferior health and weapons, and snipers take forever to chip away at their huge health pool. I usually just use the debuging tools to kill them all off when they come because fighting a big mechanoid raid is just too devastating to the colony. Currently I'd rather fight 100 pirates than 10 centipedes.

I was thinking that perhaps they would be better in the role of tanks, ie far fewer in number (1-5 in a raid) and are there to support many, many more of the little guys (scythers). That way there is no "AND NOW YOUR COLONY DIES BY MECHANOID" raids and a colony has a fighting chance to survive.
Title: Re: Tone down centipedes?
Post by: Halinder on July 26, 2014, 02:15:55 PM
It's actually stupidly easy to kill centipedes. Scythers are a bigger problem against colonists as you can't catch up to them and they do a lot of damage, although admittedly a single shot does them in sometimes. For centipedes, continuous melee attacks ensure they can't fire at you, the only issue then being colonist fatigue. If you can pin them via melee in an area with turret/gunman support, it should be decently easy to bring them down.
Title: Re: Tone down centipedes?
Post by: Bog on July 26, 2014, 02:58:11 PM
The best way to deal with centipedes is to equip your best shooters with weapons that have longer range than the centipede's weapons (M-24s>Lee Enfields>M16s etc) then go take the fight to them by slowly plinking them to death. Centipedes walk slowly, so you can go to a point where you can shoot them but they can't shoot you and often get 5-10 shots off even with your starting Lee Enfield before needing to take a handful of steps back to get out of range again.

I've pretty easily taken out 4 centipedes with 3 Lee enfields and an M16 while not getting hurt at all.

*Note: To do the above you have to kill the scythers first. They have better range then the centipedes and also move faster and will harass your snipers.
Title: Re: Tone down centipedes?
Post by: muffins on July 26, 2014, 04:23:10 PM
How do you get close enough to melee them? 10-12 Centipedes with miniguns, plasma weapons and fire weapons just obliterate any colonists within range.
Title: Re: Tone down centipedes?
Post by: Halinder on July 26, 2014, 04:24:02 PM
Wait for them to come into your colony. If you only have one entrance and they have to break down a door, you can ambush them very easily.
Title: Re: Tone down centipedes?
Post by: Kaiso on July 26, 2014, 05:25:12 PM
This isn't remotely realistic vs armies of them.  Vs one, fine, but when 6+ show up at your door, you aren't going to win by meleeing, even if you could teleport on top of them.
Title: Re: Tone down centipedes?
Post by: BetaSpectre on July 26, 2014, 05:38:41 PM
They do 60 melee damage last I checked. Melee used to be an effective tactic as they would go docile when an enemy gets close enough.

Its better to do hit and run make use of walls and hide behind them as the pede's are charging up.

Sythers are a bigger problem since they are accurate and fast. If they hit while you're divided expect losses. Treat them in firefights as snipers if you make use of cover (micro hit and run) and fast firing say assualt rifles then you can suffer no casualties in 99/100 fights

Centepedes take a long time to charge up so take advantage of this.

Turrets are worthless as anything but indoor landmines. Mind as well keep the blasting charges around and make use of them.

Numbers hardly matter if its not above 30-40. When their numbers are too high only keep 10% of your colonists in the fight at a time and cycle everyone out so no one goes bonkers. Fights can last a few days.

Of course you could just go maze of mine on them as with everything else.
Title: Re: Tone down centipedes?
Post by: Fruit loops on July 26, 2014, 06:48:47 PM
this is a really cheaty, but I planed for a situation like I had I have a colony with about 20 people its is a very normal colony but there was escape route from every room in the base so first ill tell you how I made the bedrooms I hollowed out a 42x14 area here is the layout right to left
hallway 42x3
bedrooms 4x4 and ten of them
42x3 rock area between the bedrooms
bedrooms 4x4 and ten of them
hallway 42x3

they key to this design was the 42x3 area between the bedrooms the point of it was there was a hollowed out passage way no way in to it other than mining in that passage way had many paths leading to every room at the end of the hallway was a large room with a nutrient paste dispenser a stock pile with some metal, wood and at least enough food for everyone for 2 weeks in rimworld for 20 people as know that is A TON OF FOOD the rest of the room consisted of a few lamps a bed for everybody and a few pots and smaller things how I powered it you ask my main power comes from a bunch of solar generators and a geo but the safe room is powered by a sole geo I found really deep in the mountain there is no way to it and it transmits power threw a long metal wall it does not power any thing other than the safe room so there you have it because centipedes don't eat the will starve to death In less than to weeks but its safe to have a little extra food this system may be costly and very time consuming but I can tell you it worked for me in so many different times
key tips: keep more food than you think you will need (better be safe than sorry) wall off the entrance with at least 5 blocks they don't sense you if they have no way to you or at least if they have to break more than 4 blocks to get to you say you have every body except 1 or 2 in the safe room but centipedes are near you got to save the majority jack: sorry guys, but we already sealed it off Joe: I can see you im right here
jack: sorry but the centipedes are closing in
Joe: they are 7 miles away

lol but it really works if you care that much about your colony at suck at defending centipedes this is your answer
Title: Re: Tone down centipedes?
Post by: ApexPredator on July 26, 2014, 10:34:18 PM
Today I had a group of about 10 peeds and 6 scythers drop in the middle of my base. It was one of the most intense fights I have experienced. I lost all of my turrets, 6 mortars, my prison was gutted that had 3 prisoners in it but I was able to keep every colonist alive (two were incaped) with some crazy micromanaging and a base with a lot of corners to hide behind. Mechs are quite a challenge in this type of situation and even in the open can take a lot of time to take down. Worst part is they never give up and you have to clear them out.
Title: Re: Tone down centipedes?
Post by: Fruit loops on July 26, 2014, 11:12:15 PM
you can wait them out you're right they don't leave or go insane but they don't eat to if you want to wait that long for them all to starve you can
Title: Re: Tone down centipedes?
Post by: BetaSpectre on July 26, 2014, 11:57:36 PM
Quote from: Fruit loops on July 26, 2014, 11:12:15 PM
you can wait them out you're right they don't leave or go insane but they don't eat to if you want to wait that long for them all to starve you can

Second part is FALSE mechanoids DO go insane its just that its not based off of mood. I've had dozens of Mechanoids go insane on my maps. They act as insane animals do and are actually fun to keep as pets...prisoners...Mortar bait...
Title: Re: Tone down centipedes?
Post by: Somz on July 27, 2014, 01:24:12 PM
No need to tone down centipedes imo. Changing the strength of raids would be better.
Sure, you can kite and kill centis, one-hit scythers, but when there's a 100 (or more...) of them, they'll one-hit you instead. I'm even using mods like jaxxa shields, colonists have +50 hp (+all in power armor), + the 'you can build walls you can shoot through' mod (don't know its name, sorry) but even then, scythers literally eat themselves through all defence and kill off my colonists, long before the centis could cause any damage.

But that doesn't mean they have to be nerfed, neither of them, but instead make them use some sort of tactic, a wider variety of weapons or something. Out of my league, don't know if or when will these take place but simply sending more and more isn't fun imo. (I was taken over by 270something cave-dwellers the other day. Rain of arrows. Not fun...)

Anyway, as long as these mechanoids come from the edge of the map instead of dropping right into your base, they're relatively easy to kill with minor losses, as long as there's 10-20 of them and no more, that is...

Also, you can use fast firing weapons in close range from behind a wall, requires some micromanagement:
tell one of your minions to fire at a centi, (send to the edge of the wall) then before the centi could shoot back (you can select the centi to see it) you send the minion behind a wall (centi can't aim at the pawn anymore, it won't shoot) while you send another minion in its place. Centi will target that pawn now, switch again. Repeat a hundred times/centi...
Can kill them with a pistol without taking any damage. :3
Title: Re: Tone down centipedes?
Post by: Rahjital on July 27, 2014, 01:51:25 PM
IMHO the entire mechanoid raids should be changed. Right now, you get scythers who are deadly accurate and fast but fall really quickly and the slow but tanky centipedes. Pretty much every time the scythers charge forward and die, and then the centipedes are kited around the map for days and days. If the scythers actually followed the centipedes, they would be able to pick off the snipers while the centipedes would advance closer and into the range of their weapons.

Speaking of which, centis have a ton of health but rather laughable firepower. Minigun and the charge cannon barely ever hit anyone in cover, and the only saving grace of the inferno cannon is that it sets colonists on fire and drives them out of cover, but otherwise it's almost just as weak as the other two weapons. If they had something that hits hard, like a rocket launcher or a big cannon, people would finally have to be afraid of them. Right now, they are just meat shields...

Of course, those changes would make mechanoid raids much more deadly, so their numbers would have to be toned down a bit... but at least it wouldn't be the "shoot the harmless centipede a million times" anymore.
Title: Re: Tone down centipedes?
Post by: Somz on July 27, 2014, 01:56:14 PM
Quote from: Rahjital on July 27, 2014, 01:51:25 PM
...centis have a ton of health but rather laughable firepower. Minigun and the charge cannon barely ever hit anyone in cover, and the only saving grace of the inferno cannon is that it sets colonists on fire and drives them out of cover, but otherwise it's almost just as weak as the other two weapons. If they had something that hits hard, like a rocket launcher or a big cannon, people would finally have to be afraid of them. Right now, they are just meat shields...

Say that after you encountered so many no firepower was enough to stop them "meat shields". ^^
Title: Re: Tone down centipedes?
Post by: Fruit loops on July 27, 2014, 02:05:12 PM
the melee trick doesn't work sometimes for a few reasons
1: if there is a distance of land between you and them your basicly dead the minigun one will shoot you before you get to them the inferno one will set everybody on fire so they will run around at random I forgot the last one but it does the same as minigun if there is any space between you and them your screwed
2: yes it works sometimes but other times they can 2 shot you
3: if there is one of them it works sometimes but if there is more than 1 and you are only meleeing one of them the others can shoot you and kill you and 99% of the time if there is a centipede being melee tricked and another centipede comes anywhere near the one being meleed the one being meleed is gonna start meleeing you strength in numbers?

personally the sythers are the easy one there is no reasoning for it they just seem easier to me
Title: Re: Tone down centipedes?
Post by: Rahjital on July 27, 2014, 02:08:49 PM
Quote from: Cyst on July 27, 2014, 01:56:14 PM
Say that after you encountered so many no firepower was enough to stop them "meat shields". ^^

A ship part crashed right next to my granary just a while ago (and set it on fire :/ ). I thought I was dead when it released fourty scythers and fifty-something centis, it turned out rather fine because the scythers rushed ahead, got killed and then it became a slapstick comedy as the centipedes chased around my colonists around but never caught them (I had to split them into two shifts, one working day and the other working night, just to prevent them from going insane).

I should also note that I have recently beat away a 293-strong tribal raid with 17 colonists. One got killed and another was kidnapped, but I really thought I was dead when the red message came and my computer suddenly lagged to hell...
Title: Re: Tone down centipedes?
Post by: Somz on July 27, 2014, 02:39:46 PM
Quote from: Rahjital on July 27, 2014, 02:08:49 PM
Quote from: Cyst on July 27, 2014, 01:56:14 PM
Say that after you encountered so many no firepower was enough to stop them "meat shields". ^^

A ship part crashed right next to my granary just a while ago (and set it on fire :/ ). I thought I was dead when it released fourty scythers and fifty-something centis, it turned out rather fine because the scythers rushed ahead, got killed and then it became a slapstick comedy as the centipedes chased around my colonists around but never caught them (I had to split them into two shifts, one working day and the other working night, just to prevent them from going insane).

I should also note that I have recently beat away a 293-strong tribal raid with 17 colonists. One got killed and another was kidnapped, but I really thought I was dead when the red message came and my computer suddenly lagged to hell...

Haha, then you're doing something better than I do. The rain of arrows destroyed everything before I could order my pawns to fall back, the turrets didn't couldn't handle them either, killed off about half of them before the second wave of arrowrain was released, the crumbling shields finally collapsed, it destroyed the covers and killed off my pawns in one shot.
Title: Re: Tone down centipedes?
Post by: ApexPredator on July 27, 2014, 04:45:51 PM
Quote from: Fruit loops on July 27, 2014, 02:05:12 PM

personally the sythers are the easy one there is no reasoning for it they just seem easier to me

They have their place and if you have some folks far from base doing some hauling or cutting when they show up on map they will probably kill those colonists before they get home. With how accurate they are I think their HP is balanced.
Title: Re: Tone down centipedes?
Post by: Rahjital on July 27, 2014, 05:45:38 PM
Well, turrets are mostly pointless because they raise the strength of enemy raids, so unless you plan on using them as impromptu blasting charges, avoid them. Get all your colonists' shooting skill at least to level 10, the computer doesn't care about what skill your colonists are when computing the raid strength. Micromanage your pawns during battles, move them around, make use of the fact that you are a thinking human against (relatively) dumb AI algorithms - this means that you have to use friendly fire to your advantage, the tribals are especially vulnerable to slaughtering their own.

However, the most important advice is: When you see you can't handle the fight, RUN. The raiders will eventually get bored of gutting your colony and leave. This will mean a lot of rebuilding, but you can always rebuild. Replacing dead colonists is worse, especially when they are godlike cooks or something to that effect.
Title: Re: Tone down centipedes?
Post by: ApexPredator on July 27, 2014, 06:27:26 PM
Quote from: Rahjital on July 27, 2014, 05:45:38 PM
Well, turrets are mostly pointless because they raise the strength of enemy raids, so unless you plan on using them as impromptu blasting charges, avoid them. Get all your colonists' shooting skill at least to level 10, the computer doesn't care about what skill your colonists are when computing the raid strength. Micromanage your pawns during battles, move them around, make use of the fact that you are a thinking human against (relatively) dumb AI algorithms - this means that you have to use friendly fire to your advantage, the tribals are especially vulnerable to slaughtering their own.

However, the most important advice is: When you see you can't handle the fight, RUN. The raiders will eventually get bored of gutting your colony and leave. This will mean a lot of rebuilding, but you can always rebuild. Replacing dead colonists is worse, especially when they are godlike cooks or something to that effect.

If you do not use turrets are you getting attacked by 50+ size groups?
Title: Re: Tone down centipedes?
Post by: Somz on July 27, 2014, 09:44:30 PM
Quote from: Rahjital on July 27, 2014, 05:45:38 PM
Well, turrets are mostly pointless because they raise the strength of enemy raids, so unless you plan on using them as impromptu blasting charges, avoid them. Get all your colonists' shooting skill at least to level 10, the computer doesn't care about what skill your colonists are when computing the raid strength. Micromanage your pawns during battles, move them around, make use of the fact that you are a thinking human against (relatively) dumb AI algorithms - this means that you have to use friendly fire to your advantage, the tribals are especially vulnerable to slaughtering their own.

Yeah I am aware of that, though. Even without turrets, raid strength depends on wealth, is it not? That means everything you have in your stockpiles, every single building, the walls, everything. So even without turrets, if one has a base size of the moon then the raid will be as big accordingly, or am I mistaken?
Title: Re: Tone down centipedes?
Post by: ApexPredator on July 28, 2014, 12:19:29 AM
That is what I thought as well, that attack size is based on “wealth” and buildings and items all add up. I am at the point on my current game that 150+ raiders are showing up at a time and these forces are waaaaaaaaaaaaaaaaay too big. I have gotten lucky on my last 2 raids that some friendly groups of 100+ showed up at the same time to do 90% of the work. There is no way my 12 colonists and 20 turrets can stop a raid of that size and its getting a little out of hand.
Title: Re: Tone down centipedes?
Post by: Shinzy on July 28, 2014, 03:06:23 AM
Quote from: ApexPredator on July 28, 2014, 12:19:29 AM
That is what I thought as well, that attack size is based on �wealth� and buildings and items all add up. I am at the point on my current game that 150+ raiders are showing up at a time and these forces are waaaaaaaaaaaaaaaaay too big. I have gotten lucky on my last 2 raids that some friendly groups of 100+ showed up at the same time to do 90% of the work. There is no way my 12 colonists and 20 turrets can stop a raid of that size and its getting a little out of hand.

around 40 turrets around single entrance with all cover denied by sandbags
would be well enough
if you have your colonists help, and have some designated repair personnel keeping the turrets alive as long as possible
and if you call for aid and with any luck the really small band of aidee's will draw
half of the attacking force to them and you have to deal with much smaller numbers at a time

and there are some other bit more exploitey ways of using turrets =P
Title: Re: Tone down centipedes?
Post by: Rahjital on July 28, 2014, 03:33:58 AM
Quote from: ApexPredator on July 27, 2014, 06:27:26 PMIf you do not use turrets are you getting attacked by 50+ size groups?

50+? I have more that 300 tribesmen coming, or 200+ in case of pirates. =p

It's survivable so far, but soon I'll reach the point where no matter how many enemies I kill, they just won't give up and force me to run away instead.

Quote from: Cyst on July 27, 2014, 09:44:30 PM
Yeah I am aware of that, though. Even without turrets, raid strength depends on wealth, is it not? That means everything you have in your stockpiles, every single building, the walls, everything. So even without turrets, if one has a base size of the moon then the raid will be as big accordingly, or am I mistaken?

Yes, raid strength depends on wealth as well as your strength. Each colonist generates 26 threat points and each 1000 points of wealth generates 29 threat points. That is rather significant, my colony has 21 colonists right now and 150k wealth... which means I get 546 threat points from colonists and roughly 4350(!) from wealth, adding up to 4896 threat points total. That alone makes for a strong raid.

The most important thing determining raid strength seems to be time, though. There are two variables, shortTermFactor and longTermFactor. Both of these begin at 1 and are multiplied together to determine raid strength force. shortTermFactor starts increasing after 50 days of play and doubles every 80 days, longTermFactor begins after 120 days and doubles every 150 days. This becomes very significant for older colonies. Using my own 330 day old colony as an example again, the shortTermFactor is 4.5 and longTermFactor is 2.4, making the raids coming at me more than 10 times stronger (ie using 48960+ threat points!)

If you want to live just a little while longer, keep your wealth down (this is where wood walls come useful I guess). It won't save you for long, though.

Quote from: ApexPredator on July 28, 2014, 12:19:29 AM
I have gotten lucky on my last 2 raids that some friendly groups of 100+ showed up at the same time to do 90% of the work.

I had no idea this is even possible. The best I got was a group of 5 villagers coming to help with a siege of 200 raiders and they waited in the centre of my village instead of actually trying to help.
Title: Re: Tone down centipedes?
Post by: muffins on July 28, 2014, 11:39:38 AM
Quote from: Rahjital on July 28, 2014, 03:33:58 AM
Quote from: ApexPredator on July 28, 2014, 12:19:29 AM
I have gotten lucky on my last 2 raids that some friendly groups of 100+ showed up at the same time to do 90% of the work.

I had no idea this is even possible. The best I got was a group of 5 villagers coming to help with a siege of 200 raiders and they waited in the centre of my village instead of actually trying to help.

Happened twice to me as well, though the first time I had walled off the friendly visitors in the hope that they would go mad and kill each other off, leaving me with all their juicy loot. Instead pirates came so I released my involuntary guests as the pirates approached my entrance. All I had to do was mop up afterwards.

On a serious note, the Cannons and Turrets mod is a must have with large humanoid raids. They're like the mortars ... except they can hit stuff!
Title: Re: Tone down centipedes?
Post by: ApexPredator on July 28, 2014, 03:50:30 PM
The friendly and raider groups are so big my game freezes for about 15 seconds then I hear the sound of an envelope coming then it unfreezes 15 seconds after that to a ball of people twice the area of a base 30 days in. My current wealth is 115k and sorry we seemed to have jacked the thread so let me bring it back, I would love a mech attack over these raider attacks that take 2 weeks with 8 haulers to clean up.
Title: Re: Tone down centipedes?
Post by: Zeta Omega on July 31, 2014, 10:20:12 PM
I HIGHLY DOUBT they will make centipedes weaker..Its basically their role in the game to be a major threat...their counterparts are weak, fast, and ranged. centipedes sort of balance them out.
Title: Re: Tone down centipedes?
Post by: ApexPredator on July 31, 2014, 10:33:57 PM
Quote from: Rimworldfan9381 on July 31, 2014, 10:20:12 PM
I HIGHLY DOUBT they will make centipedes weaker..Its basically their role in the game to be a major threat...their counterparts are weak, fast, and ranged. centipedes sort of balance them out.

My most recent loss came at the hands of 63 syphers. They would pop two sentries per volley and destroy the wall my colonist was using as cover and kill him per volley. Short of hiding in a wall and waiting for a friendly tribe to come by I have no idea how you can combat a force like this. There were 40-50 peeds on their way too.
Title: Re: Tone down centipedes?
Post by: Somz on July 31, 2014, 10:39:25 PM
Quote from: ApexPredator on July 31, 2014, 10:33:57 PM

My most recent loss came at the hands of 63 syphers. They would pop two sentries per volley and destroy the wall my colonist was using as cover and kill him per volley. Short of hiding in a wall and waiting for a friendly tribe to come by I have no idea how you can combat a force like this. There were 40-50 peeds on their way too.

Yeah, yet again I think simply increasing the attacking force is not funny on the long run. =|
For me a 300+ raid means a approximately 0.3 game speed, IF it doesn't freeze before. 250 is about the limit for me, any more any my PC starts choking... x)
Title: Re: Tone down centipedes?
Post by: Bog on August 01, 2014, 03:02:23 PM
Quote from: Rahjital on July 28, 2014, 03:33:58 AM
I had no idea this is even possible. The best I got was a group of 5 villagers coming to help with a siege of 200 raiders and they waited in the centre of my village instead of actually trying to help.
Yeah, when you have silver coming out of your ears (sounds like you do with 150k wealth, or at least you have a lot of stuff you could sell to get silver. Berries are my favorite cash maker) you get on the comm system and start bribing factions. It usually costs something like 300 silver for +10 disposition, so a hostile faction at -50 will cost you 1500 just to get them neutral, and maybe 4500 to get them maxed out.

But the good news is that then they'll often show up to help you when you're under attack, and you can even call them to help you at will with the cost of -25 disposition (about 750 silver's worth) And when they help you late-game it usually pays for itself. 300 pirates fighting 200 of your allies usually results in, say, 400 guns. Even if they're just pistols that's like 20000 silver. ;D

Ideally you want to max out the disposition on everyone you can. It'll cut down your wealth alot (actually a good thing ::)) in exchange for actually making you harder to kill.
Title: Re: Tone down centipedes?
Post by: TrashMan on August 02, 2014, 10:05:21 AM
Ya know, when enough enemies attack no wall or turret can stop them.

I kinda cringe at stone or metal walls being destroyed by ARROWS or hurled stones
Title: Re: Tone down centipedes?
Post by: TL_ARMY on August 21, 2014, 03:24:45 PM
New message: Centipedes attack! You are screwed huh? I suggest you to build stone walls to block them from coming in.
Title: Re: Tone down centipedes?
Post by: Zeta Omega on August 21, 2014, 04:21:10 PM
To be fair I thing they have been toned down do to the new health system
Title: Re: Tone down centipedes?
Post by: Drone on August 25, 2014, 12:28:18 PM
5 is about managable by the whole "hit and run + take cover when they fire" stratagy, but any more than that and it's basically impossible to focus any particular centipede down since they clump together and are so tanky you end up splitting fire between them. On randy random I had a ship part drop right in the middle of 120 visitors, which caused a massive firefight between 15 centipedes + some reavers and said 120 visitors... The centipedes won despite being fired on from all angles.

I think part of the problem is inferno cannons make taking cover extremely difficult and that because centipedes are so large yet can fire over eachother you basically end up with the front 2 or 3 centipedes tanking for everything while the back line fires away with impunity. Making centipedes too large to fire over eachother would be a good way to solve this since that way you don't end up with a block of centipedes the size of your kitchen shooting a literal hail of shells and bullets in every direction.

Additionally I hope there's going to be some launcher type weapons like rpgs or maybe some armour piercing weapons at so me point which hopefully help with the centipede death-train menace.
Title: Re: Tone down centipedes?
Post by: Somz on August 25, 2014, 05:41:05 PM
Quote from: Drone on August 25, 2014, 12:28:18 PM
5 is about managable by the whole "hit and run + take cover when they fire" stratagy, but any more than that and it's basically impossible to focus any particular centipede down since they clump together and are so tanky you end up splitting fire between them. On randy random I had a ship part drop right in the middle of 120 visitors, which caused a massive firefight between 15 centipedes + some reavers and said 120 visitors... The centipedes won despite being fired on from all angles.

I think part of the problem is inferno cannons make taking cover extremely difficult and that because centipedes are so large yet can fire over eachother you basically end up with the front 2 or 3 centipedes tanking for everything while the back line fires away with impunity. Making centipedes too large to fire over eachother would be a good way to solve this since that way you don't end up with a block of centipedes the size of your kitchen shooting a literal hail of shells and bullets in every direction.

Additionally I hope there's going to be some launcher type weapons like rpgs or maybe some armour piercing weapons at so me point which hopefully help with the centipede death-train menace.

EMP weapons are already in-game, great against mechanical targets.
Still if you are not cornered by centips, it's easy to kite them.

Inferno cannons are laughably inaccurate and pose the least threat. Even without EMPs, it's rather easy.
Again, if you're cornered, you're pretty much f****d, them dropping into your base is rather lethal.
If they just spawn somewhere then get Lee-Enfields and circle around, hit and run, hide & shoot, if you're any good they won't even have the chance of shooting back.
I've kited ~30-35 centis for about 2 days, managed to kill them all.

Scythers pose far more threat since they're fast and lethal in greater numbers.
Title: Re: Tone down centipedes?
Post by: BetaSpectre on August 25, 2014, 05:43:37 PM
Cycle your fighters around so people can get sleep and you're good as long as the Centipedes aren't next to you and you can't run.

I've had lots like 50~ drop on my base in I think Alpha 3 or 4 I fought them without EMP stuff and still won without any deaths everyone was really hurt but it was doable.

I also had like 50 turrets. Turrets on the inside :3.
Title: Re: Tone down centipedes?
Post by: Rahjital on August 25, 2014, 06:03:36 PM
Quote from: Somz on August 25, 2014, 05:41:05 PM
Inferno cannons are laughably inaccurate and pose the least threat. Even without EMPs, it's rather easy.

YMMV on that one, inferno cannons have the longest range of all centipede weapons and are the 2nd fastest aiming weapons in Rimworld, after pistols (which you probably won't use to attack them anyway). The large spread also often works in their favour when they hit target that is dodging or even hidden from their sight behind a wall. Personally, I think they pose the greatest threat of all centipede weapons, being eclipsed only by the charge lances of scythers. It all depends on one's point of view, I suppose.

To people having problems with centipedes - remember that Rimworld is at least partially a game of tactics. If the plan you have been using results in your colonists being turned into boomrat food as your colony falls in flames, it's time to try a new plan. Try luring the mechanoids with a single colonist while the rest of your force snipes the centipedes. Or try running away from your colony, waiting until they split up and then lure them in small groups and kill them when their numbers are more manageable. Or build an intricate turret farm and get the centipedes to target your turrets while your colonists safely attack them from afar! There's so many possibilities, all you need to do is explore them ;)
Title: Re: Tone down centipedes?
Post by: Somz on August 26, 2014, 04:19:00 AM
Quote from: Rahjital on August 25, 2014, 06:03:36 PM

YMMV on that one,
I have no idea what that means...really.
Quote from: Rahjital on August 25, 2014, 06:03:36 PM
inferno cannons have the longest range of all centipede weapons and are the 2nd fastest aiming weapons in Rimworld, after pistols (which you probably won't use to attack them anyway). The large spread also often works in their favour when they hit target that is dodging or even hidden from their sight behind a wall. Personally, I think they pose the greatest threat of all centipede weapons, being eclipsed only by the charge lances of scythers. It all depends on one's point of view, I suppose.
I really don't know what you mean. While those might aim fast as you've said (never compared it to anything before, but I'll believe you)
they have a forced miss value on them aside from being inaccurate to begin with. Out of 10 or more shots maybe one will actually hit the target but then again, these deal little damage.
That is if the colonists aren't standing next to each other.

And you are right, this game is about solving problems. All sorts of annoying problems. ^^
Title: Re: Tone down centipedes?
Post by: johiah on April 15, 2015, 12:41:17 PM
Charge rifles, plasteel embrasures, plasteel walls, sandbags, plasteel turrets, forcefields, and power armour. there you go. youre welcome
Title: Re: Tone down centipedes?
Post by: Argon on April 15, 2015, 03:57:38 PM
My original Wafflebox (term coined by Vexare) design can take 8-10 centipedes straight to the face and not let a single shot be fired by the foes, after that number of mechs sandbag damage becomes a serious issue.  The expanded version however can handle 15+.

-Argon

Original Wafflebox:

[attachment deleted due to age]
Title: Re: Tone down centipedes?
Post by: Elixiar on April 15, 2015, 08:34:24 PM
I think the mechanoids are perfectly balanced where they are.

Scythers make me panic to battle stations, and micro hit and run tactics with automatic weapons are usually enough to beat them back, in the event they bring the fight to me, I find nothing more thrilling than my colonists engaging in open war in the mess halls, bedrooms, hallways and comm centres! The town rages in flames during the fight as the centipedes advance through destroyed and now abandoned homes. This is a rag tag colony. Their home is threatened and when the mechanoids come in force, every man should take up weapons and fight to the last man!

But seriously they are a dire threat for a reason, if you find it too hard then lower the difficulty.

After a long battle, the metal ones destroyed my base and killed half my colonists before the last centipede fell. We survived. 2 men. And we rebuilt.

This is what the game is about. Overcoming enemies far more advanced and powerful than you.

[attachment deleted due to age]
Title: Re: Tone down centipedes?
Post by: henk on April 15, 2015, 11:32:10 PM
This thread is several months old and no longer relevant to the current danger levels.
Title: Re: Tone down centipedes?
Post by: hector212121 on April 16, 2015, 09:16:40 AM
Centipedes are kind of ridiculous. Without one thing, that is.

EMP. MORTARS.

Just plunk a few rounds on their heads and send someone wielding a mace to bash em to little bits. Or someone with a pistol if what you want is target practice.
Title: Re: Tone down centipedes?
Post by: henk on April 16, 2015, 10:48:10 AM
Send a single pawn with a good personal shield behind as much cover as you can near the centipede, and it'll waste all its shot trying to take it down, allowing your other pawns to shoot it without risk.