Considering mech clusters. The best advice to give is : don't underestimate the power of preparation and setting up defenses around before engaging it.
For some reason it took 3 "normal" carvans and an empire tribute collector to completely neutralise a mech cluster, while a mech cluster of the same size got destroyed by only 2 tribal caravans in my game. I guess swarming + melee actually breaks the concept of lancers: Powerful but slow range weapons are unfit for fighting the uga- buga- horde. And yes, i contributed nothing to the destruction of both mech clusters. This was a mountain- base game, so i saw them more like bodyguards than enemies.
@@valentinmitterbauer4196 "swarming + melee" Scyther says hi. Fr tho, I had a mech cluster just half an hour ago. They had a pikeman and 2 scythers. I sent out 11 colonists (5 melee, 6 ranged) to deal with that. Ended up having the scythers chop through our tank, 5 ranged pawns then turn around to clean up the remaining 3 melee pawns still beating up the pikeman. Barely managed to clutch it with a 6 shooting 14 medical pawn and still lost a colonist.
I find that having multiple layers of walls gives you the time to send everyone to firing lines at their chosen entry point and as soon as they breach death rains. I have ambush points at every entrance and 3 kill boxes for options when they drop ships in. The only raid I have issues with is infestations. I didn’t know what I was getting into the first time it happened and I had to reload after losing all but 2 of 12 colonists.
Don't underestimate the little bugs. chip damage is still damage. it definitely adds up over a large conflict. In particularly large infestation events I've had to rescue the power armour clad melee fighters in the chokepoint multiple times. had one case where the best melee fighter had both bionic legs smashed to bits. She almost never made it to pain shock. Wakeup, yayo, pocketed meals, and Faster biosculpting really saved the bacon there. Even with the pawns out for a day they still got back in the fight and needed a second rescue. had two guys incapable of violence. one ended up drafted. Running fighters to the pods and the other diligently refilling them. Somehow got the entire crew through that one alive. ran the base off insect meat for quite a while.
I've had a maxed out infestation in part of my map for almost 2 years (game time). I just walled off every part of my base, made it so the only way to me is through the hive, and left a door open in the back to bait raids through said hive. Way better than turrets, kill boxes, heat/cold halls. I never have to fix or rearm them. As long as I don't get too close, they don't care I'm here. Only other bad part is that trade caravans sometimes make the mistake of going through them as well... oh well, just wait till nighttime and sneak all their stuff back to base. Sometimes stragglers can die of starvation too, and this can aggro the hive, but all you gotta do is wait it out. Oh... it can be a real FPS killer as well...
@@alduintheanti-dragonborn It's been a steady creep down... had group of 60 manhunting foxes. Waiting that out was... painful to say the least. We lost our best cleaner that day too. Didn't notice 1 tile marked as "home" outside the walls... in the middle of the fox swarm... Toad swept his last tile that day, and we barely fended off the rest going back into the depths of the base... 10 frames at a time...
@@alduintheanti-dragonborn Yeh, I was really trying to leave Rimworld unmolested until my first time through vanilla and the expansions, but it seems rocketman is going to be a necessity. I haven't read too much into it, but from what I understand its simply a code rework to improve efficiency, so it shouldn't mess with tge base experience.
The first mechanoid is literally a body surrounded by knives and should NOT be approached (it even states that in the mechanoid description!). So yeah, keep away from that dude, I usually just barrade them with sniper rifle unit with the best gear and try to pick them with long range rifles since they have bigger/the same range as they do
Yeah, the "use a melee chokepoint blocking pawn" is kind of questionable for fighting scythers. You're far better off killing them with ranged weapons which usually isn't hard to do since they're not tanky and they run past cover to come fight you in melee. You should absolutely fight every other mechanoid in melee though since their melee dps is terrible
Melee choke points work for me, with a dude spamming emp grenades on a square just outside the door/choke point. I would rather fight these then the shooty mechs
@@user-jm8sy5ox2j Zeushammer for the tank (the one in front of the door) and monoswords for the accompanying men on the flanks. If you're not that far in the game, add an EMP launcher or EMP grenade on the backline and Steel Warhammers on all the melee pawns on duty. If your choke point is well built enough, there's also a way to add a pawn to safely throw explosive grenades that will mow down the choked backline without blasting your pawns or your walls. I've used that one with molotovs for insects without a properly set up choke point, but with stone floors and walls: the pawns were safe (no friendly fire, no pun intended) but the occasional blast hit the walls which were not flammable.
Cataphract Armor doesn't automatically make you invincible. I know this because i called in a catphract squad during a raid and they all got murdered by a guy with a wooden mace.
As for why psychic insanity lances can "apparently" affect mechanoids, this is because psionics actually comes from the archotechs. In other words, psionics in rimworld comes from machines, not organics. If you look at the psilink's description, psycasters don't actually have their own psychic power. They're borrowing a small part of a distant archotech's psychic power.
Also as biotech showed us, you need humanlike brain scan to produce advanced mechanoids, which suggests that mechanoid brain resembles human brain, therefore has similar pros and cons.
If you set your base up like a ring of cabins, instead of a giant hall-o-plex, you can dot the areas between buildings with turret strongpoints. If drop pods land outside your buildings, enemies have to spread out and go around. If they land in the central garden, they get pureed from all sides.
I feel like this video showcases chokepoint fights a bit poorly. You can put three people -inside- your chokepoint, which will cause enemies to funnel in to a 3v1 fight, rather than your pawn having to deal with a 1v3 scenario.
@@michaelw6277 it took a mod that added a bunch of artillery and manned heavy machine guns for me to realize. I left some uninstalled and put them up only when I knew the angle of attack.
There's a mod that shoots them out of the sky before they can all drop on you ... it's not much but it's better than them dropping on you completely unexpected and in full force. Oh yeah and another mod allows you to use colony shields to keep them from dropping ontop of you completely if I am not mistaken.
Rimatomic’s TACS exactly work like that, and even better: -it will detect and alert you of ALL raids that will come towards your colony (human and mechanoid; both land or transport pod raids), it will also give you an exact countdown timer before they arrive -it also fully counters on-top-of-base-targeted group transport pods as it deflects the group pods from center to the edge of the map instead, at the cost of 12k electricity (which is not really a problem cuz of nuclear reactors in said mod)
@@BrutusAlbion Ye this mod has been quite a blessing for my colonists electricity-wise, cuz I relied wayy too much on hydroelectric power (via river) and as my base expanded, I needed a better source of power that’s both: -a challenge -complex -as close as possible to mechanics irl -worth the effort Rimatomics mod needs u to finish a lot of research and make silver purchases (no problem for my en masse sculpture selling colony) to use it all, and honestly, everything is quite worth it Once you build a reactor, it works the same as irl, and needs similar management (it works autatically once its fully assembled) and gives u 70k-100k depending in how low or high u pull the control rods, and the only problem you’d face wud be a solar flare (idek if there’s even any mod that can counter that) And this is just the tip of the iceberg
Me once when a mechcluster dropped near my base: Okay. Jimmy, here you have an antigrain warhead, go rush B and plant it as close to them as possible and then run for you life cuz we will shoot it. The mechanoids did not survive. But neigher did Jimmy
about the cluster there a serveral things to mention that can make things easier. the turrets cant fire at pawns when they stand in a smokecloude so having a pawn with a smokegrenade launcher can be worth ten good pawns. second the shields the clusters sometimes have deaktivate when you shot a emp at the shield so you can either shot the cluster with mortars (when he has an anti air shield shot an emp grenade first and the second mortar shots right after to taunt the mechs into your defenses and then slowly conquer the now due to smokescreens defenseless base with your pawns.
Tip 99: Dont be afraid to give in. Sometimes its unavoidable that on 500% difficulty, losing is fun that you just cant save that base..... form that caravan and escaping is always an option or just let your colonists go out in a blaze of glory as you throw all your grenades at once :P
I was recently trying to think of ways to make my bases more resilient to attacks landing within my walls. Outside of my walls I have a few forward fighting positions to use against sieges, if necessary (I prefer mortars, but it's good to be prepared). The problem with that approach inside your walls is it can be used against you. So I had the thought... Doors. Say you have a standard four sided building with one door on each wall. Have your shooters use those doors as tall cover and when it gets too hot or melee gets too close, step inside the building and reposition. Either within the same building or around a safe passage to another one. The door you close when you escape will slow them down just enough to get away.
@@RandomLombax37 if they start to get too close step inside and let the door close. Other pawns will still keep firing while that one escapes and finds another door to position themselves in. Have a door or two on every side of every building and every pawn will always have a safe escape path to reposition.
>everything dies to fire Except mechanoids, they have 200% heat resistance, but fire does work well with insects tho, that's why I connect vents from a fire chamber and into a cave
The death acidifier only triggers on death So if you can take down imperial troops using psychic lances or other means of incapacitation yiu can easily strip them down before capturing or killing them
My favourite Vanilla Faction is The Insectoids. My favourite modded is The Reapers. I just hope Oskar and his team make the Collectors from Mass Effect because I imagine they would both be awesome and terrifying to fight.
So this wasn't a thing before, it must've been added recently, but prometheum is exceptionally useful at dealing with mechanoids. Two good incidinary mortar hits on a cluster can most likely end it. Especially if it's just lances and pikemen. I usually place incidinary Ieds on their predicted movement path and a good portion just dies.
My tip for insects ... get rimefeller ... cluster your own mountainbase with Napalm in any room ... (pls build anything out of stone if possible) if they spawn and they are too many ... let them burn ... i dont know the correct number but i belive there is nothing surviving temperatures over 1000°C in this game 😁
About mechclusters. Someone noticed that turrets stop targeting entirely through smoke, so use smoke launchers directly onto turrets, and carry some smoke belts. Another thing I might consider is neuroquake cast. It pisses people off, but only by -10 to each faction, so it isn’t that bad considering half the raid kills itself. You could break sieges by using sleeping spots and placing them on top of the blueprints raiders set. It prevents mortar placement so they start attacking
Mech clusters: EMP mortar shells (I *think* they are vanilla) can actually deactivate shields. emp grenades or other emp weapons can also deactivate shields for a period of time, so you can then hit their clusters with mortars. I mostly play with Combat Extended, which makes mechanoids about 100x more deadly than vanilla, but it gives more EMP ammunition, since ammo is actually a thing. But on CE, its just the above but with emphasis x1000. With our emp weapons, AP sniper rifles, kiss your colony goodbye even against a small raid.
infestations tend to spawn in the dirtiest room, so if you keep 1 room filthy and put an incendiary mine or 2 in it you'll never have to worry about infestations again
I once had a medieval playthrough, and a mech cluster landed nearby. So my peasants went to work, building siege equipment, and setting up a means to destroy this strange demonic intrusion. Those machines fell not to a hail of bullets or fire, but to metal and stone.
if you wanna take down mech cluster fast, bombard em/ destroy their explosion node/turret. usually it will cause a chain explosion that will take the small and fast mechanoid. but if you can take down the distraction building(psychic distress/toxic spewer/..etc) and mortar/turret that will harm your daily activities without aggroing the mech too much they can be used to be speedbump or even stop pirate raid, since both hostile will attack each other.
I see where I went wrong with my writing, see Royalty was released alongside 1.1 where the pikemen was introduced, I must have mixed things up, thanks for pointing it out
Let's start with that certain tactics and abilities are universally useful - killboxes are almost always nice to have, a ton of minigun wielding shooting specialists will also deal with almost anything the game can throw at you, and so will "invisibility + berserk pulse" - this last one can break ANY raid. Also, let's not forget that there are types of raids. - normal raids hardly require special tactics, enemy simply charges in - drop raids can vary from fairly inconsequential to "we drop in the most inconvenient locations possilbe" and are often deadly early on - when stuff lands on top of this one crucial pawn that sucks at combat. Key is consolidating your forces - you can no avoid damage to your base at this point, only minimise it. - breach raids bypass you carefully placed killbox - you can either meet it head on before they reach walls or attack them at the breach they are trying to make - either way, focus the sappers and breachers first, because they like to split from the rest. While you are dealing with the bulk of the raid, some sneaky dude with an axe may be tearing your furniture or solar panels when you are not looking. - siege forces you to get up front. A normal siege force will contain at least couple of enemy snipers, so your own snipers will not be able to approach safely most of the time. The trick is to send a small and fast force to destroy whatever siege engine is being built - ammo is a good and explosive target. Now, some things changed with additions from biotech. Pirates: Regulars - fairly dangerous early on - guns and no armour on your end is a deadly combo, for you. This variety tends to have pretty high numbers, but once you get semi-decent armour they cease being a major problem. Stay in cover and outshoot them, if you can't, funnel them in. Mercs - basically an upper tier of regulars, just better skilled and marginally better armed and armored until you get to elites - this is where you get to marine armour guys. If the game rolls them with decent quality, they may be a problem. But the real pain are the guys carrying explosives - a well placed tripple launcher or doomsday rocket can END even a decent fighting force - they are a prime target. Yttakin pirates - melee raids, often accompanied with animals - they guys will wear no armour, they have trait that reduced any damage they take AND they deal massive melee damage, and they are surprisingly fast. They can quickly and easily overwhelm you in the open and tear you apart. Wasters - weak in combat, but fight with a lot of tox gas weapons - even if it doesn't do much immediately, if you suffer repeated attacks, it may become a problem as the buildup will keep rising. Tribals - masses of barely armoured savages, use guns, and well armoured melee pawn, not much else to say unless you get attacked by impid tribes: Impids - they are fast and they come with their natural fire spit ability - which negates their weakness in melee - once they get close, be ready for chaos in your lines. Kite them, force them to waste their spit attacks. Neanderthals - much like Yttakin - VERY dangerous in melee and very tough, but at least they are slow. Also, in case of regular tribes - do not underestimate those who trow pila at you - a well placed pilum CAN one shot a pawn. And a longbow is also surprisingly deadly. Outlanders: Much like pirate factions Pigskins - from my experience their raids are rare, but once they happen, they are very dangerous. One would not expect that. Pigskins are not really great in combat on paper - outside of reduced pain, their trotter hands hamper their melee, and nearsighted trait makes them extremely poor with weapons above 26 range. But they WILL kick your arse - grenades. They LOVE grenades. Their raids are filled to the brim with explosives. And their pain resistance means they will fight despite serious injuries. One word of advise? DO NOT bunch up if you can avoid it, and if you can, fight outside of your base. Empire: One word of advise - DO NOT mess with them. If you do, be prepared for your butt to be kicked... HARD. Even basic troopers sit in complete flak gear and come with some of the better firearms. Jannisaries sport recon gear and universally decent skill in combat. Cataphracts have some of the best armour in the game, stoneskin implants for additional protection, have very good combat skills AND carry charge rifles, charge lances and miniguns EXCLUSIVELY. You are going to die. Infestations: If you live under the mountain, make infestation bait room, OR consider keeping your base really cold and accept permanent debuff to mood due to low temperatures - it might be better than infestation popping up in the middle of your more important rooms and wrecking the place. They are annoying and early on - DEADLY. They are numerous and can easily overwhelm you if you do not bottleneck them. Always have couple of good melee fighters on standby to act as doorstops. Mechanoids: The biggest danger comes from the fact that early on, they present a massive power spike. A few scythers can tear an early base apart, and lancers spell doom to those pawns that forget to wear helmets and body protection. Later mechanoid raids are still dangerous - they carry consistently good weapons and sport decent armour, while their centipedes have bulks of HP and redundant bodyparts. I would say that lancers and scythers are the biggest threat. Scythers deal massive melee damage and spell doom for your pawns if you get surrounded. Lancers have a range of 30 - this means you need assault rifles, sniper rifles, bolt action rifles, miniguns or lances of your own to deal with them WITHOUT leaving cover - or you need a killbox to negate their range. Centipedes are a threat, yes, but they are more of a crowd control - inferno centipedes can break your lines giving other units a good shot. That being said, a mass of 20 centipede blasters suddenly becomes deadly because of sheer damage saturation. With biotech you also have tesserons - these are probably the most threatening new mechanoid their beam attack is designed to disperse crowds, such as your snuggly killbox/sandbag line - eliminate them first, if you have a chance.
I usually try to wall off mech cluster if I can. Using a mortar to wake a cluster if a raid come close feel great. Enemy mech don't use cover but your mech can. Also scyther scorcher formation can cheese infestation.
That all sound nice and good but I prefer to simply build/recruit ridiculous amounts of turrets, robots and Ally’s to simply swarm insects and mechanics to death
on the empire, its not nesscarily true for the acidifier to destroy items, since downed(but not quite dead) empire soldiers , while rare, can be stripped before they die, but this is a mixed bag, since a lot of their gear is often also bicoded(DNA locked) as well. So its usually better to strip them and then capture them, since Empire soldiers tend to have semi-decent traits more often than not, and if you manage to recruit them, you now have a bicoded set of armor and weaponry that person can use, effectively giving you a cataphract for your trouble. If you fail to recruit them, at least you then have a set of armor and a weapon to sell at the worst case scenario. A few scenarios of which this happens is if they lose both legs(can't walk, or do things without legs) by luck, a non-lethal weapons mod, or my favorite method... hell induced heatstroke hallway (either start a big fire in a really long hallway they entered, like for instance a really long killbox hallway, or find another way to induce heatstroke. Just be prepared to dismantle a wall to the outdoors if you want the heat to vanish, otherwise colonists will likely die trying to enter the fire-hall.) I usually use quantum heating for my tempature needs, but I imagine its easier to just to get along witht he empire rather than fight them in most cases.
About ancient danger i use a guest to open and i open when Royal tribute collector arrived. Let them handle with them 🤣 sometimes i lost the opener but its ok. 🤣 There's nice loot for us and sometimes i capture and recruit them if they dont die immediately 😇
Do you guys have a mod order guide? Might be a good idea as well especially for newcomers or returning players like me hahahah. I've been having a hard time managing mods and to my fault as well hahahha, it's a lot.
Rimpy mod is good to auto sort. You will still get yellow error most of the time but when using 400+ mods, can't really bothered with yellow error as long as it's not crashing the game.
Best idea for mechanoid cluster is make sure to have A) A mortar (pray they have no or a low shield) B) A small stock of anti grain C) Hope With these you can nuke a mech cluster easy as sythers, lancers and pikes get sent to god in the blast radius (even very edge of the blast has a reasonably good chance) you can kill the tanks bois outright or at least severally hurt them
For drop pod pirates it helps if you have all outside areas of your inner base covered with barricades and turrets. So small groups of your pawns can handle multiple pirates. Turrets also make great bait targets and can draw the fire from one shot use weapons. Tribals i mean you just have defences and they die. Once you have like assault rifles and miniguns yeah its an irrelevant fight. Theyre also highly vulnerable to melee rush of any type. Given their melee units are weak and use weak weapons. For mechs you will have to use emp weapons. I highly recommend 2 mortar units and a melee rush. With a range contingent to take out any sythers that are actually a threat to even marine armoured pawns. Insects are just kind of annoying. And only in that they kill my dogs because I forgot to restrict their area. Many a dog has died to insects. Other than that you can bait them with any pawn with 100% movement. Even the megaspiders are quite slow by comparison. If you really want to be safe have a pawn with one archotech leg and that provides a 125% total movement speed pawn. Baiting a horde of insects into turrets is the best strategy. Infact if your later in the game and dont mind losing some plasteal and components, turrets chain exploding make for great insect nukes. They bait thewm to attack as a horde and then 1-3 turrets going off downs all of them. IF you really want to be safe arrange mountain bases in corridors and supply slag turrets for long range aggro and one shot capability. Pirates with the doomsday and triple rocket launchers will always be the hardest enemy to deal with. Even if they dont hit a pawn the damage they can do to bases is mega. They are the priority target and biggest threat.
i need help guys! there is a mood space ship that landed with mechanoids. 4 pyke units and like 3 scyther. they are all awake because a big group of caravan ran into them and they battled it out. ive tried different way s to try to kill them but i always die
i git rimworld a day ago and i all ready know how to play but every time a raid happens they have knife but all ways knock out my 2 people with gun and my 2 people with knife kill the raider and my pacifist help the wounded how can i stop my gunners nearly being killed by a knife also is there any lights that dont go in the floor taking up space
so after asking how to fight mechanoid, the answer is to pray and hope 😢, little cruel but that what in rimworld and real life would happen, cry and pray
still a bit upset that you put your pawn in a choke point on far front thus opening spaces or room for them to attack you brawler infront. put them the opposite of said emptiness will guaranteed you a free -2 enemy attacking you at the same time, PLUS you can added 2 more extra pawns and they too will hit the unfortunate individual that trying to get in.
Thats not an enemy. Its death. Very different. Still working on an easy to understand guide for people that want to fight the void. But void is pretty high level without op mods.
@@Noobert Yeah, I agree. And even with op mods, when void starts sending Wraiths, Titans and Spider you get oblitared by the raids. One time when I got raided by void and lost all my colony, I went in Dev mod and used like 20 antigrain warhead and the void soldier were not even dead :/
@@NoobertI am looking forward to that guide ! Other than that, you are doing an amazing job and your videos are absolutely amazing ! I often link them to beginners because of how good they are. Keep up the good work
I’m sure this is a great video but man that background music is SO distracting. It’s so loud it’s hard to hear the narration, and it’s hard to focus on what he’s saying with such an upbeat/melodic tune
That tech sheet at 3:05 lol. At least EMP IED's work great on pinning them down long enough for the slug turrets to be effective. I'm a fan of planting antigrain IEDs for large sleeping clusters of mechs.
How come you are using the same animations over and over? Hopefully your channel doesn’t suffer from it. Gets a little repetitive. Best of luck to you!!
how to fight every enemy in rimworld save state>attack>if colonist dies/in an unfavorable position>reload>if all goes well, hope that nothing out of left field happens on the non drafted colonist>if shit do happen go back to step 1
*laughs in 8 T4 androids with T1 surrogate minds with 20 melee and shooting in warcaskets with high tier weapons ranging from chain shotguns, charge LMGs, miniguns and anti-mech rifles*
Sorry we cant afford it. Cost a lot of money to make these videos and all the editors quit. Im the only one working now. This is the best i can do on a weekly schedule.
I see where I went wrong with my writing, see Royalty was released alongside 1.1 where the pikemen was introduced, I must have mixed things up, yeah thats on me
Considering mech clusters. The best advice to give is : don't underestimate the power of preparation and setting up defenses around before engaging it.
For some reason it took 3 "normal" carvans and an empire tribute collector to completely neutralise a mech cluster, while a mech cluster of the same size got destroyed by only 2 tribal caravans in my game. I guess swarming + melee actually breaks the concept of lancers: Powerful but slow range weapons are unfit for fighting the uga- buga- horde.
And yes, i contributed nothing to the destruction of both mech clusters. This was a mountain- base game, so i saw them more like bodyguards than enemies.
@@valentinmitterbauer4196
"swarming + melee"
Scyther says hi.
Fr tho, I had a mech cluster just half an hour ago. They had a pikeman and 2 scythers. I sent out 11 colonists (5 melee, 6 ranged) to deal with that. Ended up having the scythers chop through our tank, 5 ranged pawns then turn around to clean up the remaining 3 melee pawns still beating up the pikeman. Barely managed to clutch it with a 6 shooting 14 medical pawn and still lost a colonist.
@@valentinmitterbauer4196 Booga ooga cavemen > 4 Highly advanced and organized military platoons
I find that having multiple layers of walls gives you the time to send everyone to firing lines at their chosen entry point and as soon as they breach death rains. I have ambush points at every entrance and 3 kill boxes for options when they drop ships in. The only raid I have issues with is infestations. I didn’t know what I was getting into the first time it happened and I had to reload after losing all but 2 of 12 colonists.
Don't underestimate the power of waiting for a trade caravan to pass through them 😂
My android colony just ate an entire caravan of Asari merchants. I consider this to be an excellent after-dinner video.
Mass Effect
Don't underestimate the little bugs. chip damage is still damage. it definitely adds up over a large conflict. In particularly large infestation events I've had to rescue the power armour clad melee fighters in the chokepoint multiple times. had one case where the best melee fighter had both bionic legs smashed to bits. She almost never made it to pain shock.
Wakeup, yayo, pocketed meals, and Faster biosculpting really saved the bacon there. Even with the pawns out for a day they still got back in the fight and needed a second rescue. had two guys incapable of violence. one ended up drafted. Running fighters to the pods and the other diligently refilling them.
Somehow got the entire crew through that one alive. ran the base off insect meat for quite a while.
I've had a maxed out infestation in part of my map for almost 2 years (game time). I just walled off every part of my base, made it so the only way to me is through the hive, and left a door open in the back to bait raids through said hive.
Way better than turrets, kill boxes, heat/cold halls. I never have to fix or rearm them. As long as I don't get too close, they don't care I'm here. Only other bad part is that trade caravans sometimes make the mistake of going through them as well... oh well, just wait till nighttime and sneak all their stuff back to base. Sometimes stragglers can die of starvation too, and this can aggro the hive, but all you gotta do is wait it out.
Oh... it can be a real FPS killer as well...
What? You mean you already had FPS before using the hive?
@@alduintheanti-dragonborn It's been a steady creep down... had group of 60 manhunting foxes. Waiting that out was... painful to say the least.
We lost our best cleaner that day too. Didn't notice 1 tile marked as "home" outside the walls... in the middle of the fox swarm... Toad swept his last tile that day, and we barely fended off the rest going back into the depths of the base... 10 frames at a time...
@@Jiffydude I recommend the Rocketman mod to help speed your game up.
@@alduintheanti-dragonborn Yeh, I was really trying to leave Rimworld unmolested until my first time through vanilla and the expansions, but it seems rocketman is going to be a necessity.
I haven't read too much into it, but from what I understand its simply a code rework to improve efficiency, so it shouldn't mess with tge base experience.
@@Jiffydude Shouldn't. There's also another mod, the one where rain clears away dirt and blood so raiders that die to your mortars don't lag the game.
The first mechanoid is literally a body surrounded by knives and should NOT be approached (it even states that in the mechanoid description!). So yeah, keep away from that dude, I usually just barrade them with sniper rifle unit with the best gear and try to pick them with long range rifles since they have bigger/the same range as they do
Yeah, the "use a melee chokepoint blocking pawn" is kind of questionable for fighting scythers. You're far better off killing them with ranged weapons which usually isn't hard to do since they're not tanky and they run past cover to come fight you in melee. You should absolutely fight every other mechanoid in melee though since their melee dps is terrible
@@user-jm8sy5ox2j one on one its viable, when they swarm...yeah long rang
Melee choke points work for me, with a dude spamming emp grenades on a square just outside the door/choke point. I would rather fight these then the shooty mechs
@@user-jm8sy5ox2j Zeushammer for the tank (the one in front of the door) and monoswords for the accompanying men on the flanks.
If you're not that far in the game, add an EMP launcher or EMP grenade on the backline and Steel Warhammers on all the melee pawns on duty.
If your choke point is well built enough, there's also a way to add a pawn to safely throw explosive grenades that will mow down the choked backline without blasting your pawns or your walls. I've used that one with molotovs for insects without a properly set up choke point, but with stone floors and walls: the pawns were safe (no friendly fire, no pun intended) but the occasional blast hit the walls which were not flammable.
Cataphract Armor doesn't automatically make you invincible. I know this because i called in a catphract squad during a raid and they all got murdered by a guy with a wooden mace.
As for why psychic insanity lances can "apparently" affect mechanoids, this is because psionics actually comes from the archotechs. In other words, psionics in rimworld comes from machines, not organics. If you look at the psilink's description, psycasters don't actually have their own psychic power. They're borrowing a small part of a distant archotech's psychic power.
What about anima trees psylinks?
@@duke4726 It is implied that everything capable of granting psychic powers was created by the archotechs. Anima trees are no exception.
Also as biotech showed us, you need humanlike brain scan to produce advanced mechanoids, which suggests that mechanoid brain resembles human brain, therefore has similar pros and cons.
If you set your base up like a ring of cabins, instead of a giant hall-o-plex, you can dot the areas between buildings with turret strongpoints. If drop pods land outside your buildings, enemies have to spread out and go around. If they land in the central garden, they get pureed from all sides.
could you point me to something that would describe what that would look like im getting bored of how i normally set my base up .
I feel like this video showcases chokepoint fights a bit poorly. You can put three people -inside- your chokepoint, which will cause enemies to funnel in to a 3v1 fight, rather than your pawn having to deal with a 1v3 scenario.
Don't forget you can UNINSTALL, not deconstruct, buildings. This includes turrets. Set them up where you need them if any foes are lolligagging.
oh goddammit how did I not realize this…
@@michaelw6277 it took a mod that added a bunch of artillery and manned heavy machine guns for me to realize.
I left some uninstalled and put them up only when I knew the angle of attack.
Would be great if there are some kind of early warning system for drop pod raids
There's a mod that shoots them out of the sky before they can all drop on you ... it's not much but it's better than them dropping on you completely unexpected and in full force. Oh yeah and another mod allows you to use colony shields to keep them from dropping ontop of you completely if I am not mistaken.
Yeah a WW1 style siren would be all that's necessary. Could research orbital scanners to unlock it.
Rimatomic’s TACS exactly work like that, and even better:
-it will detect and alert you of ALL raids that will come towards your colony (human and mechanoid; both land or transport pod raids), it will also give you an exact countdown timer before they arrive
-it also fully counters on-top-of-base-targeted group transport pods as it deflects the group pods from center to the edge of the map instead, at the cost of 12k electricity (which is not really a problem cuz of nuclear reactors in said mod)
@@sentience8821 oh wow, I stayed away from that mod but that seems incredibly cool to have.
@@BrutusAlbion Ye this mod has been quite a blessing for my colonists electricity-wise, cuz I relied wayy too much on hydroelectric power (via river) and as my base expanded, I needed a better source of power that’s both:
-a challenge
-complex
-as close as possible to mechanics irl
-worth the effort
Rimatomics mod needs u to finish a lot of research and make silver purchases (no problem for my en masse sculpture selling colony) to use it all, and honestly, everything is quite worth it
Once you build a reactor, it works the same as irl, and needs similar management (it works autatically once its fully assembled) and gives u 70k-100k depending in how low or high u pull the control rods, and the only problem you’d face wud be a solar flare (idek if there’s even any mod that can counter that)
And this is just the tip of the iceberg
Me once when a mechcluster dropped near my base: Okay. Jimmy, here you have an antigrain warhead, go rush B and plant it as close to them as possible and then run for you life cuz we will shoot it. The mechanoids did not survive. But neigher did Jimmy
Jimmy: Suka! Blyat'!
about the cluster there a serveral things to mention that can make things easier. the turrets cant fire at pawns when they stand in a smokecloude so having a pawn with a smokegrenade launcher can be worth ten good pawns. second the shields the clusters sometimes have deaktivate when you shot a emp at the shield so you can either shot the cluster with mortars (when he has an anti air shield shot an emp grenade first and the second mortar shots right after to taunt the mechs into your defenses and then slowly conquer the now due to smokescreens defenseless base with your pawns.
Tip 99: Dont be afraid to give in. Sometimes its unavoidable that on 500% difficulty, losing is fun that you just cant save that base..... form that caravan and escaping is always an option or just let your colonists go out in a blaze of glory as you throw all your grenades at once :P
i nearly spat out my mt dew when you dropped that "zerg rush" joke
I was recently trying to think of ways to make my bases more resilient to attacks landing within my walls. Outside of my walls I have a few forward fighting positions to use against sieges, if necessary (I prefer mortars, but it's good to be prepared). The problem with that approach inside your walls is it can be used against you. So I had the thought...
Doors.
Say you have a standard four sided building with one door on each wall. Have your shooters use those doors as tall cover and when it gets too hot or melee gets too close, step inside the building and reposition. Either within the same building or around a safe passage to another one. The door you close when you escape will slow them down just enough to get away.
If they get too close that idea is a bust
@@RandomLombax37 if they start to get too close step inside and let the door close. Other pawns will still keep firing while that one escapes and finds another door to position themselves in. Have a door or two on every side of every building and every pawn will always have a safe escape path to reposition.
Use fire , everything dies to fire , if it doesn't you haven't used enough fire
>everything dies to fire
Except mechanoids, they have 200% heat resistance, but fire does work well with insects tho, that's why I connect vents from a fire chamber and into a cave
I love guides like this, they are super helpful
The death acidifier only triggers on death
So if you can take down imperial troops using psychic lances or other means of incapacitation yiu can easily strip them down before capturing or killing them
My favourite Vanilla Faction is The Insectoids. My favourite modded is The Reapers. I just hope Oskar and his team make the Collectors from Mass Effect because I imagine they would both be awesome and terrifying to fight.
So this wasn't a thing before, it must've been added recently, but prometheum is exceptionally useful at dealing with mechanoids. Two good incidinary mortar hits on a cluster can most likely end it. Especially if it's just lances and pikemen. I usually place incidinary Ieds on their predicted movement path and a good portion just dies.
Prometheum is Combat Extended mod only
My tip for insects ... get rimefeller ... cluster your own mountainbase with Napalm in any room ... (pls build anything out of stone if possible)
if they spawn and they are too many ... let them burn ...
i dont know the correct number but i belive there is nothing surviving temperatures over 1000°C in this game 😁
non-vanilla strat...but god satifying
@@BrenTenkage you can achieve this with chemfuel too. Or even wood.
Mechanoids can survive any tempdre
yes, do modded next
OH JESUS CHRIST
Fun fact the pikeman has been added to the vanilla game 😢
About mechclusters. Someone noticed that turrets stop targeting entirely through smoke, so use smoke launchers directly onto turrets, and carry some smoke belts.
Another thing I might consider is neuroquake cast. It pisses people off, but only by -10 to each faction, so it isn’t that bad considering half the raid kills itself.
You could break sieges by using sleeping spots and placing them on top of the blueprints raiders set. It prevents mortar placement so they start attacking
Mech clusters: EMP mortar shells (I *think* they are vanilla) can actually deactivate shields. emp grenades or other emp weapons can also deactivate shields for a period of time, so you can then hit their clusters with mortars.
I mostly play with Combat Extended, which makes mechanoids about 100x more deadly than vanilla, but it gives more EMP ammunition, since ammo is actually a thing. But on CE, its just the above but with emphasis x1000. With our emp weapons, AP sniper rifles, kiss your colony goodbye even against a small raid.
infestations tend to spawn in the dirtiest room, so if you keep 1 room filthy and put an incendiary mine or 2 in it you'll never have to worry about infestations again
I once had a medieval playthrough, and a mech cluster landed nearby.
So my peasants went to work, building siege equipment, and setting up a means to destroy this strange demonic intrusion.
Those machines fell not to a hail of bullets or fire, but to metal and stone.
1:23 it's appropriate that nature-loving tribals are praying to a vegetable
every time i go against a scither, without fail, they always get rid of my pawns toes. no matter how much toe armour i give, the scither takes.
if you wanna take down mech cluster fast, bombard em/ destroy their explosion node/turret. usually it will cause a chain explosion that will take the small and fast mechanoid. but if you can take down the distraction building(psychic distress/toxic spewer/..etc) and mortar/turret that will harm your daily activities without aggroing the mech too much they can be used to be speedbump or even stop pirate raid, since both hostile will attack each other.
Your graphic shows scarabs with 72% sharp and 18% blunt armor but what you said is the opposite. So which is it?
Pikeman appear even without royalty.
I see where I went wrong with my writing, see Royalty was released alongside 1.1 where the pikemen was introduced, I must have mixed things up, thanks for pointing it out
The first second bang sound almost blew my speakers that was turned up pretty high.
This helped a lot thanks!
Let's start with that certain tactics and abilities are universally useful - killboxes are almost always nice to have, a ton of minigun wielding shooting specialists will also deal with almost anything the game can throw at you, and so will "invisibility + berserk pulse" - this last one can break ANY raid.
Also, let's not forget that there are types of raids.
- normal raids hardly require special tactics, enemy simply charges in
- drop raids can vary from fairly inconsequential to "we drop in the most inconvenient locations possilbe" and are often deadly early on - when stuff lands on top of this one crucial pawn that sucks at combat. Key is consolidating your forces - you can no avoid damage to your base at this point, only minimise it.
- breach raids bypass you carefully placed killbox - you can either meet it head on before they reach walls or attack them at the breach they are trying to make - either way, focus the sappers and breachers first, because they like to split from the rest. While you are dealing with the bulk of the raid, some sneaky dude with an axe may be tearing your furniture or solar panels when you are not looking.
- siege forces you to get up front. A normal siege force will contain at least couple of enemy snipers, so your own snipers will not be able to approach safely most of the time. The trick is to send a small and fast force to destroy whatever siege engine is being built - ammo is a good and explosive target.
Now, some things changed with additions from biotech.
Pirates:
Regulars - fairly dangerous early on - guns and no armour on your end is a deadly combo, for you. This variety tends to have pretty high numbers, but once you get semi-decent armour they cease being a major problem. Stay in cover and outshoot them, if you can't, funnel them in.
Mercs - basically an upper tier of regulars, just better skilled and marginally better armed and armored until you get to elites - this is where you get to marine armour guys. If the game rolls them with decent quality, they may be a problem. But the real pain are the guys carrying explosives - a well placed tripple launcher or doomsday rocket can END even a decent fighting force - they are a prime target.
Yttakin pirates - melee raids, often accompanied with animals - they guys will wear no armour, they have trait that reduced any damage they take AND they deal massive melee damage, and they are surprisingly fast. They can quickly and easily overwhelm you in the open and tear you apart.
Wasters - weak in combat, but fight with a lot of tox gas weapons - even if it doesn't do much immediately, if you suffer repeated attacks, it may become a problem as the buildup will keep rising.
Tribals - masses of barely armoured savages, use guns, and well armoured melee pawn, not much else to say unless you get attacked by impid tribes:
Impids - they are fast and they come with their natural fire spit ability - which negates their weakness in melee - once they get close, be ready for chaos in your lines. Kite them, force them to waste their spit attacks.
Neanderthals - much like Yttakin - VERY dangerous in melee and very tough, but at least they are slow.
Also, in case of regular tribes - do not underestimate those who trow pila at you - a well placed pilum CAN one shot a pawn. And a longbow is also surprisingly deadly.
Outlanders:
Much like pirate factions
Pigskins - from my experience their raids are rare, but once they happen, they are very dangerous. One would not expect that. Pigskins are not really great in combat on paper - outside of reduced pain, their trotter hands hamper their melee, and nearsighted trait makes them extremely poor with weapons above 26 range.
But they WILL kick your arse - grenades. They LOVE grenades. Their raids are filled to the brim with explosives. And their pain resistance means they will fight despite serious injuries. One word of advise? DO NOT bunch up if you can avoid it, and if you can, fight outside of your base.
Empire:
One word of advise - DO NOT mess with them. If you do, be prepared for your butt to be kicked... HARD. Even basic troopers sit in complete flak gear and come with some of the better firearms. Jannisaries sport recon gear and universally decent skill in combat. Cataphracts have some of the best armour in the game, stoneskin implants for additional protection, have very good combat skills AND carry charge rifles, charge lances and miniguns EXCLUSIVELY. You are going to die.
Infestations:
If you live under the mountain, make infestation bait room, OR consider keeping your base really cold and accept permanent debuff to mood due to low temperatures - it might be better than infestation popping up in the middle of your more important rooms and wrecking the place.
They are annoying and early on - DEADLY. They are numerous and can easily overwhelm you if you do not bottleneck them. Always have couple of good melee fighters on standby to act as doorstops.
Mechanoids:
The biggest danger comes from the fact that early on, they present a massive power spike. A few scythers can tear an early base apart, and lancers spell doom to those pawns that forget to wear helmets and body protection.
Later mechanoid raids are still dangerous - they carry consistently good weapons and sport decent armour, while their centipedes have bulks of HP and redundant bodyparts. I would say that lancers and scythers are the biggest threat. Scythers deal massive melee damage and spell doom for your pawns if you get surrounded. Lancers have a range of 30 - this means you need assault rifles, sniper rifles, bolt action rifles, miniguns or lances of your own to deal with them WITHOUT leaving cover - or you need a killbox to negate their range.
Centipedes are a threat, yes, but they are more of a crowd control - inferno centipedes can break your lines giving other units a good shot. That being said, a mass of 20 centipede blasters suddenly becomes deadly because of sheer damage saturation.
With biotech you also have tesserons - these are probably the most threatening new mechanoid their beam attack is designed to disperse crowds, such as your snuggly killbox/sandbag line - eliminate them first, if you have a chance.
I usually try to wall off mech cluster if I can. Using a mortar to wake a cluster if a raid come close feel great. Enemy mech don't use cover but your mech can. Also scyther scorcher formation can cheese infestation.
That all sound nice and good but I prefer to simply build/recruit ridiculous amounts of turrets, robots and Ally’s to simply swarm insects and mechanics to death
Or just beef out 1 or 2 pawns who are armies unto themselves.
on the empire, its not nesscarily true for the acidifier to destroy items, since downed(but not quite dead) empire soldiers , while rare, can be stripped before they die, but this is a mixed bag, since a lot of their gear is often also bicoded(DNA locked) as well. So its usually better to strip them and then capture them, since Empire soldiers tend to have semi-decent traits more often than not, and if you manage to recruit them, you now have a bicoded set of armor and weaponry that person can use, effectively giving you a cataphract for your trouble. If you fail to recruit them, at least you then have a set of armor and a weapon to sell at the worst case scenario.
A few scenarios of which this happens is if they lose both legs(can't walk, or do things without legs) by luck, a non-lethal weapons mod, or my favorite method... hell induced heatstroke hallway (either start a big fire in a really long hallway they entered, like for instance a really long killbox hallway, or find another way to induce heatstroke. Just be prepared to dismantle a wall to the outdoors if you want the heat to vanish, otherwise colonists will likely die trying to enter the fire-hall.) I usually use quantum heating for my tempature needs, but I imagine its easier to just to get along witht he empire rather than fight them in most cases.
With mechanitor at hand any organic's raids who does not "attack immediately" could be countered/severely damaged by dropping apocryphon upon them.
how to start naked run on randy adventure without getting killed or kidnapped? go straight melee? (perma death games im talking)
About ancient danger i use a guest to open and i open when Royal tribute collector arrived. Let them handle with them 🤣 sometimes i lost the opener but its ok. 🤣 There's nice loot for us and sometimes i capture and recruit them if they dont die immediately 😇
Do you guys have a mod order guide? Might be a good idea as well especially for newcomers or returning players like me hahahah. I've been having a hard time managing mods and to my fault as well hahahha, it's a lot.
Get hugslib or fluffys mod manager. One of them? Adds a button to auto order your mods. Works like a charm!
Rimpy mod is good to auto sort. You will still get yellow error most of the time but when using 400+ mods, can't really bothered with yellow error as long as it's not crashing the game.
Is that flamethrower from vanilla expanded? Maybe I should install it then ...
yee
How to beat a Warcasket Raid: you can't.
I want a massive video of modded factions and how best to butc...ehm, 'deal' with them.
Yes im needed this!!!
Best idea for mechanoid cluster is make sure to have
A) A mortar (pray they have no or a low shield)
B) A small stock of anti grain
C) Hope
With these you can nuke a mech cluster easy as sythers, lancers and pikes get sent to god in the blast radius (even very edge of the blast has a reasonably good chance) you can kill the tanks bois outright or at least severally hurt them
For drop pod pirates it helps if you have all outside areas of your inner base covered with barricades and turrets. So small groups of your pawns can handle multiple pirates. Turrets also make great bait targets and can draw the fire from one shot use weapons.
Tribals i mean you just have defences and they die. Once you have like assault rifles and miniguns yeah its an irrelevant fight. Theyre also highly vulnerable to melee rush of any type. Given their melee units are weak and use weak weapons.
For mechs you will have to use emp weapons. I highly recommend 2 mortar units and a melee rush. With a range contingent to take out any sythers that are actually a threat to even marine armoured pawns.
Insects are just kind of annoying. And only in that they kill my dogs because I forgot to restrict their area. Many a dog has died to insects. Other than that you can bait them with any pawn with 100% movement. Even the megaspiders are quite slow by comparison. If you really want to be safe have a pawn with one archotech leg and that provides a 125% total movement speed pawn. Baiting a horde of insects into turrets is the best strategy. Infact if your later in the game and dont mind losing some plasteal and components, turrets chain exploding make for great insect nukes. They bait thewm to attack as a horde and then 1-3 turrets going off downs all of them. IF you really want to be safe arrange mountain bases in corridors and supply slag turrets for long range aggro and one shot capability.
Pirates with the doomsday and triple rocket launchers will always be the hardest enemy to deal with. Even if they dont hit a pawn the damage they can do to bases is mega. They are the priority target and biggest threat.
I would like to know about melee combat, and how it works, how to hit, how to dodge
I love how when noobert says “high explosives he starts to sound like Steve Erwin
Love from Aus
Please make more of these videos...
i need help guys! there is a mood space ship that landed with mechanoids. 4 pyke units and like 3 scyther. they are all awake because a big group of caravan ran into them and they battled it out. ive tried different way s to try to kill them but i always die
"the answer use a gun and if that dont work use more gun" - engineer from tf2
Would be extremaly useful about new tactics after killboxes isn't endgame anymore
Run and gun helps considerably
Pikemen are actually in the base game as well.
i git rimworld a day ago and i all ready know how to play but every time a raid happens they have knife but all ways knock out my 2 people with gun and my 2 people with knife kill the raider and my pacifist help the wounded how can i stop my gunners nearly being killed by a knife also is there any lights that dont go in the floor taking up space
Good thing I've downloaded mod that allows you to craft antigrain warheads.
Yep, mechanics just wiped everyone except for one child, she got away on a chopper and collapsed of exhaustion
My greatest enemy is my buddy telling me not to pick randy on our coop play through
Coop?! PLEASE EXPLAIN
Um, yeah.....never rush a scyther with melee units. They shred everyone up close shield belt or not. EMP is the best way to deal with them
Pikemen aren't added by royalty though?
yeah I made a mistake in writing, I mixed up that they were introduced in 1.1 with royalty dropping at the same time. So yeah mixed up
Nooberts talking animation is dooky.
The tribals can come but my grey Knights love killing them with their psyker abilities...
insects in caves so easy to take out set something in there on fire and barricade the entrace they die on the heatstroke
Pikemen are in vanilla
More.
More!
_shirtlessness intensifies_
The pikemen are in the base game now
hey wait i don't have royalty, but I do find pikemen, wtfs going on
so after asking how to fight mechanoid, the answer is to pray and hope 😢, little cruel but that what in rimworld and real life would happen, cry and pray
EMP and armor piercing weapons, and spread out so centipedes don't kill everyone with one shot.
still a bit upset that you put your pawn in a choke point on far front thus opening spaces or room for them to attack you brawler infront.
put them the opposite of said emptiness will guaranteed you a free -2 enemy attacking you at the same time, PLUS you can added 2 more extra pawns and they too will hit the unfortunate individual that trying to get in.
And how do you win against a VOID raid ? :(
Thats not an enemy. Its death. Very different. Still working on an easy to understand guide for people that want to fight the void. But void is pretty high level without op mods.
@@Noobert Yeah, I agree. And even with op mods, when void starts sending Wraiths, Titans and Spider you get oblitared by the raids. One time when I got raided by void and lost all my colony, I went in Dev mod and used like 20 antigrain warhead and the void soldier were not even dead :/
@@NoobertI am looking forward to that guide ! Other than that, you are doing an amazing job and your videos are absolutely amazing ! I often link them to beginners because of how good they are. Keep up the good work
Rawr
You had the perfect set up for the Pirates "Well yes, but actually no." Meme and didn't use it???
Wym?
The pikemen is in the normal rimworld pack
It isnt
@@74wf then why do i get the pikemen in rimworld without royalty dlc?
Pretty easy. Just bait them on a killbox and finish the rest
Hello there
7:35 what mod is that?
then beats his muffalo wife and children for his failings lmfao
yeah that artwork is awesome
I’m sure this is a great video but man that background music is SO distracting. It’s so loud it’s hard to hear the narration, and it’s hard to focus on what he’s saying with such an upbeat/melodic tune
Pause exactly on 3:06
That tech sheet at 3:05 lol. At least EMP IED's work great on pinning them down long enough for the slug turrets to be effective. I'm a fan of planting antigrain IEDs for large sleeping clusters of mechs.
With mods, just build an android, give it a nuke, and send it running at the enemy.
w
unlimeted knowlege
:-)
Go for modded factions!!
How come you are using the same animations over and over? Hopefully your channel doesn’t suffer from it. Gets a little repetitive. Best of luck to you!!
I noticed it to after i uploaded. Thats my fault. I was focused on diversifying the footage and didnt pay attention to the rest
My bad g
The talking animaton is really distracting. Otherwise great vid
its so fucking sad to see your own colonist with full armor and fullauto shotgun get killed by literally 2 guinea pigs. combat sucks
What are nudists considered?
how to fight every enemy in rimworld
save state>attack>if colonist dies/in an unfavorable position>reload>if all goes well, hope that nothing out of left field happens on the non drafted colonist>if shit do happen go back to step 1
*laughs in 8 T4 androids with T1 surrogate minds with 20 melee and shooting in warcaskets with high tier weapons ranging from chain shotguns, charge LMGs, miniguns and anti-mech rifles*
:D
U getting repetitv over time over and over
Pls make more Animation like much earlier this is make me unsuscribe soon
Sorry we cant afford it. Cost a lot of money to make these videos and all the editors quit. Im the only one working now. This is the best i can do on a weekly schedule.
@@Noobert ok noorbert, i dit not know.
At least i like your Humor ^^
Keep it up, i wish u best luck and have fun♡
I don't have the Royalty but i've seen Pikeman. Is some mode still unlocks them?
I see where I went wrong with my writing, see Royalty was released alongside 1.1 where the pikemen was introduced, I must have mixed things up, yeah thats on me
@@BrenTenkage Ah okay than pikemen is vanilla stuff.
Would be great if there are some kind of early warning system for drop pod raids