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{{Royalty}}
 
{{Royalty}}
 
{{Image wanted}}
 
{{Image wanted}}
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{{Rewrite|reason=Cleanup}}
 
 
[[File:Small Mech Cluster.png|thumb|400px|right| A small mech cluster with a climate adjuster <Br> High shield (White) and Proximity Activator (Red) radii visible ]]
 
[[File:Small Mech Cluster.png|thumb|400px|right| A small mech cluster with a climate adjuster <Br> High shield (White) and Proximity Activator (Red) radii visible ]]
 
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy [[mechanoids]], walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.
 
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy [[mechanoids]], walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.
 
Defeating an mechanoid cluster grants a {{+|4}} ''Defeated mech cluster'' [[mood]] buff to all colonists and colony-owned slaves on the map. This buff lasts 10 days and stacks up to 5 times.
 
  
 
== Building types ==
 
== Building types ==
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|-
 
|-
 
! [[Mech node]]
 
! [[Mech node]]
| [[{{Q|Mech node|Image}}|64px]] || {{Q|Mech node|Max Hit Points Base}} || {{Q|Mech node|Description}} || Emits light in a {{Q|Mech node|Light Radius}} tile radius. Can be claimed or deconstructed for resources. || {{Q|Mech node|Size}} || No  
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| [[{{Q|Mech node|Image}}|64px]] || {{Q|Mech node|Max Hit Points Base}} || {{Q|Mech node|Description}} || Emits light in a 1 tile radius. Can be deconstructed for resources. || {{Q|Mech node|Size}} || No  
 
|-
 
|-
 
! [[Unstable power cell]]
 
! [[Unstable power cell]]
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|-
 
|-
 
! [[Auto mortar]]
 
! [[Auto mortar]]
| [[{{Q|Auto mortar|Image}}|64px]] || {{Q|Auto mortar|Max Hit Points Base}} || |{{Q|Auto mortar|Description}} || The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster. Will fire even if all remaining cluster sleep. || {{Q|Auto mortar|Size}} || Yes
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| [[{{Q|Auto mortar|Image}}|64px]] || {{Q|Auto mortar|Max Hit Points Base}} || |{{Q|Auto mortar|Description}} || The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster. || {{Q|Auto mortar|Size}} || Yes
 
|-
 
|-
 
! [[Auto inferno turret]]
 
! [[Auto inferno turret]]
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== Tactics ==
 
== Tactics ==
  
Mech clusters are best dealt with from extreme range, to avoid placing your colonists in unnecessary harm.
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Mech Clusters are best dealt with from extreme range, to avoid placing your colonists in unnecessary harm.
  
Alternatively, as mech clusters only have a single melee type, the [[Scyther]], and can often, but not always, assessed to see if they contain this type before engaging, using a sufficient number of melee pawns armed with [[Shield belt]]s and, if possible, [[Zeushammer]]s, can be an effective tactic. Care must be taken to move colonists away from turrets and other structures before they explode, however, especially when unstable power cells are nearby these turrets, as one exploding may lead to a chain reaction wiping out all of your melee fighters at once. If a mech cluster lacks proximity detectors, you can also use the opportunity to move all of your melee fighters up to their turrets and units, minimizing the damage they can take to mere bruises from centipedes ramming them.
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Alternatively, as mech clusters only have a single melee type, the [[Scyther]], and can be assessed to see if they contain this type before engaging, using a sufficient number of melee pawns armed with [[Shield belt]]s and, if possible, [[Zeushammer]]s, can be an effective tactic. Care must be taken to move colonists away from turrets and other structures before they explode, however, especially when unstable power cells are nearby these turrets, as one exploding may lead to a chain reaction wiping out all of your melee fighters at once. If a mech cluster lacks proximity detectors, you can also use the opportunity to move all of your melee fighters up to their turrets and units, minimizing the damage they can take to mere bruises from centipedes ramming them.
  
 
'''Nota bene:''' [[Smoke launcher]]s and the [[Psycasts#Psycasts|Smokepop psycast]] are some of the best tools to use against mechanoid clusters and almost every stratagem, including those listed below, benefits from their employment. Turrets are a primary threat for all clusters, and turrets cannot target pawns through [[smoke]]. Placing a smoke cloud between the turret and your pawn effectively disables the turret.  
 
'''Nota bene:''' [[Smoke launcher]]s and the [[Psycasts#Psycasts|Smokepop psycast]] are some of the best tools to use against mechanoid clusters and almost every stratagem, including those listed below, benefits from their employment. Turrets are a primary threat for all clusters, and turrets cannot target pawns through [[smoke]]. Placing a smoke cloud between the turret and your pawn effectively disables the turret.  
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If you intend to use direct fire attacks, you should take care not to wall the cluster away entirely, or you may be unable to disable the turrets. Leave a way for your troops to shoot at the cluster from cover, and provide a protected path to access this site.
 
If you intend to use direct fire attacks, you should take care not to wall the cluster away entirely, or you may be unable to disable the turrets. Leave a way for your troops to shoot at the cluster from cover, and provide a protected path to access this site.
  
If a mech cluster is well beyond your colony's abilities, you may be able to wall it in entirely while you prepare better armament. If the cluster is unable to harm you, such as by way of a condition causer or auto-mortar, you may even opt to leave it alone entirely, until a different group of uninvited guests, such as [[Pirates]] or [[Insectoids]], wanders into the cluster and softens them up for you. Be careful with friendly factions and any incoming [[caravan]]s however.
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If a mech cluster is well beyond your colony's abilities, you may be able to wall it in entirely while you prepare better armament. If the cluster is unable to harm you (such as with a condition causer or a mortar), you may even opt to leave it alone entirely, until a different group of uninvited guests, such as [[Pirates]] or [[Insectoids]], wanders into the cluster and softens them up for you.
  
 
'''When constructing anything, be careful not to build within 2 cells of the cluster buildings or sleeping mechanoids, as this will activate it, proximity activator or not.'''
 
'''When constructing anything, be careful not to build within 2 cells of the cluster buildings or sleeping mechanoids, as this will activate it, proximity activator or not.'''
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==== IEDs ====
 
==== IEDs ====
  
For a mech cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.
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For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.
  
 
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED, to prevent the cluster from waking up.
 
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED, to prevent the cluster from waking up.
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==== Mortars ====
 
==== Mortars ====
  
For mech cluster without a mech high-shield [[mortar]]s are obviously the best way to deal with them, especially as the mechanoids linger in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids substantially before triggering them to attack your colony (where you can take advantage of your base defenses).
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For Mech Cluster without a Mech high-shield [[mortar]]s are obviously the best way to deal with them, especially as the mechanoids linger in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids substantially before triggering them to attack your colony (where you can take advantage of your base defenses).
  
For mech clusters with a mech high-shield, you can either try to destroy the shields first with snipers, or simply overpower the shield. Firing an [[EMP shell]] into the shield will disable the mech high-shield for {{Ticks|1080}} time, allowing other mortars shells to hit the cluster, or even destroying the mortar shield before it can come back online. You can't, however, use the same mortar to fire the EMP shell and an explosive shell, because the time the mortar needs to rearm is greater than the down time of the shield. That's why you need one mortar with EMP shells loaded and at least one more loaded with high explosive ones to do damage to the cluster. All mechs and mech buildings (except [[barricades]]) are fireproof, so don't use [[incendiary shell]]s.  
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For Mech Clusters with Mech high-shield, you can either try to destroy the shields first with snipers, or simply overpower the shield. Firing one EMP shell (or emp grenade) in the shield will disable the Mech high-shield for some time, allowing other mortars shells to hit the cluster, or even destroying the Mortar shield before it can come back online. You can't however, use the same Mortar to fire a emp Shell and then an explosive one, because the time the mortar need to rearm is greater than the down time of the shield. That's why you need one mortar with emp shells loaded and at least one more loaded with high explosive ones (all mechs and mech buildings are fireproof, so don't use fire shells) to do damage to the cluster.
  
 
The most used strategy is to set all mortars to "hold fire" then "set target" to where you want to hit. Select only the mortar with EMP shell and click "hold fire" again, wait one second and select all the other mortars loaded with high explosive shells (as many as you can) and also click "hold fire" again. This will assure the EMP shell is fired first, disabling the mortar shield, and allowing all the other shells to hit.
 
The most used strategy is to set all mortars to "hold fire" then "set target" to where you want to hit. Select only the mortar with EMP shell and click "hold fire" again, wait one second and select all the other mortars loaded with high explosive shells (as many as you can) and also click "hold fire" again. This will assure the EMP shell is fired first, disabling the mortar shield, and allowing all the other shells to hit.
  
==== Orbital Bombardment ====
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==== Orbital Bombardment/Beam Targeter ====
Another easy way to destroy a mech cluster is to save your [[orbital bombardment targeter]]s for them. These are quite rare as they are found only via quest rewards and ancient dangers. However, the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base. [[Orbital power beam targeter]]s should not be used, as they deal [[Damage types#Flame|Flame]] damage to which all mechanoids and mechanoid buildings are immune.
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Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they are found only via quest rewards and ancient dangers. However, the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.
  
 
==== Imperial Airstrikes ====
 
==== Imperial Airstrikes ====
If a colonist has the appropriate [[Titles#Permits|imperial permits]], they can call down either an aerodrone strike or an aerodrone salvo.
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If a colonist has the appropriate [[Titles#Permits|imperial permits]], he or she can call down either an aerodrone strike or an aerodrone salvo.
  
 
=== Direct Fire Tactics ===
 
=== Direct Fire Tactics ===
The [[sniper rifle]], [[triple rocket launcher]], and [[doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions, you can inflict severe damage upon mech clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret.
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The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions, you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret.
  
 
While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range, behind cover, while wearing appropriate [[armor]].  
 
While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range, behind cover, while wearing appropriate [[armor]].  
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==== Grenades ====
 
==== Grenades ====
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[frag grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with two hits. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.
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[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with two hits. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.
  
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[psycasts]] can move into a mech cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.
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Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.
  
 
=== Tactics to avoid ===
 
=== Tactics to avoid ===
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== Trivia ==
 
== Trivia ==
* All mech cluster buildings, not including the condition causers, not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.
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All mech cluster buildings, not including the condition causers, not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.
* Mech Clusters do not spawn elite mechanoids normally summoned by a Mechinator in [[Biotech]].
 
  
 
== Version history ==
 
== Version history ==
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** Make mortar/bullet shields shut down when the cluster is defeated.
 
** Make mortar/bullet shields shut down when the cluster is defeated.
 
* [[Version/1.2.2753|1.2.2753]] - Ensure all the mech cluster buildings wake up once it was attacked
 
* [[Version/1.2.2753|1.2.2753]] - Ensure all the mech cluster buildings wake up once it was attacked
* [[Version/1.4.3523|1.4.3523]] - Fix: Placing 0 work buildings beside/on mechanoids could wake them up, which could trigger them on command.
 
  
{{nav|mechanoid|wide}}
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{{nav|mechanoid}}
 
[[Category:Factions]]
 
[[Category:Factions]]

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