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But thats not always the case or not? I had a raid like this some day in the first year and didnt even had a beacon back then and they dropped straight to one of my colonist.
These raids tend to have a substantially smaller raid group size, as the game views them as Much more difficult than a regular raid. Just like fighting an infestation, plan to improvise a combat area using your constructed environment. Hold doors open and secure a room so that it acts as a bottleneck for invaders. Use corners as cover from gunfire. If at all possible engage enemies in melee so that they cannot fire on you.
Mechanoids love to do droppod raids in particular. Scyther groups are weak to being bottlenecked by doorways. You can minimize injuries and casualties by having a melee unit or three holding a single tile open door while everyone else is behind them shooting. If there's a centipede engage it in melee immediately, even if you don't have any melee units.
Remember that you don't need to engage them immediately or in the open. It's fine if they break some structures and burn some supplies, you can get more. Choose where in your base would make the best battle ground and fight there. If you have a psycaster with Beckon, Skip, Focus, Wall Raise, etc. they can be invaluable in pulling enemies into fighting locations that are advantageous to you.
- zone the animals and guests outside, far from the base.
- draft everyone
- select a few doors and put them on hold open
- have my pawns go to these doors to make sure they stay open.
- have my pawns exit the base and place them with cover, behind turrets line of sight. (sandbags/barricades welcome)
- use a pawn with shield belt to kite invaders outside.
Turrets + pawns will take care of the invasion in no time. There will be damage to repair no matter what.
You can also put mini turrets in your base, it will draw raiders attention at the very least, allowing your pawns to attack backwards. Don't underestimate using a smokelauncher with one of your pawns and fire on your own troops with it to provide cover (just like a smokebelt, happy trigger on smokelauncher guy helps)
Melee guy in armor (flak/plate) can do wonders in a drop pod raid with short corridors and lots of cover to ambush the invaders.
In combat situations, what i do, is to have two meele guys with good shield running in zig zag in front of the enemy. They are distracted, and my guys shot them. Pure open field combat, no killbox.
They are usually not that smart and will waste their time smashing furniture.
And as others have said, the raid is usually less in numbers than a normal raid.
Gather all your folks together somewhere outside, ideally behind turrets
and don't worry if the invaders vandalise a bit.
Hopefully they pop into range of some of your guns at some point.
They might grab some loot and try to leg it, good time to chase and kill them.
I create 5x5 or 7x7 rooms around my base that consists of granite wall-embrasure-wall-embrasure-wall and have a single granite door.
When a raid happens, I can either use those rooms as 'safe' retreats for pawns caught out in the open or I can have enemies chase a shielded pawn past one of those locations while the ranged units hiding inside mow them down.
As I expand my base's outer wall, I can either leave those 'safe rooms' or I can break them down and reuse the resources.
While building, I have a larger 'safe' room in the center of my base, for those moments when the enemies land inside my walls or infestations pop up under my drills. Like a defensible town square.
Smoke is quite effective for allowing your melee units to close with ranged enemies. Instead of having a shootout down a hallway with a ranged mechanoid, I rush at them with shielded troops. If a smoke belt pops, I now have cover for my armored melee to tear up the enemy.
Lastly.... steel traps. I build 3 tile wide walkways 30-40 tiles apart (think of freeways going around a large city) to allow me to place steel traps at the corner junctions and along the walls of buildings. This allows my pawns to walk safely down the middle of the 3 tile walkway, however enemies tend to cut corners and angry animals will not notice the traps.
With enough well-placed steel traps, some battles are won before your pawns ever see combat. Steel is easily replaced with drills and trading. If you are worried about your pets stepping on traps, use the Path Avoid mod to discourage pawns/pets from walking over them.
OR
Build your structures into natural choke points.
Lots of doors. Your guys can use them, raiders can't.
Placing flower pots around corners can prevent enemies from using walls as cover, but your colonists can uninstall them and use walls. Enemies get meager flower pots as cover
DON'T store your explosives with anything else. And keep them in stacks far from each other.
Accept the fact that there will be material losses. Keep as few workstations as sensibly possible in a single room. Giant storage rooms with every crafting table possible feels and looks nice, but drops get to handle it easily. Uninstall what you can when they fall in.
Go for easy isolated kills. Proper use of doors can separate raiders and let you pick them off.
Pick engages carefully. Make sure you engage grenadiers and molatov-ers in hallways and not workshops.