RimWorld Tip: You can cast invisibility on melee blockers to make them take no damage at all. (more info in comments) |
- Tip: You can cast invisibility on melee blockers to make them take no damage at all. (more info in comments)
- ONE PUNCH!!!
- Highs & Lows
- First time using Tornado Generator. It was fun but ineffective
- Tribals
- Swe- I mean Workshop
- When your pacifist gets passive aggressive
- Using invisibility blocking to counter melee swarm attacks
- Another day on the Rim
- alon through the years on the rim
- This is why you equip go-juice!
- Proud that I didn't lose a single colonist in a 63 hive infestation!
- Well that's a way to prevent any more prisoners being organ murdered
- So I mod a bit in rimworld, whats it to you
- When Randy decides that you deserve a pat on the back for surviving 5 raids in 6 days
- ★Do you like Robot that assembles yourself? , by Rakkle race modder
- Oh no.... I wonder what happened...
- Is there a mod to change the difficulty to a more 'classic' ramp that doesn't punish you for stocking up?
- My colonist just threw a tantrum and destroyed a pile of 50 components
- Mod for medieval fantasy play?
- thank you randy, very cool
- My tribal pawn learned how to shoot a doomsday rocket launcher
Posted: 29 Aug 2020 12:47 AM PDT |
Posted: 28 Aug 2020 10:17 PM PDT |
Posted: 28 Aug 2020 08:24 AM PDT |
First time using Tornado Generator. It was fun but ineffective Posted: 28 Aug 2020 08:03 PM PDT |
Posted: 28 Aug 2020 08:51 AM PDT |
Posted: 29 Aug 2020 07:30 AM PDT |
When your pacifist gets passive aggressive Posted: 28 Aug 2020 05:18 PM PDT |
Using invisibility blocking to counter melee swarm attacks Posted: 29 Aug 2020 12:50 AM PDT In my other post, I highlighted how it was possible to use a psycaster to periodically cast invisibility on a melee blocker to prevent them from being hit in a melee swarm attack. Here I'll explore 'invisiblocking' in more detail, looking at its limitations and uses in infestations and manhunter packs. A good psycaster that can pull off invisiblocking can completely counter most manhunter packs and make infestations a lot less dangerous. How does invisiblocking work?Pawns that have 'psychic invisibility' cast onto them cannot be targeted by enemies, even if the pawn attacks them or they bump into the pawn. In invisiblocking, we use this to our advantage by blocking the enemy's path with an invisible pawn while they try to target pawns behind the invisible pawn. As a result, enemies get stuck and can't hit anything, but you can still shoot at them. This works wonders on melee swarming enemies such as manhunter packs, tribal melee raids, scyther swarms, and insects, allowing you to get away with no or massively reduced damage taken. However, it doesn't really work on ranged enemies, as they'll likely shoot from a distance instead of charging in. Note: you'll probably want to make sure development mode is off to use this technique, because the enemies getting blocked will start repeatedly generating the '10 jobs in 1 tick' message. Enemy size limitationsFirstly, it's important to note that invisiblocking only works on animals of size 0.3 and above. These animals will get stuck at the invisiblocker, but smaller animals will filter through to attack people in the back. A good example of this is in infestations: This means that while manhunter packs of sufficiently large animals can be dealt without taking damage, invisiblocking is more or less useless for small animals - you're better off using a traditional 3 melee blocker strategy. Fortunately most of these small animals don't do much damage. Using invisiblocking on infestationsThe other main use case, infestations, is considerably more interesting because there are both small and large enemy types (ironically, the normally insignificant megascarabs are the enemies we're most worried about now). The way I dealt with megascarabs was by introducing a secondary line of ordinary melee blockers. Megascarabs aren't very dangerous, so it's possible to get away with having a single secondary blocker up to the largest of infestations. For example, in this defense against a 45 hive infestation, Grace is the invisiblocker and Darcy is the secondary blocker. Darcy received a total of 3 bites (however, it's worth noting that the grenadiers likely killed most of the megascarabs before they could get to him). As a stress test, I threw 5 pawns up against a 130+ hive infestation (3 10,000-point infestations at the same time). You can find the clip of the test here. The formation I used consisted of 1 psycaster, 2 grenadiers, 1 secondary blocker, and 1 invisibility blocker. The secondary blocker (Blocker1) was beaten up but still standing by the time all the megascarabs died, at which point I used neural heat dump on him. If you used painblocking or better armor, you could potentially deal with even bigger infestations with a single secondary blocker. I also tried a test of 4 pawns against the same 130 hives, removing one of the grenadiers. Even if this is possible, it doesn't seem to be very practical. My DPS was so massively reduced that my psycaster started running out of both psyfocus and neural heat approximately 2/3 of the way through the insects. Theoretically it could be possible to give the invisiblocker grenades and micromanage them so they throw them at insects instead of melee attacking, but this would be very tedious and just not worth it in my opinion. In an actual playthrough, you would also be concerned about permanent eye scarring, so I wouldn't recommend stretching a single secondary blocker to their limits - at about 100 hives I'd start using a traditional 3 melee blocker line behind your invisiblocker. This means you'll almost certainly be able to take care of the megascarabs, but you'll lose 2 of the best spots for grenadiers (I'll cover grenades in a separate post). Since there will be so many insectoids in the kill chamber that it'll be impossible to select an area target for grenades once they get aggroed, you can only really them as neural heat dump fodder. Testing 3 melee blockers (7 pawns in total) with another 130+ hives. In this test, the secondary melee blockers received an average of 5 wounds each, so they were more than capable of holding the megascarabs off. I had to use 2 of the blockers as neural heat fodder in the end. Managing psyfocus and heat dissipationWhile invisiblocking may seem kind of 'op', you actually need a really good psycaster with high psyfocus to pull it off for any extended period of time. Unless you're playing a tribal faction (in which case it's surprisingly easy to get a great psycaster), high-level psycasters are strictly a mid to end game thing. In an infestation, you might want to use neural heat dump on the secondary blocker line after all the megascarabs are dead, since they're useless after that point. Remember you can also beat your psycaster up to help with heat dissipation. Each invisibility psycast only takes 3% psyfocus, but it becomes a problem in the longest of invisiblocks - usually close to your 2nd neural heat dump for a good psycaster. You might want to consider setting up a meditation spot wherever you're melee blocking and undrafting your psycaster to meditate in between casting invisibility to gain that extra bit of psyfocus. I did this in the 5 pawns vs 130 hives test, although I'm not sure if it was necessary. Both neural heat and psyfocus problems are very much alleviated by having more than 1 psycaster - just make sure all of them are dissipating neural heat as much as possible (i.e. not just sitting at 0 heat). In conclusion, if you want a psycaster that's capable of pulling off feats like 5 pawns against 130 hives, you're probably going to want special preparation such as meditation spots at your bottleneck and 100% psyfocus at all times. However, if you already have a good psycaster on hand, invisibility blocking is an invaluable technique to use against manhunter packs and all but the largest infestations. [link] [comments] |
Posted: 29 Aug 2020 05:47 AM PDT |
alon through the years on the rim Posted: 29 Aug 2020 02:14 AM PDT |
This is why you equip go-juice! Posted: 28 Aug 2020 11:15 PM PDT |
Proud that I didn't lose a single colonist in a 63 hive infestation! Posted: 29 Aug 2020 05:19 AM PDT |
Well that's a way to prevent any more prisoners being organ murdered Posted: 28 Aug 2020 09:19 AM PDT |
So I mod a bit in rimworld, whats it to you Posted: 28 Aug 2020 04:28 PM PDT |
When Randy decides that you deserve a pat on the back for surviving 5 raids in 6 days Posted: 29 Aug 2020 07:23 AM PDT |
★Do you like Robot that assembles yourself? , by Rakkle race modder Posted: 28 Aug 2020 10:35 PM PDT |
Oh no.... I wonder what happened... Posted: 28 Aug 2020 01:21 PM PDT |
Posted: 29 Aug 2020 05:50 AM PDT Title...I enjoy this game (>500 hours), but playing it on higher difficulties does not feel as fun to me, because I'm constantly 'playing the system' as opposed to really managing the colony optimally. I.e., I'm ok with the game rapidly ramping up difficulty independent of how well I'm doing, so I have the chance to get ahead of the game and be prepared for the problems. But, instead of maximizing growth/resource collection, I feel forced to go really slowly and carefully (not like I feel a 'real' rimworld colony would behave at all). [link] [comments] |
My colonist just threw a tantrum and destroyed a pile of 50 components Posted: 29 Aug 2020 06:51 AM PDT |
Mod for medieval fantasy play? Posted: 29 Aug 2020 02:46 AM PDT Hello, im looking for goods mods yo make a game in fantasy medieval with no electrity tech and magic , fantasy race and more stuff like this Thanks for your advice [link] [comments] |
Posted: 28 Aug 2020 05:33 PM PDT |
My tribal pawn learned how to shoot a doomsday rocket launcher Posted: 28 Aug 2020 06:05 PM PDT |
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