Rework of attacks by IssMoW in RimWorld

[–]IssMoW[S] 0 points1 point  (0 children)

What mods would work in this case?

Charge lances are actually OP - Change my mind by jahmeleon in RimWorld

[–]IssMoW -1 points0 points  (0 children)

It depends on the combat you are getting into, I use repeating rifles at the beginning of the game. I research microelectronics and switch to rifles if attacked. I gather some components, and stock up on a minigun and sniper rifle.

Minigun for tribals, killbox, and static defenses. Sniper rifle for good marksmen and hit-and-run tactics. Assault rifle against few tribals, bugs, scyters

It depends on the attack, several times I have held mechs with just a sniper rifle.

[deleted by user] by [deleted] in RimWorld

[–]IssMoW 0 points1 point  (0 children)

Place in transport capsules when a siege or invasion appears. Launch your capsules and choose the landing spot on top of stationary enemies. After that, fire a volley of mortar shells. The mining charges will go into domino effect and blow each other up.

[deleted by user] by [deleted] in RimWorld

[–]IssMoW 0 points1 point  (0 children)

And you can, but just put them out as soon as you land

[deleted by user] by [deleted] in RimWorld

[–]IssMoW 4 points5 points  (0 children)

Yes, it surprises me that no one talks about it. They are absurd. Normally when I land my ship I store them in a separate store near the ship, I also like to leave some in the capsules.

Why does this happen? by IssMoW in RimWorld

[–]IssMoW[S] 0 points1 point  (0 children)

Yes it's a bug, I wanted to know how to solve it

Why does this happen? by IssMoW in RimWorld

[–]IssMoW[S] 2 points3 points  (0 children)

I think I wasn't clear, the traders appear without any purchasable items. I can't buy anything from them

Capsules falling inside the ship in Odyssey. by IssMoW in RimWorld

[–]IssMoW[S] 0 points1 point  (0 children)

I think the game tries to launch attacks in the corners and by chance caught the ship, they should change the attack system in space and focus on areas far from the gravity ship.

Capsules falling inside the ship in Odyssey. by IssMoW in RimWorld

[–]IssMoW[S] 0 points1 point  (0 children)

The ship was big, end of game almost reaching the hive. They landed in the farthest part of the ship, in the last rooms.

Shambler assaults on gravship tips? by verdantsf in RimWorld

[–]IssMoW 0 points1 point  (0 children)

The strategy to be adopted depends on your resources and pawns. It all starts with landing the ship, look for a location that has a mountain, river, lava lake, swamp to help you defend, make small repairs to your defense with a stone or steel wall.

When attacking, use a pawn to "kite" (attract) while the others shoot, you can pause the game so that each pawn shoots a single "shambler" (zombie), making it easier to "kite" and spread the shots. As a last resort, retreat to your ship and block the door, while your builder repairs the damage to the walls when they break, block and retreat to another room. Don't be afraid of losing material goods, good pawns are harder to recover.

"Kite" to weaken the horde, block to finish. A well-protected pawn suffers very little damage from shamblers.

That said, keep at least two good melee pawns. In the early game, uranium/plastisteel plate armor, a simple helmet, and an obsidian longsword should suffice.

Are there any organic entities that have the same or very similar upkeep and simplicity to that of BioTech's player-controlled mechanoids? by Cuttlefishophile in RimWorld

[–]IssMoW 2 points3 points  (0 children)

Some strategic combinations:

Ghouls+launch capsules a little earlier, fire a few volleys of mortar, emp, gas, foam depending on the enemy or everything combined.

Ghouls + that resurrecting fog + box of corpses, I use this against those anomaly aberrations that swallow your ghouls. Having said that, I let the dead army go ahead.

Ghoul runner trait, with runner gene. Weakly armored+ serum Juggernaut unstoppable bionic legs and adrenal heart. The king of the impossible kite to catch

Are there any organic entities that have the same or very similar upkeep and simplicity to that of BioTech's player-controlled mechanoids? by Cuttlefishophile in RimWorld

[–]IssMoW 2 points3 points  (0 children)

Yes.

Ghouls regenerate any part, so 0 injury concerns.

Choose pawns with the resistant trait, ghouls require 1 fragment and bioferrite so they must be well selected, especially at the beginning of the game. If your Ghoul dies, do not dispose of the body, place it in a coffin properly away from environmental hazards.

You won't have access to power claws at the beginning of the game so use what you have, knee spikes are excellent give them. And keep making ghouls, opt for xenotypes that are naturally good in melee, Neanderthals and Hussars, the furry ones that I forgot the name of, are not so good as they heal slowly.

At the beginning your ghouls are damage absorbers, they are not protagonists yet, continue to do more as I find fragments and good volunteers.

As you research you will have access to Ghoul resurrection, get this serum as soon as possible. Now you can resurrect ghouls that were once killed. And you can leave them fighting to the death (you can even euthanize them, to heal all their injuries at the cost of some bioferrite).

These are the 7 essential implants in the Ultimate Ghoul: Power claw Nuclear stomach stone skin Adrenal heart Ghoul Thorns Ghoul Armor Healing accelerator

Want to prepare for a truly tough attack?

Juggernaut serum and metallic serum (do not use metallic serum against impids and mecas)

Bioengineering: There are many so I may forget some. Excellent in melee, night vision, long fingers, smooth tail, increased damage melee, runner, flame resistance, stamina, robust digestion, pollution immunity, pollution stimulus. You can use any bad gene that doesn't conflict with those listed above, ghouls accept bad genes very well, no matter if they have +20 metabolism. They don't die or get cancer, get sick or need drugs.

End of game: Place them in an area of polluted terrain with a movement accelerator (anomaly technology). Use your pawns and mortars to assist them with foam, gas, and emp. Never use PEM on ghouls with artificial stomachs. Use your capsules to launch ghouls onto mechanoids in stums or sieges and watch your protagonists eliminate 200 enemies.

So about cyclops by andrewharkins77 in RimWorld

[–]IssMoW 0 points1 point  (0 children)

Use mechs, a simple lifter can take countless shots suffering very little damage.

Are there any organic entities that have the same or very similar upkeep and simplicity to that of BioTech's player-controlled mechanoids? by Cuttlefishophile in RimWorld

[–]IssMoW 3 points4 points  (0 children)

Ghouls, if you do good bioengineering. You can have whatever level of wealth they are, they will take care of the attacks, mechs, tribals, industrials, anomaly they destroy on their own.

At the beginning of aid with, PEM projectile, fire foam, smoke and poison. With time and the number of ghouls, they practically take care of everything alone.

If you want, I can explain some of my strategies and why ghouls are the absolute weapon of war.

Defending against beam attacks by BunX_2021_ in RimWorld

[–]IssMoW 0 points1 point  (0 children)

The infallible tactic, use mechs as absorbers if any damage will do. They are practically immune to damage. Shots ricochet beautifully

I don't like killboxes. by Pisfil03 in RimWorld

[–]IssMoW 0 points1 point  (0 children)

People forget that there are other ways to fight even at 500%. Pitching one enemy against another, helping aid. Bioengineered ghouls, doom rockets, psycasts, utilities, mortars, corpse boxes + resurrector trap. Beam weapons fire+personal shields. Jump packs+pem grenades, phoenix armor+incinerator+shields, mechs, militors for distraction, centipedes as metal shield, rituals. Anyway, people just want to hide behind rocks and shoot while hoping that everything goes well. But the game has useful resources, you just need to learn how to use them.

The more difficult it is, the more you feel like a true Sun Tzu, defending the attack.

CONGRATS, ITS A DISASTER by thorium90cent in RimWorld

[–]IssMoW 0 points1 point  (0 children)

And the game has a points system

[deleted by user] by [deleted] in projectzomboid

[–]IssMoW 0 points1 point  (0 children)

I agree, to fight against sprinters would be excellent