Ranking All Mechanoids in RimWorld Biotech

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I'm ranking all mechanoids in RimWorld Biotech!
Check out my Biotech series videos: • I'm Building a Secret ...
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#rimworld #biotech

Пікірлер: 231

  • @auricanmajere6236
    @auricanmajere6236 Жыл бұрын

    Agrihand and cleanswepeer are basic robots now, tier 0, no boss needed

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Good change

  • @auricanmajere6236

    @auricanmajere6236

    Жыл бұрын

    @@Penguinmanereikel not in my games and I don't have any mods related, I don't know when it changed but probably was just a few days ago

  • @emmyturner7385

    @emmyturner7385

    Жыл бұрын

    @@Penguinmanereikel not anymore. They are buildable at start.

  • @emmyturner7385

    @emmyturner7385

    Жыл бұрын

    Many more issues I'm now noticing, seems the whole video is outdated now.

  • @goatfish480

    @goatfish480

    Жыл бұрын

    Hell yea

  • @SekiberiusWelkesh
    @SekiberiusWelkesh Жыл бұрын

    Fabricator should be S. With biotech you will be going through components like crazy and 2 of them with a mech booster nearby will craft all your colony could ever need. They can also double as a chef if you need one. Out of all the mechs, they are the second most useful, just behind the lifter.

  • @GreatPower-hd8fz

    @GreatPower-hd8fz

    Жыл бұрын

    Wait the game lets them cook? If so that's awesome. I so frequently have a colonist who's sole job is all that cooking a late game colony needs.

  • @enc0ded_314

    @enc0ded_314

    Жыл бұрын

    @@GreatPower-hd8fz latest version let's them cook

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    I had no idea they can cook, I've never actually seen them do that.

  • @WilsonWong2860

    @WilsonWong2860

    Жыл бұрын

    @@KokoplaysMB it’s a new feature man, just released one or two days ago.

  • @HappyAspid

    @HappyAspid

    Жыл бұрын

    @@KokoplaysMB be carefull tho. They still can poison the food, like any other cook.

  • @starburst98
    @starburst98 Жыл бұрын

    Not just construction item, there is an implant upgrade that increases work speed of all mechs connected to that mechanitor.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    You're not wrong

  • @postron5649

    @postron5649

    Жыл бұрын

    @@KokoplaysMB Especially since the bonus from that Implant is additive and you can have it multiple times in the same Mechanitor. The relative bonus to the slower Mechs is insane.

  • @HappyAspid
    @HappyAspid Жыл бұрын

    About last mech. He actually can affect your pawns across entire map. I had him once in ancient danger site. Didn't knew about that in the begining, and wasn't able to understand why all my colonists have -6 mood debuff (from his distant presence). His strength basically is proportional to distance. Right now I am using Tunnelers most. They are excellent tanks, can do melee damage (if below average, but still they can beat up most ranged enemies), have inbuilt shield and smoke launcher, and best of all - they are capable miners. So when I find distant resource deposits - I send my mechanitor accompanied by 3 tunnelers and they clear most resource sites in a day or two. Basically it is multipurpose machine. And you are wrong - you need to kill only diabolous in order to unlock tunneler. Tunneler is Tier 2 mech.

  • @JoshSweetvale

    @JoshSweetvale

    Жыл бұрын

    Sending your Mechanitor on expeditions is very clever.

  • @HappyAspid

    @HappyAspid

    Жыл бұрын

    @@JoshSweetvale each tunneler has carrying capacity of 135.

  • @MaximumRexAL
    @MaximumRexAL Жыл бұрын

    For me Agrihands are easily A tier since they can plant healroot and devilstrand and are only basic mechanoids.

  • @shattered7579
    @shattered7579 Жыл бұрын

    I think you put Militors too low because they are incredibly useful in the early game to deal some extra damage and they are also a good distraction for enemies that come in large numbers

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    They are a great distraction early on, but in the long run they can't compare to most other mechs when it comes to combat as they just die too fast.

  • @rakatosch

    @rakatosch

    Жыл бұрын

    I think as well you put them to low because yes they are really garbage as soon as you defeated diabolus and can afford better ones, but this takes some time especially in early raids they rescued my Mechanitor pretty often and are really cheap to replace in mass only downside is the 2 days delay but still better than risking your only colonist to catch another and trying to convince the other for weeks to join.

  • @calebsouthard8217

    @calebsouthard8217

    Жыл бұрын

    I just learned that zoning a small pack of militors into your prison helps quell prison breaks quickly

  • @federationprime

    @federationprime

    Жыл бұрын

    I use them since their mini shotguns have great stopping power. A pair of them plus a scyther can easily break up melee formations and kite grenadiers.

  • @gwyndolinschnee7015

    @gwyndolinschnee7015

    Жыл бұрын

    @@KokoplaysMB One thing you failed to take into account is that they have tiny size. By hiding behind a wall they get great camo, AND, if you set their group to be dormant you can un-draft them to have them lie down on ground. A single full cover + lie down will allow them to have a dodge rate against range weapon of less than 1%. Furthermore, you can easily switch aggro by this method too.

  • @pyotrvelikiy1816
    @pyotrvelikiy18162 ай бұрын

    Sow dandilions in your animal pen, restrict agrihand to pen, never worry about feeding your animals again

  • @JungleScene
    @JungleScene Жыл бұрын

    Imo the speed issues on fabricator agri and construction are a little overblown. When you factor in the fact that they don't need to eat sleep or do recreation, they actually get a lot done. I charge my agri during the winter and they can basically work through the whole growing season. They work non stop while your pawns are sleeping and eating. The Agri is actually really good... Especially for fields that are farther away from the base. They just stay in the field until the work is done.

  • @Idlemage

    @Idlemage

    Жыл бұрын

    Yea especially when everyone is asleep alot gets done

  • @delta-qb6bl

    @delta-qb6bl

    Жыл бұрын

    Also they are extremely cheap, so you can just have 3 or 4 of these working non stop

  • @user-rn4kl7uv3y

    @user-rn4kl7uv3y

    Жыл бұрын

    They also wont get mood debuff. It is really helpful with me building construction on river where normally pawn just gonna complain soaking wet

  • @tubalord3693
    @tubalord3693 Жыл бұрын

    The reason I like The constructors is that they don’t sleep i have them build traps walls and basic structures at all times very useful if you have a group of three of them constantly building

  • @Z1gguratVert1go

    @Z1gguratVert1go

    2 ай бұрын

    Exactly, they are slow but they don't stop, so overall they are faster.

  • @Superficial_Intelligence
    @Superficial_Intelligence Жыл бұрын

    Scorchers are actually really good for dealing with insects in the early game. Just 1 scorcher can make a huge difference when trying to combat a massive insect infestation. Though yeah it'd be better to use a centipede burner when you have one.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    True, with a good choke point they can be very useful against infestations in early game.

  • @arandomdragon1534
    @arandomdragon1534 Жыл бұрын

    You can also use shock and insanity lances on the boss mechs at the time of writing. A boss mech sent mad will take care of some of its own wave.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    I was not aware of this, good info!

  • @werewolfdragon4740

    @werewolfdragon4740

    Жыл бұрын

    Mechs have 50% psychic sensitivity

  • @arandomdragon1534

    @arandomdragon1534

    Жыл бұрын

    @@werewolfdragon4740 Good to know, but for lances that just means the effect lasts 50% as long. It can still be useful for splitting up the boss from its allies or getting some free damage in.

  • @kirbyis4ever
    @kirbyis4ever Жыл бұрын

    I'd argue who cares about your paramedic getting shot - you can always rebuild them if they die and if they don't they can be repaired. Much cheaper than having your nonviolent pawn run out and get shot or even your doctor or another fighter. Even dogs will take hits dragging people out and that takes meds getting them back to health. Admittedly, it would be cool if they had more jumppack charges to be "shock medics" jumping in and out of combat to save people.

  • @brythonderoos6562
    @brythonderoos6562 Жыл бұрын

    I would probably put militors on B or even A tier. Cheap disposable combat units great for being bullet magnets and melee lures. And if they die its just 25 steel and a day to ressurect. And in decent groups they can decimate manhunter packs.

  • @jaycobhughes3932

    @jaycobhughes3932

    Жыл бұрын

    outside of the steel cost to revive them, the main issue with them is there short range, most actually dangerous ranged combatents will smoke em before they get close enough to od much, and in melee there a joke, so there short range works against them if the enemies are actually competent melee fighters with melee weapons, a zeushammer can litterly one shot them on almost every swing and if not stunlock them for a 2ed or third swing, one pawn with that thing even low quality one can decimate half a dozen miltors easily

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    I can agree that early game they can be useful, but they die extremely fast.

  • @heychrisfox
    @heychrisfox Жыл бұрын

    I think the Agrihand and Constructoid should be higher. Biggest reason is that they never stop working. Sure, they have lots of deficincies. But they never get tired, work 24/7 til they're out of energy, and can build/grow basically anything. My run with my mechinator had only him for a really long time (nobody wanted to join up). With my guy bad at both planting and construction, his little mechs carried him early game. Even late game, the little bots would be working during epic raids, ensuring I never had any downtime in harvesting or fixing stuff.

  • @graded6553
    @graded6553 Жыл бұрын

    i think its unfortunate that you didnt take into account that war urchins spawn in groups of three, they are really good at swarming pikemen and other backline units. They also face tank and get units like diabolus to target them over your more important mechs

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    They're good cannon fodder for sure, but they do die extremely fast.

  • @tprimmers9360

    @tprimmers9360

    Жыл бұрын

    @@KokoplaysMB war urchin is basically worse version of millitor but they not cost bandwith, max 24 urchins for 600 steels, that's mean its like 24 militors for the cost of 5 bandwith for just one queen, 3 war queens and supported and the empire is gone

  • @ethanparks3905

    @ethanparks3905

    Жыл бұрын

    They are good for drawing enemy fire and are cheap

  • @user-rn4kl7uv3y

    @user-rn4kl7uv3y

    Жыл бұрын

    @@tprimmers9360 Their dead body also can be recycled so you can get some resource back and refill again

  • @Cothfotmeoo
    @Cothfotmeoo Жыл бұрын

    Really cool! I haven't seen almost any info on the new mechs before now (besides your other series) so this was incredibly informative. Well played!

  • @unknownpeople4613
    @unknownpeople4613 Жыл бұрын

    Tunnelers best way to deal with mech cluster turrets: can't be burned, have shield belt, smoke thing etc, if you clear usuall mechs by luring them out, but still need to kill turrets - you even don't take damage if keep shields up

  • @listerineclean343
    @listerineclean343 Жыл бұрын

    Good video, it’s interesting to see how someone else views the mechs. I’ll have to try out the Tesselors or whatever, since I’ve always assumed they were trash due to range and low AP. Couple notes: 1. I think the work speed penalty for mechs is just a way to keep solo mechanitor from being too easy in the start. The control implants and mech nodes easily counteract it. With that said, in the later game, all of the work bots can be considered S tier, since In RimWorld colonies benefit so much from pawns’ specialization and staying on one task (I.e. not wasting time sleeping, walking, grabbing parts etc.) The biggest thing that gives extra value to work mechs, though, is that they will increase your colony wealth MUCH less than a skilled pawn, doubly so for late game pawns full of implants and expensive gear. Hence they make it a lot easier to snowball beyond the raid difficulty, and they also let you prioritize getting later gage skills/traits in pawns like crafting + intellectual + mining from an earlier game stage. You can also consider the fact they’re impervious to the cold, they don’t have mental breaks, they can work throughout the night and most weather conditions, etc. 2. The legionaries are an easy S tier imo, yes they are kind of a “Jack of all trades” mech that doesn’t hit the hardest and isn’t the tankiest. But one thing you didn’t mention is that their shields stack, and they also have a significant speed boost over pikemen. This with their range makes them an excellent skirmishing force, either for dealing with stragglers, eliminating minor threats without forcing base lockdown, or baiting raids. They’re also great when placed into static positions, for instance I like grouping a few of them in with my heavy turrets to give them shielding. Once you hit a critical mass of legionaries their shields will replenish more quickly than they can be destroyed. I mean they are like having a mobile, lower strength low shield generator with no hard time limit and the ability to shoot back. They make an excellent core to just about any army, and they are absolutely tailor made for hunting down Diabolus, which I think is great because it’s the one mech that my static defenses often struggle against! (Ironic since the first boss often gives me the most issues) 3. Tunnelers are absolutely amazing in the mid to early game, probably the best bang for your buck mech there is, and almost certainly the best mech for holding the line during invasions. I’d put them in A tier though because they can’t use deep drills… so once you have strip mined the map and moved onto deep drills, I think their bandwidth can be better used elsewhere, although like I said I usually still keep one if only for insect invasions. 4. Others have talked about the scorchers because of their efficiency vs insects but I agree with your placement because they’re quite useless otherwise and vs insects specifically I just think they get painfully overshadowed by tunnelers at any game stage. With all the ultra tech and door cheese in the game now, insects simply aren’t anywhere near the problem they used to be, and honestly I find it more annoying to have to plan around using scorchers in burn rooms for insects, than I do to just build the occasional airlock.

  • @listerineclean343

    @listerineclean343

    Жыл бұрын

    @Moonlight what you say definitely makes sense, fire has been underwhelming for a long time in combat so it’s subconscious. I’m starting an ice sheet mechanitor run today so I’ll try to give them a shot in the early game.

  • @endhunter569
    @endhunter569 Жыл бұрын

    Can’t wait to see what the vanilla expanded team does with the mechinator system

  • @directrulefromgamerchair3947

    @directrulefromgamerchair3947

    Жыл бұрын

    There's already vanilla mechanoids expanded, but hopefully the team does revisit the mod with the DLC in mind

  • @desmodius205

    @desmodius205

    Жыл бұрын

    @@directrulefromgamerchair3947 depends. The VE team dislikes the idea of making a DLC exclusive mod. (Psycasts Expanded don't count)

  • @thefalseking4815

    @thefalseking4815

    Жыл бұрын

    ​@@desmodius205 well they have been making several xenotype mods already

  • @desmodius205

    @desmodius205

    Жыл бұрын

    Not exactly VE, but Sarg Bjornson (Genetic Rim, now Genetics Expanded) made Alpha Mechs, an offshoot mod of Alpha Animals

  • @hideshisface1886
    @hideshisface1886 Жыл бұрын

    The thing about utility mechs - while most of them are slow when unbuffed, and their work quality is only just about adequate - there is one important thing - except for charging, these things have no downtime, and the fact that they are specialised also means they never get distracted with other tasks. Let's be real - your average colonist will probably perform several roles AND will not exactly always work on perfect schedule - they have entertainment to fill, sleep, and food needs, tantrums to break their schedules and interactions with others. Mechs? Just work and recharge, work and recharge. This alone makes up for their relatively low base work and movement speed. So what that your builder will make the wall faster? Mech will still do it while said builder sleeps. And how reliably can you find specialists with base skill of 10, without training them before? Not very reliably - unless we are talking about combat specialists, in which case kidnapping Imperials is actually a way to go - IF you want to risk angering the Empire. And I get the impression that you are supposed to have small swarms of these, not just one of each. As for combat mechanoids - we all know the classics - Charge blaster Centipede is a safe bet - with good damage, penetration and deadly rate if fire. They are also very tanky. Lancers are good as supplement for damage. Legionaries/Pikemen - good for initiating the fight, in case of siege for example - remember that needle gun is basically the longest ranged gun you have access to, tied with sniper rifle. The rest is kind of gimmicky, but useful. Now, combat mechanoids have some flaws to consider - even the best armour they have is not that strong - 70-80% sharp and even weaker blunt - this is just enough to be adequate against industrial level light arms, but anything heavier, like charge weapons, explosives or other mechanoids basically ignore this kind of armour. Lighter combat mechs sport something around 40% of armour, which can mitigate some small arms fire, but can only rarely stop it completely. Meanwhile - your own colonists can eventually bring themselves to way over 100, and even 200% sharp armour. Another issue is their skill in combat - Mechanoids are a massive threat to player, because they almost always outnumber our own colonies - but when used by said colonists, their inferior skill becomes apparent - even dedicated long-range mechanoids will struggle to hit anything at reasonably long range, due to being locked at ranged skill of 8 only. So yeah - if you want and army of mechanoids to supplement or even replace your fleshy colonists - you quite literally need an army. At least they are expendable. One more thing - flame-weapons are useless against other mechs - so keep that in mind.

  • @kelmirosue3251
    @kelmirosue3251 Жыл бұрын

    Slight correction on the miner one, you just need to defeat the first boss for it

  • @NotSoShabby
    @NotSoShabby Жыл бұрын

    I like your RimWorld tier list videos. Really interesting to watch

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Glad you like them!

  • @verredevodka
    @verredevodka Жыл бұрын

    I’m doing a lone genie mechanitor incapable of violent playthrough, in a tile full of pollution. From my experience even non-combat mechs can be unexpectedly useful in battle. I’ve had my agrihand, sweeper and lifter swarm the diabolus in melee and absolutely body it while the militors provided ranged support. (aka baited the diabolus’ canon) The constructoid alone has saved me from raiders in a clutch a few times. They’re so cheap to repair and resurrect too lol. The tunneler is definitely my favorite, I just love their design and I’m so attached to mine, I didn’t know this game could actually make me love mechs :’)

  • @robdom91
    @robdom916 ай бұрын

    Fabricors are the best thing in the game. They basically allow you to create automated factories! I have a room that is zoned as a fabricor only zone with 3 fabrication benches and a whole lot of shelves for different ingredients and a few rechargers. They are just set to manufacture components 24/7. You won't believe how much time they can save your pawns just by doing that!

  • @Chicken_nugget_fan
    @Chicken_nugget_fan23 күн бұрын

    After one year the agrihands are really usefull since my pawns would not cut wood or work in the fields soo when I built him I had a lot of wood in my stockpile probably more than 1k (early game btw)

  • @iurilimaco2068
    @iurilimaco20688 ай бұрын

    Dude. The agrihand may be slow, but it's quite a sight, seeing 6 or 8 agrihands side to side growing an entire devilstrand field. One agrihand sure sucks, but when you put more than 6 to work you can see their value.

  • @sebgrootus
    @sebgrootus2 ай бұрын

    constructoids are not that bad actually. They are slow, sure, but don't eat, sleep or randomly start setting fire to things. they are consistent, and in that sense, they are quite fast overall.

  • @bbtop07
    @bbtop07 Жыл бұрын

    Having played with the miner a bunch, if you prepare your defense for a while, or can skip it into position in a pinch, it can be petty good defensively. But even when you get late game speed improvements… they are still soooo slow that I don’t bother to bring them to the battle if there is any time sensitivity to it.

  • @BastieDerSpasti
    @BastieDerSpasti Жыл бұрын

    Overall a solid list. But as with many things in Rimworld, the value of the bot depends heavily on the situation. Constructors are slow, but steady. Kill box looks like Swiss cheese, pawns are in the hospital, mental break or need rest? Constructor keeps repairing your defenses, especially with the use zoning. Medibot? Your pawn is lying in a sea of flames with no safe path and room temperature is rising? Medibot does not care. And as soon as something gets picked up, it stops burning and can not catch fire anymore. Militors are decent for colonies looking for cheap replaceable melee blockers. Sure they die, but resurrection only costs 25 steel and 48 hours. Early game a nice deal for 200 research and the investment you have to make anyway.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Yes, everything can be situational. Tunneler is amazing in a mountain base, but on flat terrain he's just a dmg sponge for enemy raiders.

  • @jacob8858

    @jacob8858

    Жыл бұрын

    I'd go even further to say that the 48-hour replacement is negligible when you start to build mech gestation processors.

  • @DELTAOFFICIAL19
    @DELTAOFFICIAL19 Жыл бұрын

    Agrihand can solo like 3 sets of rice hydroponics under sun lamps they are a tier

  • @Veldazandtea
    @Veldazandtea3 ай бұрын

    One good reason to use bots over people. No. Mental. Breaks. And no breaks, apart from having to recharge energy. It's the trade off for being 50% as efficent.

  • @currypancake208
    @currypancake208 Жыл бұрын

    Unpopular opinion: I think that planting robots are actually really good. I’m using them in every game and they are doing their job growing food for the colony so I can have my people on research benches or crafting

  • @Z1gguratVert1go
    @Z1gguratVert1go2 ай бұрын

    The Scorcher is very underrated. After you get the scorcher, infestations are way less of a problem.

  • @romanium365
    @romanium365 Жыл бұрын

    I was gonna make a vid but you made it first! Completely agree with your list!

  • @RealJohnSlinkman
    @RealJohnSlinkman Жыл бұрын

    I had the agrihand and cleanerbot before killing the first boss

  • @BrutusAlbion

    @BrutusAlbion

    Жыл бұрын

    yeah idk where that came from but that's basic. The agrihand was always basic mechtech and the patch made cleaners basic as well just recently. Before that cleaners were standard mechtech (lololol) which was ridiculous.

  • @RealJohnSlinkman

    @RealJohnSlinkman

    Жыл бұрын

    @@BrutusAlbion it was changed before he made the video I think so it was locked

  • @RealJohnSlinkman

    @RealJohnSlinkman

    Жыл бұрын

    After*

  • @robertkowalczyk6218
    @robertkowalczyk6218 Жыл бұрын

    Very cool video Koko.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Thanks!

  • @isolatedegg3234
    @isolatedegg3234 Жыл бұрын

    I love having 1 to 3 cleansweepers (typicaly 1 per 6 colonists imo) its just super nice

  • @White_Dark0095
    @White_Dark00952 ай бұрын

    Blaster Centipede is really most dangerous mechanoid ever!

  • @gethk.gelior4214
    @gethk.gelior4214 Жыл бұрын

    Urchins and Militors have the important role of going up close and get shot at by the big guns while your centurions and centipede squads are still crawling into place, and queens just assemble urchins right on the front lines, instead of costing you gestation and resurrection cycles, and each corpse can be recycled, giving you about 20 steel cost for each urchins. So you get their centipedes to shoot at the urchins, wasting firepower while also getting shredded by your blasters. Also Legionary are much faster than pikeman so they can rush up to supplement centurion shields in a pinch.

  • @SaltedCoffee400
    @SaltedCoffee400 Жыл бұрын

    I like the queen I just send her out with the little ones for 20-50 raider hun fights. The little ones just took the fire while the turrets did the work it was amazing

  • @Doctor_Sex
    @Doctor_Sex6 ай бұрын

    11:23 imanige his face when one scother sneaks on his paws face and burned them out of the cower

  • @justsomerandomdude3834
    @justsomerandomdude3834Күн бұрын

    How do you change the colors of a mech?

  • @estuans0interius
    @estuans0interius Жыл бұрын

    IMO lifter deserves S as well since he's so cheap and useful. He is much less useful with qol mods like 'pick up and haul', but in vanilla, I think he is S.

  • @estuans0interius

    @estuans0interius

    Жыл бұрын

    Also, lifters (as of 2 days ago) can work the crematorium, so after all those fights he can clean up all the tainted gear and shit from your killbox

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Love that change

  • @aeldariambitions6334
    @aeldariambitions6334 Жыл бұрын

    My biggest gripe with the Paramedic bot is that the description says they can do surgery, yet they just don't. No matter what I do, they just won't do any kind of surgery, even the super easy ones that take no skill. They'll tend all they want, but no surgery. I agree with you on the Cleansweepers; those things are the best kind of silent support. You don't notice when they're doing their job, but you sure as hell will feel it when they stop!

  • @trickygamer9563

    @trickygamer9563

    Жыл бұрын

    Just like my schizophrenia pills. I dont see anything when I use them but when i dont my friend Ronald comes to comfort me.

  • @rakrak660

    @rakrak660

    Жыл бұрын

    Mine have been doing surgery. Are you using a mod like quality surgery or one that changes work types like adding a nursing job?

  • @aeldariambitions6334

    @aeldariambitions6334

    Жыл бұрын

    @@rakrak660 No, I got rid of all that stuff to have a mostly-vanilla playthrough with only biome changes and some extra Ideology memes. I don't get what's going wrong.

  • @juninhosal2

    @juninhosal2

    Жыл бұрын

    In my game they do surgery and they act really fast without wasting too much time.

  • @enc0ded_314

    @enc0ded_314

    Жыл бұрын

    ​@@aeldariambitions6334 they only do surgery when there are no better doctors around or if the doctors are busy doing something like cooking or sleeping etc.

  • @Tamizushi
    @Tamizushi4 ай бұрын

    I personally only use utility mechs: only sweepers, lifters, agrihands and fabricators.

  • @MagicalMaster
    @MagicalMaster Жыл бұрын

    The little cleaner guy can also clean pollution. So if you start in a pollution heavy tile, then that little guy is a godsend because mechs don't get sick.

  • @Not_Evil_
    @Not_Evil_ Жыл бұрын

    I have some issue with centipedes where a pawn wastes his time repairing it forever even tho its fixed I dont get it

  • @matthewbauerle7153
    @matthewbauerle7153 Жыл бұрын

    I learned from this that the constructoid only has a 25% work speed. I built a grand meditation throne with one and it took forever. My colony was based off of them for construction and agrihands for farming. Now I know why everything was taking so long. It seems great at the beginning because the 10 skill lets you build and plant everything but it is a trap that hurts you in midgame.

  • @tapejara1507

    @tapejara1507

    Жыл бұрын

    same... mine build a marble piano I grew a beard watching it.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    As long as you manually delegate construction tasks that take a while to build to your colonists you should be fine. But it is a bit micromanagy so it can be annoying.

  • @ashaf3561
    @ashaf3561 Жыл бұрын

    Militor is really underrated imo. The great part about them is that they require extremely small amount of resources to make and rebuild. Best use for all mechs is to put them in the front lines to absorb all the damage while your pawns are in the back shooting. Their range is long enough to stand off to the side of how ever you are funneling in the enemy and they are extremely good at the job of just taking the bullets long enough for your pawns to kill everyone with no damage taken. There is no other mech in the game that is better cost wise at tanking since you won't really feel the impact of rebuilding even 10 of these.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    It's the fact that you actually have to rebuild them that makes them bad. They die if you look at them wrong..

  • @TXCryptic
    @TXCryptic Жыл бұрын

    How do yall get tunnelers to mine in your quarries? I would REALLY appreciate that info

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    I'm using this mod and they just happily mine in there steamcommunity.com/sharedfiles/filedetails/?id=2007576583

  • @mrpilkington9710
    @mrpilkington9710Ай бұрын

    Militors are great S tier for sure cheep low bandwidth they are expendable great for flushing enemies out of cover or tieing them up they are the best vanilla combat mech by far.

  • @turbopanda7012
    @turbopanda7012 Жыл бұрын

    my paramedics wont actually rescue people

  • @Thromash
    @Thromash Жыл бұрын

    I don't trust the fabricators when it comes to cooking, although they can, after mine started to take over cooking everything got poisoned. As soon as I stopped it from cooking, everything was okay again. Don't know why but just nope.

  • @proximal1846
    @proximal1846 Жыл бұрын

    I'm calling it. The next dlc will have the incetornator. You will grow bugs to defend and build your base.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    I'm all for it

  • @darenhunt1771

    @darenhunt1771

    Жыл бұрын

    Why not ? We have protoss vibe with mechs lets have zerg vibe with insects.

  • @azulablue6988

    @azulablue6988

    10 ай бұрын

    Nah that will be like biotech 2.0. i think the next DLC will focus more on space. The devs are slowly incorporating some of the most popular mods.

  • @Z1gguratVert1go
    @Z1gguratVert1go2 ай бұрын

    Diabolus is more useful in offense than in defense. If you're going on a raid, Daibolus is very valuable. Defensively he might just destroy your killbox while trying to save your base. Micromanage that beam or you'll regret it.

  • @Bannedchan
    @Bannedchan Жыл бұрын

    I love Agrihand early just to cut trees, never enough wood early

  • @trickygamer9563
    @trickygamer9563 Жыл бұрын

    Its funny how a knockoff Roomba is in S tier while the boss needed for top level mechs is not even B tier

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Roomba is actually useful, that boss dies when you fart in his general direction

  • @trickygamer9563

    @trickygamer9563

    Жыл бұрын

    True. Prevents food poisoning,some mood debuffs,ect

  • @inspectorjeleshka775
    @inspectorjeleshka775 Жыл бұрын

    Can someone explain tesserons to me? From my experience their wee lasers are kinda eh, having kinda low range and not so big damage, while its only upsides being able to hit multiple targets i guess? And also lighting stuff on fire sometimes which will maybe distract the enemy from fighting for half a second to extinguish it

  • @jacob8858

    @jacob8858

    Жыл бұрын

    In my experience, it seems that the fire hits multiple targets and the fire the targets are hit by is larger. Example being, with the inferno cannon the fire starts out small, and as long as the pawn moves away in time, will be able to put it out shortly after. With the tesseron, the fire is larger and thus takes longer to put out. The range on the tesseron while short in distance is quite wide compared to the radius of an inferno cannon.

  • @inspectorjeleshka775

    @inspectorjeleshka775

    Жыл бұрын

    @@jacob8858 Alright, that's fair i guess

  • @thanquolrattenherz9665
    @thanquolrattenherz9665 Жыл бұрын

    would have put the constructor mech in b or a tier since they never fail when building something and even when they are slow they really free up your colonists and with their working around the clock they are still a real blessing when it comes to greater projects and its not just a single workbench. also the fabricators should be a tier since they really exell at making parts hightech parts implants or general tradegoods+ like constructiods they can be used to buff up your defenses when it must be done. i would have put the tesseron lower since their attack is/was pretty bad against armour, not sure how they now work with their 50% but even with they should still be pretty weak against mechs which makes them pretty situational.

  • @seanfenrir
    @seanfenrir Жыл бұрын

    A lot of people think that the robotics + mod is too strong, so this may be a good "balanced" solution for them. For me though, I cant live without my Omni Bot

  • @BrutusAlbion

    @BrutusAlbion

    Жыл бұрын

    They look so bland though. (the robots in the mod that is)

  • @seanfenrir

    @seanfenrir

    Жыл бұрын

    @@BrutusAlbion There is a neat retexture mod that makes them look more distinct. For example, the Omni Bot becomes this huge black floating dome.

  • @darksendkilla
    @darksendkilla Жыл бұрын

    I would rather have 20 militors than 10 pikeman at least for base defense, the rate of fire and overwhelming numbers when you can manipulate the situation to have them start in range of your guns should not be underestimated Edit, squishy scythers ... my mech load out is 4 scythers, 9 militors, and 2 vampires both with tough and painstoppers, and raids of 40-50 raiders (wealth 300K atm) are not getting into my base, I am not using turrets or traps just 2x 1 wide hallway chokepoints to funnel them in. This must be a beta ranking and not what went live.

  • @user-xf1ur3hu4z
    @user-xf1ur3hu4z3 күн бұрын

    21:30. def not a dangerous enemy..... me flashbacks of my first encounter with one........ so much death and destruction...... i vastly underestimated how powerful it be. thing killed my pawns, destroyed my little base and defenses. i had no clue how powerful first boss be. sure once i reloaded and used everyone on it at once. with better defense setup. it went a lot better. but yea. def dont underestimate it lol

  • @Thatguyhehe
    @Thatguyhehe8 ай бұрын

    I had started a new colony and opened an ancient danger. A flamer was sitting right at the wall I broke down and insta killed 2 of my starting colonists. A caravan arrived and got massacred. I ended up restarting💀

  • @mrwhiskers1471
    @mrwhiskers1471 Жыл бұрын

    The constructors work all night though don’t forget

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Until they spend a whole day recharging at a charge station

  • @azulablue6988

    @azulablue6988

    10 ай бұрын

    ​@@KokoplaysMBsleeping, which is what the colonists also do? On top of eating, recreation and for some, meditating for psycasts. At least these mechs will not stop at woking on a job unless it needs recharging, unlike the pawns who will stop when they're hungry, then completely forget their job.

  • @tsuraji
    @tsuraji8 ай бұрын

    my guy, can you please teach us how to consitantly get rid of wastepacks?

  • @KokoplaysMB

    @KokoplaysMB

    8 ай бұрын

    Use drop pods and send it as a gift to the farthest away pirate settlement.

  • @tsuraji

    @tsuraji

    8 ай бұрын

    @@KokoplaysMB but isnt there any other way? i read sth about a thing you can research for which i would need the thing i get from the last mechanoid boss

  • @simonschulze2957
    @simonschulze29575 ай бұрын

    Maybe my game is bugged but I’ve hardly ever seen a Tesseron deal damage. It often looks like the laser is right on top of the target, but usually it doesn’t do anything… Is it just me?

  • @mrwhiskers1471
    @mrwhiskers1471 Жыл бұрын

    Clean sweeper clean polluted tiles as well

  • @John-lx6qk
    @John-lx6qk Жыл бұрын

    Tumuter sound cool

  • @LazerWolf21
    @LazerWolf21 Жыл бұрын

    I’m going to give my own hot takes: 1 the militor is the perfect hunting buddy, because normally you hunt with either a bolt action or a sniper, but when manhunters charge those aren’t so effective. Having a militor or 2 following your pawn can really make a difference, saving your pawn from getting the shit kicked out of them or killed. 2 the diabolus is the ultimate answer to dealing with mech clusters, sieges, infestations and drop pod raids. The first 2 are fairly straightforward, just shoot at the fixed structures and the raiders and mechs taking cover and shooting behind them. The last 2 I mentioned might intuitively seem like where it would struggle the most but here me out. You see on top of its hellsphere cannon and point defense turret, the diabolus also comes with a close range attack that creates a massive ring of fire around it, which in close quarters devastates anything fleshy charging it. 3 I personally think the war queen is f-tier, she doesn’t pack the firepower of diabolus and her minibots are more cannon fodder than those poorly armed civilians the Russians are sending to fight in Ukraine.

  • @jaycobhughes3932

    @jaycobhughes3932

    Жыл бұрын

    both point 1 and 2 are pretty spot on, but point three on the war queen is a bit of a debate, war queen herself is a ok melee combatant, and her point defense turret is the same as diaboluses, her war urchins can be great if you stack them up as a short lived OH SHIT thats a big raid swarm button, and even if there killed its whatever because they refund part of there cost when you decon the bodys, and of course every shot they eat is a shot not at your valuble pawns, actual firepower wise, they can butcher unarmored or low armored targets though massed close range shots and tie up melee fighters for a while keeping them from closeing the distance but it is pricy for what you get, unless you decon them for a refund, with all three deconed, you generally only spend 20 steel or so per three spawned but the true main worth of a war queen is a bit surpriseing, she is a giant, frigging, metal, WALL her health is arguebly the highest in the game, with fairly decent armor and a VERY strong and fast regening shield, combined with a mechanator shield boosting or the ranged repair probe upgrade repairing her, she can tank litterly hundreds of shots, from nearly anything in the game, shes one of the only things in the game that can relibly eat orbital strikes or multible doomsday rockets to the face and almost not care, hell she can even eat one or two hellbore cannon shots and SURVIVE, though that certainly still stands a chance to kill her and while shes still pricy and a time investment to revive, for how durable she is the chances your ever going to have to revive her is pretty slim, and if you ever do, chock it up to her saveing the rest of the colonys lifes becaust the amount of damage she would eat to be killed would certainly be enough to kill a fair few people if she dident do that

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    I think that's the point of the queen, she sends them out there as cannon fodder so the enemy doesn't focus on your real damage dealers. And diabolus is unfortunately way too short range to be effective against mech clusters or sieges - he might get a shot off but then he's dead.

  • @bluphish9957
    @bluphish9957 Жыл бұрын

    roombas are always nice in any playthrough

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    And in real life

  • @jaydenjezowski4339
    @jaydenjezowski4339 Жыл бұрын

    I don't even play this game. Why am I here 😭. I want it now.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Go get it!

  • @misterhuman895
    @misterhuman895 Жыл бұрын

    you didnt include the mechanoid exostrider

  • @gjjkjhgfdskelley2288
    @gjjkjhgfdskelley2288 Жыл бұрын

    I learned fabricators can cook not very well unfortunately because I was plagued with food poisoning by incompetent cook the only 2 cooks I had were skill 12and14 so it had to be the fabricators

  • @martinpachu7125

    @martinpachu7125

    9 ай бұрын

    no im pretty sure the kitchen was dirty

  • @theulfhednar2655
    @theulfhednar2655 Жыл бұрын

    scorcher is basically just starter-colony denier. Because wood.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Really shouldn't build bases out of wood, even in early game.

  • @fcm3d
    @fcm3d Жыл бұрын

    Man I've been doing scythers with tunnelers tanking on a melee kill box and everything just dies.

  • @lausiusfreesoul
    @lausiusfreesoul Жыл бұрын

    Awsom vid tho i mast disagry on Scorcher they ar greyt for maution base and infestation to by presaisl after all this dam insect shold by kill by fire XD

  • @Doctor_Sex
    @Doctor_Sex6 ай бұрын

    Make militor 0.25 bandwitch and it will be atleast somewhat valued

  • @Klint_Izwudd
    @Klint_Izwudd Жыл бұрын

    I just wish tunnelers could use the deep drills.

  • @thefalseking4815

    @thefalseking4815

    Жыл бұрын

    Same

  • @stormy1055
    @stormy1055 Жыл бұрын

    1 cannonfodder militors

  • @estuans0interius
    @estuans0interius Жыл бұрын

    Shock lances kill bosses pretty easily

  • @SaltedCoffee400
    @SaltedCoffee400 Жыл бұрын

    The apricorn ressurecta 30 times not 30 mechs. I got attacked by 70 militors and one of those. It just ressurected them over and over again while hiding

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    I never had it survive long enough to resurrect too many of them. No matter what, once you pop its shield Apocriton is very squishy.

  • @valen1429
    @valen1429 Жыл бұрын

    My pikemen never one hit kill enemies but enemy pikemen does just why?

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Skill issue

  • @trickygamer9563

    @trickygamer9563

    Жыл бұрын

    Thats my line

  • @Nikanoru
    @Nikanoru Жыл бұрын

    I deconstructed my centipedes and went with more militors lol. Militors actually hit things. I suppose if you set it up so they couldn't miss it would be better but I'd still probably want the shotgun volley. They can reposition a lot faster too, as well as split up, so that one can kite or be in melee while the rest shoot. Way more bang for your bandwidth.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Militors also die if you fart in their general direction and are extremely short range.

  • @gogudelagaze1585
    @gogudelagaze1585 Жыл бұрын

    I wonder if at some point he'll rank his own videos xD

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Great idea

  • @gogudelagaze1585

    @gogudelagaze1585

    Жыл бұрын

    @@KokoplaysMB

  • @ShadowWolfTJC
    @ShadowWolfTJC Жыл бұрын

    For my rankings on these mechanoids, I'd personally consider the kinds of colonies that I'm running, whether it's a colony populated with very few flesh-and-blood colonists, such as a lone mechanitor, or a colony with lots of colonists, and possibly animals and/or dryads, who could enjoy and appreciate the kinds of tasks that even a handful of these mechanoids could perform. For F Tier, I'd probably never want to consider building these mechanoids AT ALL, most likely because there are usually better mechs for the task at hand, even when they're made available, though it's possible that some of these mechs are just too pointless to use, or do more harm than good. They'd include the following: - Centipede Burners (Although Centipedes can offer lots of health to block doorways with, helped even further by their heavy armor, their inferno cannons may do more harm than good in that enemy pawns that have been set on fire might run past the defensive line, and end up starting fires inside of the base and/or start shooting and/or beating down at your defenders' backs once they've managed to put themselves out. By the time they're unlocked, there are better mechanoids, including better Centipedes, to choose to create for the purposes of tanking. Heck, I'd probably want to build a Scorcher than one of these hunks of junk if I needed a mechanoid to serve as a corpse/clothing burner.) For D Tier, I'd only seriously consider these mechanoids if I'm very desperate for aid or defense, since I'd not only prefer higher-tier mechanoids or colonists to these bottom-tier wastes of steel, but I'd even prefer taming many animals, such as dogs, foxes, wargs, or wolves over these mechanoids. Heck, even some gun turrets could be more useful in base defense than these mechanoids. In some cases, I'd even prefer to use the mechanitor him/herself, plus a situational tool like, say, molotovs, for the job than these mechanoids. They'd include the following: - Militors (Too weak, too frail, too inaccurate, and too short-ranged. Nuff said.) - Urchins (Too weak, too frail, and too short-ranged. Nuff said.) - Pikemen (Too little dps, too frail, too slow, and long range rarely matters in base defense. Nuff said.) - Scorchers (Too frail and way too short-range for its task of setting things on fire, which is, in and of itself, too much of a double-edged sword to be worth using in battle, even as a support unit. Moreover, I might not even consider building one for the purposes of incinerating corpses, tainted apparel, and other worthless junk, since those tasks only need to be done on occasion, and thus, I'd rather have some molotovs on hand, and task a pawn, including the mechanitor, to take care of the task instead.) For C Tier, I'd reserve for mechanoids that could offer at least some decent assistance to a mechanitor, but would still not be worth getting over even a decently-skilled colonist. These would include the following: - Lancers (Quite frail, and a bit limited in accuracy and dps, though has good speed and range at least. Pretty much the bread-and-butter of a colony populated by only a handful of colonists, or even a lone mechanitor, but could easily be outclassed in usefulness, not only outside of combat, but even during combat, by some well-trained, well-equipped colonists.) - Scythers (Early-game, even in a colony in which you're planning on populating with, and making reliant on, many skilled colonists, a lone Scyther can be a boon for early-game base defense as a more expendable asset than your colonists, and a more reliable tank than many of the animals your colony might've tamed for defensive purposes. However, it's outclassed not only by well-trained well-equipped melee-focused pawns armed with a monosword, plasmasword, or zeushammer, but also by tankier mechanoids like centipedes and tunnelers, and even animals such as bears, rhinos, elephants, megasloths, and thrumbos.) - Tesserons (Although the Tesseron offers a form of crowd control that, compared to the Centipede Burner, is more mobile and less likely to backfire on the colony, besides the minor issue of having a chance of setting enemies on fire, flesh-and-blood pawns could fulfill the same role as the Tesseron, particularly those armed with grenades or miniguns, and could perform other tasks outside of battle.) - War Queen (As mentioned before, the War Urchins are, unfortunately, too frail and ineffective in combat to be worth spending the steel to create, and so, unless it was being used in extracolonial expeditions outside of the colony, such as assaulting or besieging an enemy base for example, the War Queen might end up as a glorified meat... er... metal shield that would be better replaced by a Centipede or Centurion.) For B Tier, I'd reserve for mechanoids that could offer some level of assistance for not only a mechanitor-only colony, but many colonies in general, depending on the map and level of colony development, may or may not readily see much benefit from them, since pawns and animals might be able to do the job sufficiently enough to not warrant needing these mechanoids right away, if at all. - Constructoids (Although constructors are often in demand for their ability to get facilities and defenses built, especially in little time, unfortunately for these mechanoids, a decently-skilled pawn would most likely be able to get these things built more quickly than a Constructoid would. Moreover, construction tasks are not always needed, and pawns can do other things besides construction, whereas these mechanoids, sadly, cannot. In fact, I'd recommend building Lifters over these Constructoids much more often than not, even for the purposes of construction, since Lifters can be used to haul construction materials closer to where they'll be needed.) - Paramedics (Although handy to have for when there are pawns to tend to, and fires to fight, neither of these tasks would necessarily be needed ALL of the time, especially for firefighting, except perhaps in large late-game colonies with lots of colonists and/or prisoners to rescue and tend to during frequent raids. Whereas pawns can often find other tasks to work on when no fires need to be put out, or when nobody needs to be tended to, what of these mechanoids?) - Tunnelers (Although slow, a Tunneler can be more efficient at mining out large ore veins, or multiple ore veins in close proximity, or digging out long tunnels and large rooms than all but the most industrious of mining pawns. However, some more mobile mining pawns may be recommended alongside, if not more than, a Tunneler, since besides the fact that pawns can do more than just mine, pawns, including the mechanitor, are typically much more mobile than Tunnelers, and would thus be better recommended for mining out scattered ore veins or performing minor mining tasks in various locations. Although serviceable for blocking doors thanks to their decent health and the best armor among mechanoids, Centipedes, Centurions, Diabolii, and War Queens all offer almost as good armor protection, and more importantly, much more health.) - Centipede Gunners, Centipede Blasters (Though very tanky, and offering a minigun or heavy charge blaster with which to mow down hordes of enemies, the Centipede's durable health and armor pool may not be all that necessary for a colony if it already has some tanky animals to fulfill the same purpose. Moreover, like with the Tesseron, the Centipede's spread damage may not be all that welcome in certain killbox designs, such as chokepoint killboxes for funneling melee attackers.) - Legionaries (Whereas many of the other combat-focused mechanoids of at least decent quality, such as Lancers, Scythers, Pikemen, and even Centipedes, can be easily substitued for more competent, versatile, and multi-use pawns, or equally-competent animals, what the Legionary offers is rather unique, and that's a mobile shield with enough coverage that pawns could easily appreciate its protective qualities, though they may still not be able to hold a candle towards a deployable low-shield pack's infinite health.) - Centurions (Depending on how you feel about its slow speed, this mechanoid could be considered an improved version of the Legionary, a slower, tankier alternative towards the Legionary, or too slow to replace the Legionary, and yet too redundant towards, though still superior defensibly in many ways compared to, other high-health mechanoids such as the Centipede or Diabolus, or even bulky animals like rhinos, elephants, megasloths, and thrumboes.) (Continued in reply...)

  • @ShadowWolfTJC

    @ShadowWolfTJC

    Жыл бұрын

    (...Continued from original post.) For A Tier, I'd reserve for mechanoids that would likely see at least some use for most colonies, especially by the late-game, regardless of how focused on mechanoid use they are, though perhaps only for limited numbers. They would include the following: - Agrihands (Though not able to compete with a skilled farmer, in large bases where the farming pawns can't keep up, or when the farmers are better needed elsewhere, Agrihands could be used in their place, or alongside the farming pawns. Though not necessarily able to produce the same kinds of yields per crop as skilled farmers, said deficiencies can often be made up for with economies of scale, meaning that building more plots of farmland alongside more Agrihands, can help make up for lost yields per crop.) - Cleensweepers (Although handy to have for when you're tired of having your own colonists spend too much time keeping the colony clean and tidy instead of keeping the place busy and productive, and/or building up their skills, these mechanoids might not always be necessary to have, such as in a colony full of young children, perhaps vat-grown en masse, who could just as easily take over the task of keeping the place clean and tidy instead.) - Fabricors (When a need to mass-produce things that don't matter in terms of quality, such as components, advanced components, drugs, mortar shells, and stone blocks to name a few, is present, but you'd rather want your pawns to focus on other things, whether it's crafting things where quality does matter, such as weapons, armor, or clothing of excellent quality or better, or your pawns need to focus on non-crafting tasks, such as base defense, or exploring or travelling outside of the map, then some Fabricors can help take up the slack. Otherwise, there might be better mechanoids to create for the time being, such as more Lifters, or even better things to do than to create new mechanoids in general.) - Diabolus (Beyond the large health pool that it shares with the Centipede and Centurion, the Diabolus offers colonies an asset that could make them much more valuable than as a simple meat... er... metal shield, and that would be its powerful Hellsphere Cannon, which could provide enough concentrated firepower to enable colonies to not have to expend a doomsday or triple rocket launcher against groups of high-health enemies like centipedes. It's powerful firestarting pulse special ability, while certainly capable of roasting hordes of tribals that would dare to swarm it, admittedly, would probably see less use, save for perhaps lighting an enclosed area, such as a burnbox, on fire.) Finally, for S Tier, I'd reserve for mechanoids that I'd consider to be so universally valuable, even for colonies that have little focus on mechanoid use, that they'd be desirable to have as many of as possible. They would include the following: - Lifters (Like with Hauler Dryads, and animals that are trained for hauling in general, I could see these being used wherever possible to cut down on the amount of menial labor that your colonists would rather not want to do over more skilled tasks, like crafting, construction, medical operations, farming, cooking, animal handling, recruiting prisoners, making artwork, trading, or exploring the wider world. However, whereas Cleansweepers, Agrihands, Fabricors, Legionaries, Centurions, Diabolus, and Centipedes might all see use in late-game colonies, they'd typically only see use in very limited numbers, whereas Lifters would likely see use in large numbers if at all possible, from the early game all the way to the end game, since hauling duties are just so common, by far the most common in fact, not only for construction, but also for crafting. Still, some young children, perhaps mass-produced from growth vats, might give these things a run for their money, though Lifters could be argued in favor of over young children, such as not requiring food, high mood, or recreation/learning for example.) Note: Although I've left out the Termite and Apocriton, I wanted to focus primarily on how useful these mechanoids could be to various colonies, and I deliberately excluded any mechanoids that could never come under the control of the player's faction.

  • @romanium365
    @romanium365 Жыл бұрын

    I personally think the mechanoids are a niche thing if you want very little people in your colony, or for some benign story reason. All of them are very useful if you want only a handful of colonists, but I agree with your list in terms of adding to the normal game cycle. Some of them are pretty useless, even early on.

  • @emmyturner7385

    @emmyturner7385

    Жыл бұрын

    Not true. They are so op they are a suitable replacement for colonists period.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    They're certainly not niche, they're extremely powerful to the point of being OP.

  • @romanium365

    @romanium365

    Жыл бұрын

    Yeah, that's honestly true. I guess I haven't been using them as much as I should have been lol.

  • @delta-qb6bl
    @delta-qb6bl Жыл бұрын

    I highly disagree whit the militors. The strenght of these mechs is how extremely cheap to make they are, making them extremely easy to replace and a great shield for your mechanitor. 4 or 6 of these in front of your actually important mechs will make sure that the important mechs don't get downed, and if one of these dies or even his body dissapears, who cares? The total crafting cost is 100 steel and 1 component, whitout anyone dying or having brain damage

  • @azulablue6988

    @azulablue6988

    10 ай бұрын

    His tier lists are kind of really ...off. i'm not sure what metrics he is using. It's so inconsistent.

  • @hakonbogen
    @hakonbogen Жыл бұрын

    Rank plants!

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Maybe™

  • @entelin
    @entelin Жыл бұрын

    Militor swams are very good, and are actually getting nerfed because of it. So F tier? that's just lol. The agrihands I think are a lot better than you are giving them credit for. Yes, they are slow, *however* like the cleansweeper, this is all they are doing, all the time. It adds up, I have 6 of them and they supply my whole colony, plus mass cultivate drugs for export. It's great too because you sort of just continuously get incoming resources instead of mass harvests. Also, and I've not done this yet, but they are probably sweet inside a sunlamp room possibly buffed with the booster.

  • @jacob8858

    @jacob8858

    Жыл бұрын

    I did exactly what you are theorizing on and I'd say that the agrihands are nice to have in the sunlamp rooms as there's always rice to be harvested, but, 2 rooms doesn't beat a couple 50-60 tile fields.

  • @hozic9929
    @hozic9929 Жыл бұрын

    gene ranking when ?

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    Soon™ Although not yet sure how to tackle it, there's SO many genes..

  • @obscuredlove4043
    @obscuredlove4043 Жыл бұрын

    Please rank all ideo memes please.

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    It's on my to-do list

  • @obscuredlove4043

    @obscuredlove4043

    Жыл бұрын

    @@KokoplaysMB Thanks

  • @emmyturner7385
    @emmyturner7385 Жыл бұрын

    Great video. Shame so much of it is outdated now.

  • @trickygamer9563

    @trickygamer9563

    Жыл бұрын

    Wdym this came out like a few hours ago

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    How is it outdated though?

  • @trickygamer9563

    @trickygamer9563

    Жыл бұрын

    @Kokoplays MB some things about the mechs changed. Like what do you need to research to get them ect

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    @@trickygamer9563 There were like two or three changes after I made the video, I don't really see that as "so much"

  • @trickygamer9563

    @trickygamer9563

    Жыл бұрын

    You are right, nothing really changed

  • @mistahnice
    @mistahnice Жыл бұрын

    ranking milbot so low invalidates this entire tier list - it's incredibly useful and incredibly cheap. you should take into account cost to make, bosses required to defeat, and bandwidth. 5 milbots can beat out 1 centipede, easy.

  • @eugeniafurman4968
    @eugeniafurman4968 Жыл бұрын

    holy shit dude why is this video 30 mins long

  • @planetfall5056
    @planetfall5056 Жыл бұрын

    8:35 They aren't even cannon fodder. They where designed to go in after the proper mechs did all the fighting to kill any civilians and wounded defenders left. Their sole purpose was to do a task so easy it would have been a waste to send in a proper fighter.

  • @user-qv2lq1wo1z
    @user-qv2lq1wo1z2 ай бұрын

    Enemis needs realy rare weapon do kill robots

  • @beatleunboxing
    @beatleunboxing Жыл бұрын

    Yeah, the bosses are pretty underwhelming and with royalty if you have skip all the mechs are stupidly easy

  • @Horesmi
    @Horesmi Жыл бұрын

    One thing I found about lifters and other mechs is that their usefulness depends A LOT on your colony. I got a bunch of colonists that can only do hauling and so a lifter was... Anticlimactic. Work mechanoids are primarily useful in filling up the gaps left by the RNG of your recruitment. Not a single farmer among over 20 colonists? Just build one. Gene mods serve the same function but it's a bit more late game. Another great use for mechanoids might be remote outposts. Like you can leave a few bots to do some resource extraction, leave a guard to kill the random mad rat, and then just come in once a month to take the resources.

  • @azulablue6988

    @azulablue6988

    10 ай бұрын

    Bunch of colonists that can only do hauling? That's bad pawn recruitment management on your part. Like why would you recruit a bunch of pawns who are only good at hauling? This lifters should relieve those pawns of the dumb labor so they could do more important things, say animal handling or plant cutting. 20 colonists without a single farmer? Another recruitment issue. For me, the lifters and cleaners will always be useful regardless of what type of pawns are experts in what they do in your colony. The dumb labors should be left to do by the mechs while the important tasks that pawns may have passions on should be done by pawns. The other working mechs, yeah they are situational.

  • @raphaelvidmar3366
    @raphaelvidmar3366 Жыл бұрын

    Why do you expect the mechs to be so strong? sure from a lore point of view ok, but not from a gameplay or balane point of view :(

  • @HendyVelarius

    @HendyVelarius

    Жыл бұрын

    They are currently too underpowered in terms of combat. You should remember the good ones requires you to kill humans for their core. With the risk of mechanoids going rogue when the mechanitor dies and having to recharge, might as well give decent armor and weapon to that human you planned to sacrifice.

  • @raphaelvidmar3366

    @raphaelvidmar3366

    Жыл бұрын

    @@HendyVelarius Good point, I must admit I really didn't pay too much attention later on when it came to cobat and have yet to actually use them ingame but even the combat mechs seem like a strong supplement to pawns espcially the low shield mechs and melee ones for aggro and at what cost? A few drop pods, some wealth, some resources and a bit of reaserch. I think that's just what they are a strong supplement. EDIT: I take it there isn't much mood management or many repocussion for them dying, mass production also shouldn't be too hard.

  • @HendyVelarius

    @HendyVelarius

    Жыл бұрын

    @@raphaelvidmar3366 you have to get the cores again if it's destroyed, so the advanced ones will require you to kill humans again to get them. If they're just damaged, you can repair them for free, BUT it will drain their energy, which will take them out of action for a long while and produces toxic wastes that you have to destroy cleanly (which takes tons of power and a long time) or shoot off to a far off place with drop pods. So it's not free, it realistically takes steel, components, and fuel to maintain, which I argue can at times be harder to get than simple foods. I think the argument here is that the utility mechanoids are simply just way too good for you to utilize the combat mechs. You have somewhat limited amount of implants that allows you to become mechanitor, so you can't just turn every single colonists into them (until late game), and even then with more mechs you'll have to face the annoying problem of toxicwaste management. The best thing about the mechs right now is that they dont need sleep, which is incredibly amazing for the work drones, but pretty much entirely unnecessary for the combat ones.

  • @raphaelvidmar3366

    @raphaelvidmar3366

    Жыл бұрын

    @@HendyVelarius Fair point

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    But they are strong.

  • @eax2010EA
    @eax2010EA Жыл бұрын

    I forgot to subscribe

  • @Shinzon23

    @Shinzon23

    Жыл бұрын

    HERETIC! *HEAVY FLAMER NOISES*

  • @KokoplaysMB

    @KokoplaysMB

    Жыл бұрын

    This is normal

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