1000 steel in your stockpile does nothing to help during a raid, but 10 mini turrets do. Much like RTS games any resources you have that are just sitting in your stockpile are not doing anything for you so spend them. Now I'm making assumptions about your kill box config, but if you have a standard wall-sandbag/barricade-wall-sandbag/barricade-wall-etc pattern then put traps in front of the sandbags and then at least the first ones to reach your pawns will hit the traps.īut yeah you seem to have a wealth issue if you are getting 30 person raids with 5 pawns. If you set up a choke point you can have you melee pawns up front with your shooters just behind them. Having a couple good melee fighters with good armor can be very effective. You can get the aerodrone strike you can call down every so often (or even the salvo if you get to Praetor) which will help and if you have a Knight/Dame you can trade for cataphract armor. If you have the royalty DLC the ngetting someone up to the title of Knight/Dame is a good idea. Taking quests for faction goodwill can be helpful for mid game raids since you can ally with them and call for help if you need it. If a large raid comes at a bad time you can just restrict your pawns to hide inside somewhere where there is food and let the animals kill the attackers for you and then just wait it out until they calm down. Having a few animal insanity pulses can help too. That way if you get a raid and they are preparing you can fire off 1 or 2 volleys of 5 shells and you can do quite a bit of damage to them before they even attack. Make sure to try and reinvest your wealth into things that will help with defense. I play at 60% or even 30% depending on what I feel like and even then you will end up with raids double your size. If you don't want to use killboxes or cheese strategies, the only real realistic way you have is to simply lower the threat scale. So you will always end up in a situation where your defenses will be overrun at some point This is why many people use killboxes as this way they are funneled 1 by 1 into a killing field. Since there are triple or quadruple the amount of enemies running towards you, you cannot realistically ever shoot them down before they get to you. In fact the game is balanced in such a way that you can theoretically run up as a melee pawn up to a ranged pawn and bonk them on the head and win, even if they are a bunker and have cleared out the map infront of it to prevent cover. Your setup of using a bunker sounds solid but it isn't going to work in this game because the amount of enemies charging you will overwhelm your defenses easily and the game is NOT balanced around being able to fight off enemies from a distance. You are not a weak person for doing this, it just shows that you don't want insane raids. I recommend you set strive to survive (100% normal for everything) and then lower the threat scale down to 60% or even 30%. Living in a toxic fallout is not ideal for traditional forms of life, so managing pollution is an essential task if you want to make a mechanical army.The real answer is to just lower the threat scale in the storyteller settings.ĭon't bother playing at 100% threat if you are not willing to cheese the game. If left unchecked and unfrozen, the resulting pollution creates toxic fumes and gasses that will devastate the environment. Each time a mechanoid is created, a toxic wastepack is left behind. There is a downside to all their utility: the heavy pollution that comes with manufacturing them. They come in many flavors, and each mechanoid type is specialized for a specific task. You grow them inside special tanks, and once grown, they can accomplish anything from labor to combat. Similar to the EVA units from Evangelion, your mechanoids are a strange combination of flesh and machine. By implanting a mechanitor implant into a colonist, they are given the ability to psychically control bionic machines. If you have started to feel restricted by the repressive bounds of nature, fear not.
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