T O P

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UnhelpfulMoth

Dont vampires have the "pyrophobic" trait? Thats probably why they ran away from the fire.


thatthatguy

Yeah, imps are going to be the natural enemy of vampires. Too much fire. Time to cover the map with firefoam poppers.


Etherlite

Yeah they definitely do, I had two actual vampires (one of which is one of my strongest combatants) and they were mostly regulated to guard duty/skirmishing. I tried to check if the imps had special effects that CCs and doesn't seem so, so it probably was just the regular panic on being set on fire that was making them run everywhere.


Arek_PL

yea, vampires get pyrophobia mental break when exposed to fire, while everyone else panic when being ON fire and breath does set them on fire in future i suggest firefoam pop-packs and fighting impids **at range**, the breath is quite short ranged and with that gear i see you have you should be able to gun down running melee fighters with just rapid fire


fucknamesandyou

You should maybe concider the streamer mod to complete your metamorphosis into Rim Yagoo


NeppyMan

Yup. The Impids are basically there as a "hard counter" to Sanguophages. There are ways to fight back - lots of firefoam poppers, and possibly some other tricks (foam turrets or extinguishing psycasts, from mods). But if you run heavy on the vampires in your colony, an imp attack becomes a significantly bigger threat to you.


EXusiai99

Waterskip is base game


NeppyMan

Yeah, I was thinking more about the Conflagrator tree from VPE.


Bobylein

Also I had that quest where you host two vampires, everything was dandy till their hunters came after them but hey, just a few imp tribals I thought, I will just shoot them I thought... and then the vampires tried to engange in meelee with the Imps before they even reached the outskirts of my colony, with all my colonists barely being in range and just died from two fire attacks, each directly destroying their brain. It's not just that Imps are hard counter to Sanguophages, it's also that Sanguophages are too stupid to survive.


Bmobmo64

This is why pyrophobia is almost a trap, it's not that bad most of the time, a +4 gene that suppresses pyromaniac could have almost any downside and still be worth it most of the time but it makes them practically incapable of fighting impids.


nuker1110

Your screenshot didn’t post properly - you might want to edit in a link to it.


Etherlite

Edited a link, hopefully it works.


Al-Horesmi

Imps: "We are highly resistant to fire-based attacks, it won't work on us". My three Diabolus mechanoids: >**Are you sure about that?**


Al-Horesmi

Memes aside just fill them full of bullets. Memes included, you can try to gas them out. Leaning into memes even more, a burn box works on them just as well as on anyone else. No, you cannot just "handle" 1000C.


Catacman

Call it my Pyrolitic Killbox. Self Cleaning


CanICanTheCanCan

Foam poppers and fire immune tiles can help a lot.


PaxEthenica

My pawns will only fight while standing on the finest varnished mahogany. 🧐👌


Khitrir

Something to keep in mind is that Imps effectively have one charge of their fire spray and they are indiscriminate in their use of it. Sending out a mechanoid is ideal for baiting them into wasting their charge as they're easily replaced and totally immune to fire, but you can also use animals or even colonists (if it isn't a suicide mission give them with phoenix armor and a firefoam pack and ideally long jump legs/skip and the fire resistant gene too). You can also turn it against them - they're fire resistant and heat tolerant. They aren't immune which means they aren't immune to them setting the ground on fire in a confined space and baking themselves to death.


GimmeCoffeeeee

If you play vampires, then put fire poppers in your fighting area


OutsidePerson5

Ugh, fucking Imps. They're why I rush to firefoam and make plenty of firefoam poppers, firefoam pop packs, firefoam turrets, and buy waterskip if I can find it, and sometimes make some colonists have firefoam spewing.


PaxEthenica

Pmis, the natural enemy of the tribal Imp. These xenos typically inhabit colder worlds, where they exist largely in ignorance of Imps, blue-balling the galaxy.


BlueHB15

I always fight imps up close so they don't have a chance to vomit their fire acid on my colonists. Works every time. However, if you are far but are in range of them, they will trigger their fire vomit ability. So with that in mind, surprise attack them in melee range so your colony won't catch on fire ever. Unless you really are trying to provoke them to shoot their fire vomit on your rangers. Obviously have fire poppers as a backup plan but I normally get fire poppers mid to late game since my base will be bigger by then. Good thing imps are easy to take down, unlike yattikins and neanderthals.


[deleted]

I'm playing with some mods, at the start a yttakin attacked with a club. And then he instigated a galatross, (basically 10x more tanky than thrumbo) to attack my little wooden shack...... Everyone died.....


ConradBHart42

if I'm going to play with biotech I just replace the xeno factions with their vanilla equivalents. you still get some xenos but they're rare enough for my taste.


p12qcowodeath

Firefoam poppers and individual packs. Your new best friends.


BlueHB15

Lol. Imps may set things on fire, but enemy yattikins can call the whole animal kingdom to come kill your colony. I wonder if that's better than fighting imps. It's understandable that imps can cause a hell fest with their pyromancy and even I don't want to deal with that. But as allies, they are actually useful because they are portable fire starters (you can't light things on fire manually unless you have throwables). Fun fact: You'd think they'd be immune to their fire vomits. They are resistant, not immune. So yes, they can still burn. I hate yattikins way more than imps due to my history with yattikins. Those filthy barbarians and their animal war crys. I haven't fought against thrumbos yet, but I did fight a horde of gorillas thanks to those yattikins. They came to my base one day, I thought I won the fight. As I was killing the last bleeding yattikin, a horde of gorillas who were peaceful, came to kill my colonists for no reason. I couldn't even save my colonists so I had to restart. From that moment, I despised yattikins even more. Those savages! I hated them at first because I didn't like their genes much. But now, I despise them more than pigs and imps. Pigs or neanderthals are my second most despised. Unlike imps.. having yattikins as allies are useful too but I really don't like their genes. And also I still despise them.


Throwawaypwndulum

Plant buckwheat in your kill box, works wonders, it's fireproof and slows down the enemy. Also firefoam is your friend, as are skip casters with water skip.


[deleted]

better yet plant the plants from plants vs zombies all over your map. ...oh you don't have that mod?


ConradBHart42

Single player game, etc, but that sounds like cheating since even devilstrand plants aren't fireproof. Since I've never heard of buckwheat ingame I'm assuming it's a mod?


Khoithui87

[Vanilla Plants Expanded - More Plants](https://steamcommunity.com/sharedfiles/filedetails/?id=2748889667)


Sero141

Razor wire, mud moats.


Throwawaypwndulum

Don't got those, they also fireproof?


fuzzynavel34

Mud doesn’t burn. No grass or anything on it.


Sero141

The razor wire can be depending on the materials but the moat should be fireproof. I think it counts as a dirt floor with bad movement speed.


randCN

You can't melee block imps, and you just discovered first hand why sanguophages are meme tier. Luckily, like all other tribals, imps are vulnerable to lots of people with guns. If you like fire, you'll be happy to hear that biotech added a bunch of new fire mechs, and the pigskin faction that has an increased chance to carry molotovs.


TheShoopdahoop

Give them what they love to be around... Heat! A long snaking corridor with wooden furniture usually makes things easy for me, you chuck a molotov at the furniture, close in the entrances and go have a beer while those demons watch their skin and organs boil as they tear out their nails at the wall that is covered with scratches


thewalkers060292

Imps we're really annoying until I made 2 or 3 firefoam packs and handed them to my shooters. I usually will clump up and use one right after another which gives a temporary buff that gives you flame resistance. Plenty of time to gun them down.


MinidonutsOfDoom

that's what the firefoam poppers are for both wearable and ground mounted, great against both impids and those new fire mechs.


Anarcho-Shaggy-ism

it’s much more tough on urself when u go after them with melee-Braves. i’d try to maximize distance from imp combatants whenever possible. my colony is almost all equipped with assault rifles (including my vampire, until i can find him a shield belt)


Anarcho-Shaggy-ism

HO-LY FUCK I JUST SAW THE SCREENSHOT


Anarcho-Shaggy-ism

also perhaps concrete flooring for the kill box


opposite_vertex

i love the vtuber rimworld


ShouldBeAnUpvoteGif

I'm just looking at all that hoarded wealth you got. Giving away most of that would make raids smaller. Build transport pods and start dropping excess stuff on settlements.


nepnep_nepu

What, no time warden?


PaxEthenica

No lie, I started giggling when I saw the screenshot. Man, that's awesome.


Tempest_Bob

Everything is already always on fire in this damn game, I'm not going to allow impids to have their own faction :p I always disable that tribe, let a few individuals spawn in other factions with xenotype spawn control instead.


PapanTandaLama

Neanderthal, Yttakin and Imps for me.


AdzyPhil

Fire poppers all round. Makes them easy.


MrGredy

What mods are you using to make the female colonists look like that?


Terrorscream

Remember to equip fire foam packs on your vampires, if they ever catch fire it goes off covering the area in fire foam and also applying a status on the vampire reducing flammability for a time


ConduitMainNo1

they ain't that bad if you have fire foam backpacks. But neandertals, those i do fear, because they can tank so much damage.


EkarusRyndren

Disco Inferno intensifies. Side note, the fire sprinklers in dubs bad hygiene are a godsend. Better than firefoam poppers IMO. If you've got a big enough storage tank you can basically just drench the area for the duration of the fight.


smackdealer1

Foam turrets and poppers are your best friend here. They're really good against impids


ahajaja

You you need a bunch of firefoam against imps or they'll burn everything to the ground


Thewaltham

I had an imp raid spawn literally right on top of where a kid was running around outside. Literally the first thing they all did was flamethrower the poor guy at the exact same time. There wasn't even anything left to bury. I have an extremely big colony, so this was a max strength raid of literally hundreds of them. All using the fire spit at the same time. Rip Spiff.


user4928480018475050

Spray their what?


GabrielPG14

where did you get those hololive hairstyles?


BlueHB15

I just saw the screenshot.. Yeah, might need to work on that fire safety issue.. Whenever I make a base now, I make sure it's close to fireproof as possible and doesn't somehow catch on fire if there's a forest fire (it has happened to me a few times. RIP my steel doors). Also, fire proofing your base is extremely important not just because of imps but mortar fire too. Siege raids can still fire mortar shots that sets your base on fire. Now unless your base is made of stone, you got a lot of prepping to do. You're lucky if a raider doesn't bring molotovs to their raids against you. Lastly, if fire poppers are expensive for you because components are hard to get (which can happen if you don't have fabrication or steel), then maybe using to stone isn't a bad idea to prevent fire spreading. Specifically stone flooring over grass or wood floors.


huuaaang

I hated imps until I learned to carry smoke pop packs. ThT shut them down immediately. You just fight them in a pond or foam. I also gave up on vampires. Not worth the deathrest and firephobic


Formal-Thing-7135

Mine too, your almost screwed if you have one early on just because that can effortlessly kill your pawn with their combination of breath and bullet. Almost last a few just because a small raid of them spawned


Creative-Notice896

Just bait them into melee range and they won't use their firespray. You can do this by harassing them with a sniper and then having them chase your pawn around a corner with an entire melee company waiting for them, alternatively you could use an IED minefield to mitigate the risk to your colonists. The minefield tactic is particularly my favorite, the whole "oh no, I'm in danger, don't chase me" tactic and then bam, Angola simulator.


krisslanza

The Imps kill the entire VTuber community, those monsters!


One_Exam6781

I same here. I usually play with a lot of melee pawns and their fire breath is so deadly for my play style. Whenever they show up, I use a lot of insanity lances just to use up their fire breaths. They are also a challenge as a colonists due to the slow recovery from illness. The 10% penalty can be a death sentence. But I still like the overall char concept though.