At this moment, I got 119 hours in the game. So yeah, its worth it! Play War Thunder for Free on PC, PlayStation or Xbox: playwt.link/noobert For a limited time only, new players as well as returning players (that haven’t played in 6 months) will receive a bonus pack across all platforms that includes multiple premium vehicles, the exclusive vehicle decorator “Eagle of Valor”, 100,000 Silver Lions and 7 days of premium.
Will you do a video of growing a killbox? I see alot of people are still using very slow, boring killbox designs. I don't think I've ever seen anyone use ied's right.
Mechanoids are arguably the greatest threat to an ill-prepared colony but I'd say there are few universal tactics that work well. If you are using a killbox... any pawn with "strong melee" gene and a zeus hammer and good armour can solo entire waves no problem. Beyond that, I'd say range and good cover are key. You need 30 range OR a way to force the enemy closer, strictly because of a Lancer - but I'll get to that. Scythers - dangerous in occasional large groups, easily picked off in regular raids or drops. Deadly against dedicated ranged pawns, but even semi-competend melee fighters should have little trouble - again, unless they are grouped. Lancers - in my opinion... THE most dangerous mechanoids if left unchecked. Charge lance is a weapon with a decent one-shot potential. Range of 30 means that if it engages you at this max range, it forces you out of cover. This is why you should always have sniper rifles, bolt action rifles, assault rifles, miniguns or lances of your own somewhere within your squad at all times. They are specifically what makes range key when dealing with mechanoids. Pikemen - for the most part, they are a nuisance but not exactly as dangerous as they seem. They are surprisingly a lower priority target. Their range is their undoing. With shooting skill of only 8, they struggle to hit anything reliable at range. And their lower damage makes them inherently less deadly. Centipedes - VERY dangerous when massed and very tanky, unless you have charge weapons. Minigun and Charge blaster variants are versatile BUT they are hampered by inherent mechanoid shooting skill and low accuracy of their guns. They become deadly when in groups. Inferno variants... that is deadly IF it is combined with other mechanoids. Not because it does a lot of damage on its own, but because it forces you out of cover - it is a solid crowd control. Centipedes are considered large by the game - all weapons have 200% bonus to hit them - this means that naturally inaccurate weapons, such as a minigun become a very effective way of dispatching them. Termite - not dangerous on its own, but annoying - it destroys your stuff, lets enemies in from inconvenient angles. Militors - the smallest of the combat mechanoids. Weak on their own, but they tend to appear in larger groups.They are harder to hit due to their size, making them surprisingly difficult to kill in early raids. Scorcher - a walking flamer, crowd control mechanoid... Potentially dangerous, BUT incredibly fragile. It usually dies within a hit or two. Tesseron - their beam grasers are incredibly deadly - they have a good, wide arc of fire, very good rate of fire and good chance to set your guys on fire. A small group of them is able to flush your pawns out of cover or pretty much stunlock them. Priority target, or engage them in water. Boss and support mechs - honestly, there is not much to say about those - most of what is true for Centipedes applies here. Stay in cover, engage beyond their effective range if you can. Focus them - especially true for Diabolus and Apocriton. In case of Diabolus - if it gets in range, simply move away. Mech clusters - these range from minor nuisance to deadly threats. When engaging it... consider turret angles and shields, be diligent. Turrets can't fire over bigger buildings. Mortars and shield batteries are a priority target. If you have a mortar of your own - use to neutralise enemy shields and mortars (use one mortar loaded with EMP shells firing few seconds before the other mortars with HE or Antigrain). Use invisibility psycast if possible. Mechs in a cluster usually won't attack with full force until main building is destroyed - so keep that in mind - this should allow you to lure out smaller groups.
Back back in the day we had a "scyther" who was actually a lancer + scyther hybrid that'll one shot people's organs at long range so reliably it was super terrifying and cut you to ribbons at short range. It was so strong the devs split the "scyther" into two mechs.
Mechs:: 1:07 Scyther 1:32 Lancer 1:56 Pikeman 2:29 ALL PRAISE THE SNAIL 3:33 Centipede Information:: ----------------- 4:07 Where do you encounter them? 4:28 How to Fight Them 7:05 Royalty DLC Info:: 7:44 EVALUATE 9:00 FIGHT 9:56 MORTARS 10:12 PSYCAST 11:25 Please Gaijin let us have fun -------------------- 11:59 BIOTECH 12:50 Outro
"As your range pons will have better time shooting them in water." (Kills the scyther yet pon still gets injured because his own men shot them) Nothing will ever beat you faster than incompetent shooters.
The more we play the more the Mechanoid becomes a minor inconvenience, at the very least they won't land in the middle of your reactor building (most of the time) unlike the damn bugs who destroy literally EVERYTHING lmao
Unlike human pawns, each mech is at least specialized on something. Ones that move fast and shoot always have poor health scale. Lancers are fast and deadly, but scythers reach your pawns first. Taking each type of mechanoid one by one is your best bet
Against mech clusters I was missing the important info to work with smoke grenades. That is by far the best option when there is no mobile enemy around. But thanks for the video :)
I like deploying sandbags around a mech cluster to give my colonists some cover and if I have a mod that adds manned turrets, I put at least one in. Using the Rimmu-nation mods gives you access to some really nice turrets, like the Ma Deuce; nothing fscks up those damn machines better than .50 BMG sprayed at ungodly rates.
For vanilla mech clusters, I've found that having a couple pawns with frag grenades will let me 2 shot most buildings before they become an active threat, and purchasing low shield packs for strategic use will often be the difference between losing limbs in engagements and being totally unscathed.
I used to be scared of mechanoid until i realised how completely busted a staticlord from vpe can be and now my caster can just stun lock an entire mech cluster to dead 😂
Also with anomaly DLC, if you felt like fighting something you can't win, then do a fleshbeast sunmoning ritual and went to sleep. Best case scenario, both side fight each other leaving you alone. Worst case scenario, both threats are on opposite site and will fight in your colony base.
I have an easy early game counter for for mechanoids: Some crackhead named storm beating them to death with his severed arm that was removed by some sorry scyther
i've had to put the game down and take a step back after losing a very late game commitment mode to a rat self taming mid raid and opening the door for the raiders
Just do what I do. Have a corrupted world gen break their spawns for some reason. They were enabled and I would receive missions to fight them, but no mechs would ever spawn.
Had this issue with Millian cluster from Milira race mod once. They drop near the colony but not a single mech (Millian) in sight. Just some walls and flags. Basically free resource lol.
Wait like you didn’t give tactic advice on like three mechs. Those beam mechs, the napalm mechs and shield mechs. You even show some of them in the video but don’t give advice on em!
At this moment, I got 119 hours in the game. So yeah, its worth it!
Play War Thunder for Free on PC, PlayStation or Xbox: playwt.link/noobert
For a limited time only, new players as well as returning players (that haven’t played in 6 months) will receive a bonus pack across all platforms that includes multiple premium vehicles,
the exclusive vehicle decorator “Eagle of Valor”, 100,000 Silver Lions and 7 days of premium.
How much did you sell out for?
gotta stop eating so much rice yk
@@Emorejets For *TWO* ads in one single video, they better have paid a fuckload...
Boring after the first 3 hours or so of game play, starts putting my spitfire to fight against f-35s.
Will you do a video of growing a killbox?
I see alot of people are still using very slow, boring killbox designs.
I don't think I've ever seen anyone use ied's right.
So many memories of unmodded or low modded Vanilla lancers ripping off my colonists jaws and arms with one shot.
There was a brief period during development that Lancers had Scyther blades. Terrifying stuff.
My #1 tactic to defeat Mechanoids: disable them on world creation. 😂 😂 😭 😭
_An ounce of prevention is worth a pound of __-cure-__ organ_
@@crisdias 😅😅😅
no gamer
Coward
Preemptive strike lol
Bro this was like finding gold among all the other rimworld tutorials because I just started the correct dlc and I’m having trouble with the war queen
Mechanoids are arguably the greatest threat to an ill-prepared colony but I'd say there are few universal tactics that work well.
If you are using a killbox... any pawn with "strong melee" gene and a zeus hammer and good armour can solo entire waves no problem.
Beyond that, I'd say range and good cover are key. You need 30 range OR a way to force the enemy closer, strictly because of a Lancer - but I'll get to that.
Scythers - dangerous in occasional large groups, easily picked off in regular raids or drops. Deadly against dedicated ranged pawns, but even semi-competend melee fighters should have little trouble - again, unless they are grouped.
Lancers - in my opinion... THE most dangerous mechanoids if left unchecked. Charge lance is a weapon with a decent one-shot potential. Range of 30 means that if it engages you at this max range, it forces you out of cover. This is why you should always have sniper rifles, bolt action rifles, assault rifles, miniguns or lances of your own somewhere within your squad at all times. They are specifically what makes range key when dealing with mechanoids.
Pikemen - for the most part, they are a nuisance but not exactly as dangerous as they seem. They are surprisingly a lower priority target. Their range is their undoing. With shooting skill of only 8, they struggle to hit anything reliable at range. And their lower damage makes them inherently less deadly.
Centipedes - VERY dangerous when massed and very tanky, unless you have charge weapons. Minigun and Charge blaster variants are versatile BUT they are hampered by inherent mechanoid shooting skill and low accuracy of their guns. They become deadly when in groups. Inferno variants... that is deadly IF it is combined with other mechanoids. Not because it does a lot of damage on its own, but because it forces you out of cover - it is a solid crowd control.
Centipedes are considered large by the game - all weapons have 200% bonus to hit them - this means that naturally inaccurate weapons, such as a minigun become a very effective way of dispatching them.
Termite - not dangerous on its own, but annoying - it destroys your stuff, lets enemies in from inconvenient angles.
Militors - the smallest of the combat mechanoids. Weak on their own, but they tend to appear in larger groups.They are harder to hit due to their size, making them surprisingly difficult to kill in early raids.
Scorcher - a walking flamer, crowd control mechanoid... Potentially dangerous, BUT incredibly fragile. It usually dies within a hit or two.
Tesseron - their beam grasers are incredibly deadly - they have a good, wide arc of fire, very good rate of fire and good chance to set your guys on fire. A small group of them is able to flush your pawns out of cover or pretty much stunlock them. Priority target, or engage them in water.
Boss and support mechs - honestly, there is not much to say about those - most of what is true for Centipedes applies here. Stay in cover, engage beyond their effective range if you can. Focus them - especially true for Diabolus and Apocriton. In case of Diabolus - if it gets in range, simply move away.
Mech clusters - these range from minor nuisance to deadly threats. When engaging it... consider turret angles and shields, be diligent. Turrets can't fire over bigger buildings. Mortars and shield batteries are a priority target. If you have a mortar of your own - use to neutralise enemy shields and mortars (use one mortar loaded with EMP shells firing few seconds before the other mortars with HE or Antigrain). Use invisibility psycast if possible.
Mechs in a cluster usually won't attack with full force until main building is destroyed - so keep that in mind - this should allow you to lure out smaller groups.
Back back in the day we had a "scyther" who was actually a lancer + scyther hybrid that'll one shot people's organs at long range so reliably it was super terrifying and cut you to ribbons at short range. It was so strong the devs split the "scyther" into two mechs.
@@megumin6456 It suffered the same fate as the Equalizer in TF2.
Good times
Mechs::
1:07 Scyther
1:32 Lancer
1:56 Pikeman
2:29 ALL PRAISE THE SNAIL
3:33 Centipede
Information::
-----------------
4:07 Where do you encounter them?
4:28 How to Fight Them
7:05 Royalty DLC Info::
7:44 EVALUATE
9:00 FIGHT
9:56 MORTARS
10:12 PSYCAST
11:25 Please Gaijin let us have fun
--------------------
11:59 BIOTECH
12:50 Outro
"As your range pons will have better time shooting them in water." (Kills the scyther yet pon still gets injured because his own men shot them)
Nothing will ever beat you faster than incompetent shooters.
"As big as tanks" Not as big as my tanks from Dead Mans Switch...>:D
Meanwhile I have a killbox that just chews up all tiers of mech raids with like no effort at all.
I used to use killboxes when learning but they are so easy it's basically godmode lol, the real learning curve is dynamic battles.
The more we play the more the Mechanoid becomes a minor inconvenience, at the very least they won't land in the middle of your reactor building (most of the time) unlike the damn bugs who destroy literally EVERYTHING lmao
1. Get a Primarch
2. Give him a stick
Unlike human pawns, each mech is at least specialized on something. Ones that move fast and shoot always have poor health scale. Lancers are fast and deadly, but scythers reach your pawns first. Taking each type of mechanoid one by one is your best bet
Against mech clusters I was missing the important info to work with smoke grenades.
That is by far the best option when there is no mobile enemy around.
But thanks for the video :)
Same, I never knew smoke nades would work against mech turrets. That knowledge would have saved me a lot of heartburn on many occasions
I like deploying sandbags around a mech cluster to give my colonists some cover and if I have a mod that adds manned turrets, I put at least one in. Using the Rimmu-nation mods gives you access to some really nice turrets, like the Ma Deuce; nothing fscks up those damn machines better than .50 BMG sprayed at ungodly rates.
For vanilla mech clusters, I've found that having a couple pawns with frag grenades will let me 2 shot most buildings before they become an active threat, and purchasing low shield packs for strategic use will often be the difference between losing limbs in engagements and being totally unscathed.
For my colony of vampires, scorchers and tesserons have been the bane of my existence
Deliberately screwing a call animals ritual is also a solid answer to mechs. Same with Fleshbeasts and Shamblers. You can literally summon backup.
I've a been trying stronger vanilla mechs + x - improved combat. I got wrecked. This guide gave me some nice ideas.
Mechs just stomping my colony caused me to need to run away from the colony for a whole year getting ready to RECLAIM THE MOTHERLAND!!
I used to be scared of mechanoid until i realised how completely busted a staticlord from vpe can be and now my caster can just stun lock an entire mech cluster to dead 😂
Also with anomaly DLC, if you felt like fighting something you can't win, then do a fleshbeast sunmoning ritual and went to sleep. Best case scenario, both side fight each other leaving you alone. Worst case scenario, both threats are on opposite site and will fight in your colony base.
The only thing im scared of is having pawn with tantrum next to my antigrain stockpile
I have an easy early game counter for for mechanoids: Some crackhead named storm beating them to death with his severed arm that was removed by some sorry scyther
Playing rimworld is like forcing myself to increase blood pressure
i've had to put the game down and take a step back after losing a very late game commitment mode to a rat self taming mid raid and opening the door for the raiders
That feeling when the auto cannon turret gives half your colony brain damage 12 hours before the rocket
Damn, this is why I dont play commitment mode 😂 had it done to me twice beginning of the game
Can't I just flick off their power switches or something? 😮💨
I wish consuming alive is part of rimworld
Will tickle you if you do a mountain base layout video.
Just do what I do. Have a corrupted world gen break their spawns for some reason. They were enabled and I would receive missions to fight them, but no mechs would ever spawn.
Had this issue with Millian cluster from Milira race mod once. They drop near the colony but not a single mech (Millian) in sight. Just some walls and flags. Basically free resource lol.
When is 1.5 coming to console its been 7 months already
Wait like you didn’t give tactic advice on like three mechs. Those beam mechs, the napalm mechs and shield mechs. You even show some of them in the video but don’t give advice on em!
It all well and good until you installed CE lol
first
that's not what your mom said last night
@@bobowon5450 😢
Not if I buss first! Oyghkkeughhah, ahhhhh. Yeah, I thought so, two pump chump. Can't beat the mental nutter, don't even need hands
He really must be broke, i got like 5 ads in this video
There should not have been 5 I only labeled for 2