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Sentry guns also explode when poked and they blow up every sentry gun in range when they do. And of course those sentry guns that explode blow up every gun near them and so on.
They also have less range than several hand weapons and raiders with those guns will stand just out of range and blow them up.
I seperate my sentrys so there's no explode chain. Incase if i know for a fact a sentry gun will explode for example,raiders that use grenades, rocket lauchers, snipers and are expected to destory the first 1-2 sentry guns i will fall back a bit (not repairing them) and let the raiders waste there time on sentry guns while i just snipe them.
I havn't seen a raider poke one of my sentry guns yet with so many bullents flying at them and snipers they have never seem to melee my sentrys.
and sentry guns don't have to always shot my raiders to be usefull, since the raiders are attempting to destory my sentrys my snipers just sit back and get even more shots on the raiders.
Cassandra Classic on Intense.
I realise English may not be your native language, so could you please use Google translate and then rephrase your question using correct English?
"that sentry guns are * ---to ---* realible* " That means do you think sentry guns are umm.... more realible then they should be.
Another rephase I should of said is do you think sentry guns are OP and should be nerfed.
you can just "sacrifice" 2-3 turrets each raid and repel easily 30-50 attackers cause of "turret" aggro.
then just rebuild them from smelted enemy weapons and chunk from destroyed turrets.
i think they should be around double the price atm.
(also take in note the last additions with deep mining/drilling there is enough metal. and this is too cheap.)
turrets should be around 350-400 metal and 6 components, so you have actually to "body" aggro some attackers, so you wont lose a expensive and valuable turret in the fight.
(i play most the time without turrets much more fun.)
I'm all for using my colonists to defend but in the early to mid game when colonists are in short supply, then I have found that you can rely on turret formations to be very effective even without a killbox or funnel.
I like this one for example as it just looks cool and is very functional too. I like open area defending and this one ensures that there are at least 12 turrets facing in every direction. They are also plasteel turrets, not steel (or at least they're steel at first and then upgraded asap to plasteel when possible = mechanoid farming). This both ensures less broken turrets and 3x as durable than steel and less flamable so they will keep shooting for longer.
Most of the time this is all I need to repel or wipeout incoming raids and it's so effective I've even allowed my colonists to carry on working during a raid with the surety that the Spider will do it's job. Later in the game the colonists will participate for sure and I can man 3 shooters per door within the spiders body. It's very efficient.
http://steamcommunity.com/sharedfiles/filedetails/?id=757167277