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Cataphract WC aren't immune to bullets since they only have Sharp 156%, but the highest tier all have Sharp 200%.
Sorry you had a bad run, but I implore you to give it another chance. I typically entomb someone who has a passion in shooting/melee and has no other decent traits.
Yeah, I think I will give it a go a bit later, but still.
Drawbacks and resources including time to research are significantly higher than the usefulness. If I commit a pawn to being permanently entombed in 200kg of steel, being impossible to restore, unable to perform any labour, I expect it not to require cover and not bleed after 5 or so bullets shot out of an industrial age automatic rifle. I don't expect it to take down entire settlements on it's own, but at least die leaving a pile of corpses, not one and that one being himself.
I guess I just expected to have a power fantasy trampling over tribesmen in the name of God emperor or something. Didn't really pan out like that lmao
I put a tough Tttakin in a Brute Warcasket and he's pretty much a killing machine. A coagulator, healing enhancer, and stoneskin don't hurt either.
My point is that you shouldn't have to make a superhuman prior to creating a warcasket since it's already quite an investment to create one. Of course I am aware that if I put a guy with superheal and deathless genes + stoneskin and archotech body in a warcasket I can play petty god all day long, but come on. I can just do it with a regular marine armor and keep their functionality as a working colonist without a significant drop in their battle effectiveness.
Research: Heavy Lats - Opens access to the Squires station, a workplace where a pawn can wear (and remove) very heavy lats (Ultra-massive lath armor, similar to Warcaskets but with slightly less characteristics).
For example, they can be simply called Heavy Lats.
Example: Heavy Lats "Crusader" - Armor similar to Templar's armor, normal heavy lats without any abilities, greatly slow down, but the armor itself has very high durability points and provides decent protection, almost like the high-tech Infantry Armor.
Ideas for a fantasy variant. (Even probably for an addon variant to mods like Medieval Overhaul and RimFantasy - Medieval Overhaul Edition.
Heavy Runic Armor "Ruby" - Gives immunity to fire and high ambient temperatures, as well as the ability to breathe fire, using as a resource for abilities - rubies.
Sprung Heavy Armor is a Steampunk variation of the armor, which does not slow the wearer's movement speed and also gives him the ability to make a long-distance jump. The ability is recharged by components (Medieval Overhaul mod has its own medieval components, it's worth considering)
Here are some examples
You are making your pawn USELESS outside of combat, unless you're playing a 50 man randy colony that is a huge loss. And the pay off is really non existent. "But muh spacer" yeah bro after a mere 24k research and a pawn that is unusable outside of raids, I can have an extra 20% cut resist compared to a master work cataphract, yippee. And keep in mind that is ONLY once you get the spacer caskets, anything before that is either on par or WORSE THAN REGULAR MARINE ARMOR. When you get raided and see a pawn that's 3x the regular size and wearing 200kg of armor you should be scared, instead it's just a guy in slate marine armor 💀
Yeah, I do think it's pointless if there is no chance for my pawn to die. However, after I've invested in-game years, money, effort, resources and struggle into building my faction up to the point when I can encase a man in a slab of hi-tech armor size of a car, I expect the chances of this man dying in battle against stone age apes to be as slim as a sheet of cigarette paper and only (ONLY!) after he has taken some serious damage and killed at least fifteen of them.
There should be at no point a chance for an instakill because the armour has been bypassed.
This is literally a CASE. There is no bypassing it. Especially if I am so far advanced beyond simple firearms, not even mentioning ooga-booga class of weapons.
This is not me whining because "waaah too difficuwlt! waaah gimme cheats!".
This is me confused, as to why the biggest set of armor I've seen ever introduced to this game is just marginally a tiny bit better, than the vanilla armor that doesn't make your colonist a quadriplegic in permanent agony, when you take it off, not to mention how it really helps when your pawn is capable of labour when it's on.
I do not need godmode.
I need common sense and most importantly returns on my investment.
Without those two things this entire game is indeed pointless.
Does anyone know of a mod that buffs them across the board? I can find plenty that add new, stronger caskets but none that just make them stronger in general. There's a warcasket trait so I assume it shouldn't be too tough of a job to just overwrite the trait to boost the stats, maybe slap some kinda bleed-slowing in there since there's a thick-skinned trait that does that (I think in Vanilla Traits Expanded)? I've made custom traits for playthroughs before so the former at least shouldn't be very difficult.
In my opinion, Warcaskets ought to be a much stronger and rarer combat platform. A human mini-boss if you will. A late-game pirate raid on your base would to contain 5 Warcaskets which should terrify even a good player.
Funnily enough, the Sarcophagus Warcasket does that in a way. The operator is basically immortal until they lose half of their body's health. That takes a while to inflict considering the high armour and no pain whatsoever. In my opinion, this should be the bare minimum.
Would this make Warcasket variety lower? Probably yes. That's why the mod is unlikely to change. Sunk costs are a strong demotivator.
Ladies and gentlemen, all I can say to this is - use the RIMMSQOL mod. Tweak every value and variable of the warcaskets and their weapons to your liking. I know, using a mod to "fix" another mod feels a bit stupid, but it works, it works well, and it's why RIMMSQOL was made.
Thank you for your suggestion. I have never heard of RIMMSQOL before and I will give it a go.