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[[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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|-
 
|-
 
! [[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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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 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 [[caravans]] however.
  
 
'''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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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 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 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 are fireproof, so don't use [[incendiary shell]]s.  
  
 
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.
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=== 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 mlusters 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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== 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.
 
* 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]].
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* Mech Cluster does not spawn elite mechanoid called over by Mechinator or any military mechanoid exclusive to [[Biotech]] with the exception of Militor.
  
 
== 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}}
 
{{nav|mechanoid|wide}}
 
[[Category:Factions]]
 
[[Category:Factions]]

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