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Security bots are perfectly manageable with a party of 10 people with 30ish stats, and become child's play at 50ish stats. If you rush one person's strength to 64, you can claim yourself the Meitou Moon Cleaver from the Nature Cultists and potentially (About 1/2 chance) one shot security spiders. At that point, you just need any skeleton to tank hits (Not absolutely necessary, but skeletons have less down time), and one runner to pull and divert any swarms you accidentally grab. Using this method I cleared out the Spider Factory with my highest character's combat skill in the low 30's. Set up a base camp on a small hill to rest your fighters between waves, keep an eye out for patrolling Iron Spider hordes (The real threat) and lure 1-2 security spiders out at a time. Kill them, immediately loot them (I take out the Skeleton Muscle) to permakill, and repeat. Enjoy early AI cores.
Ideal security spider battle group is 4 people. 1 Tank, 1 Damage dealer (ideally with a powerful cleaver like Paladin Cross) and two archers. Keep the two melee opposite eachother so there's no AOE shared damage. You can have your tank set in block mode to mitigate some damage, but these security spiders love to rip limbs off (often a good thing) and they skyrocket your Toughness.
Never let them get near anyone with less than 25 toughness if these people do not have perfect armor coverage (100% coverage rating of the vitals) because one roll of the dice and it's an instant kill. Many Bothans Hivers died to bring you this information.
Stage 1: Dumpster Tier - Don't even bother with research artifacts. Buy whatever items you need through scavenging battlefields
Stage 2: First Battles - Unless you're going for some strange meta game (Solo, or odd challenge) When everyone has Refitted weapons (or better) and Blue or Better armor (standard, not shoddy) You can take on your first real battles. These enemies will be the local banditry of the starting regions. Black Dragons, Rebel Outlaws, Sand Ninjas, Dust Bandits. Test the waters and train on the roaming patrols, When you are confident at killing the larger roaming groups, you can make a plan to attack a base. In here you'll usually find your "Break Out" loot, including likely your first Edgewalker/Specialist grade stuff, and possibly a Meitou. Sand Ninjas are the hardest of these groups, with Simion's rebels being a close second strangely. (Mostly because of the proximity of roaming patrols)
Stage 3: Expeditionary Force - After you've beaten one of the major bandit clans, you're probably geared and ready to purge Darkfinger of Cannibals. While cannibals are easy, they can eventually swarm you, and unlike most enemies, they take you back to permakill eventually, so Failure isn't really an option as it is with bog standard banditry. Completely purging Darkfinger can yield some excellent mid-grade loot from the various Cannibal villages, frequent high grade equipment without the need to train a smith or buy expensive blueprints. You're likely to find your first Ancient Science books in Darkfinger, as there's a Lost Library with no protection aside from a high level lock, but you'll probably have tools.
Stage 4: Colonialism ho! - Now is the time to consider a base, or put down roots in a city at the very least. I prefer to buy the tower in the Grey Desert Waystation, because it's in the middle of a lot of early-mid game points of interest. From there you can train a smith and craft high quality dustcoats for an eventual excursion into the Deadlands/Iron Valley, and raid one of the two weaker factions of Venge for some good tech and artifacts. Frequent hunts into nearby Gut to claim Beak Thing eggs and train some of your new bodies helps keep the coffers full, and your soldiers blooded and battle ready.
Stage 5: The Worst Archaeologist Ever - Now is the time you're probably Battle hardened and ready to raid ancient ruins. If you're basing yourself in Grey Desert like Me, your two juiciest raids are going to be the Forbidden Isle Sites (Likely your first AI cores are here) and the Deadlands (you can find some edge/masterwork stuff in the armories, and there's a trick to making it much easier). Now is also the time you probably want to establish a permanent "Homestead" group whose focus is only on production. This is also probably the most drawn-out time of the normal game. There are many ruins to plunder, and you may relocate your base of operations once or twice (I often migrate to the swamps in order to access the more westerly sites) At this stage, you might also have a new 10+ Squad of green recruits that you can repeat the first 3 stages with all over, except this time, in the starting region you neglected. (IE if you started in Holy Territory, your new squad will romp and clear UC while your veterans attack ancient ruins)
Stage 6: I'm from Buenos Aires The Hub and I say Kill em All! - After you've recovered much of the ancient technology, established your own stronghold, and trained 20+ veterans, you're ready for War with one or more of the major factions of the game, and an assault one one or more of the local legends of Kenshi, including Mad Cat-Lon, The Bugmaster, and any one of the hordes of high level bandit clans.
And that's the cycle of the game really, tl;dr - Don't need to feel pressured to get Ancient Science books or other research artifacts early. You can cheese the game and grab them if you want, but it's not necessary.