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Don't set your pawns to enter combat mode when they spot a target, that's a troll setting that probably should not have been added. Tynan just feeds on tears and I'm sure he loves stories about pawns with mini-guns opening fire in kitchens.
i have my guys entering combat instead of running because my hunters go hunting, shoot an animal, as soon as it turns around they just run a few steps, get hit, run a few more steps, rinse repeat until they die. you have to have them on fight so they actually fight instead of just running and dying like idiots
just dont get hit by a rocket launcher dude.
you can see where he is aiming (warmup time) and evade the spot.
but you already said you dont like much micro intensive work so i reccomend
you build a killbox for a more automated defense.
If the enemy has explosive weapons, why are you bunching your pawns up? -derp
You can tell your pawns to stop firing if one wanders in the line of fire -derp
Why are predatory animals roaming your kitchen in the 1st place? -derp
If he's fighting it, he's stading right next to the animal, correct?. My guess is you left out that he was also partialy in the line of fire. Even if he wasn't it's dumb to take that shot. Instead of fighting the animal, run it around by having it chase someone and when the shooter has a SAFE shot, then shoot. -derp
Perhaps stop blaming the game for your own mistakes.
You can leave them on "do nothing" and they will keep firing at their hunting target even after it goes manhunter. Revenge situations you should always be ready to micromanage though, your pawns can't do combat on their own, if they don't kill it before it gets into melee they are just going to stand there and get their face mauled. Any time anything on the map goes hostile you should be pausing and figuring out the best way to handle it, then move your pawns manually.
You just absolutely do not want any pawns on auto combat though, ever. If you think friendly fire in the kitchen is bad, wait until one of your guys goes berserk in the dining room during breakfast and every single one of your pawns just opens fire. It can cause a complete wipe, your guys kill the berserk pawn, get multiple mood debuffs from it (friend died, family or lover died, colonist died, observed a corpse), other pawns get hit by stray bullets and get additional debuffs for being in pain, they break and go berserk, more pawns open fire, pets lose their bonded master and go berserk, more firing, everyone dies. Like I said, it's a troll setting.
I tend to favor having one melee character and equip him with a personal shield. Then running him back and forth a couple tiles in front of the rest of my pawns making him the main target. I then select the enemy Raiders to see the ticks on their attacks. I try to line myself up so that the enemy sniper has to shoot through one of his buddies to hit me. Then change direction right before he pulls the trigger. So now he either blows his buddy's arm off incapacitating him or I literally dodge the bullet.
You can also employ this same tactic on grenade users but not incendiary or molotov raiders. Those go off immediately upon hitting their respective targets and bypass your shield. Super annoying. If there are no rockets involved those guys should be the first to go.
Just dont give your pawns guns when they have no business having them. Have a central armory, and when there's a raid, or a hunt, have them grab thier guns then. Or give guns to only the mentally stable
This way worst case of a berzerk pawn is only a few bruises, instead of a shotgun blast removing his guts
That's my new thing now, thanks :D -wannaderp