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Yeah, yeah. You’re crippled by injuries and can barely move. Go back to bed. And don’t complain to me that you not wearing pants, that was your decision.
I use mortars to destroy the ship. This forces the bots to attack my base so I funnel them into my killbox. I have a side door where my granader can start lobbing emp nades. Centipedes are the most dangerous thing because they soak up damage like it's nothing.
I tried a new approach and used mortars. I saw the mechanoids stayed, but only until I was able to destroy the ship. After that, they approached. I had a granite wall around my base with groups of 3-4 turrets at the gates (distributed all around the base). The turrets act as decoys, so the mechanoids attack the turrets first instead of entering the base.
They split, so I chose the door with the least turrets and attacked the lancers first. I tried to engage them with my melee fighters (2 out of my 12 colonists). Although they had shield belts, they went down fast (not dead), but the lancers were dead as well. I rescued them with my 2 doctors (bleeding out in 3-4 hours, so it was pretty close) and continued the battle with the remaining colonists.
My second melee defense were the animals. I had 8 trained horses at the time and ordered them to attack what was left - the centipedes. Stampede. It was a tough fight, but except my two melee fighters, no other colonist was injured badly. The animals had more casualties, 2 dead as far as I remember, and 2 others crippled permanently.
I also didn't forget to wait for the morning for my attack. I only started after my colonists slept out and finished taking their meals to avoid silly behavior (going to sleep or eat in the middle of the battle) and mental breaks due to bad mood.
On my todo for the next encounter of this kind: build sandbag defenses before starting to attack ranged mechanoids. In front of the colony wall where they probably will attack. Bring one or two EMP launcher(s). Perhaps EMP traps, but these are difficult to place. Perhaps smoke launchers as well - never tried them in the past.
I didn't wait for them to enter the wall, because I didn't know which door/hole in the wall they will choose. I simply hadn't many encounters of this kind before. I didn't want them to clear all my turrets - these are a bit too expensive for just delaying the attack.
Melee enemies are best fought in a doorway with melee fighters as blocker, but as far as I see, ranged enemies can be fought in the field as long as you have some cover, decoys or meat shields like animals.
.1. My go-to is mortars.
Shoot it and let them come to you. Mortars also takes care of sieges and can help with standard mech push early that you might have difficulties with. I focus on research from the start and have mortars in year 2. You need 6 high explosive to land to kill the ship. You can expect to spend 20 or so shots. However, if you factor the loss of productivity during raid (you moving across the map with everyone instead of working), loss of productivity after the raid (everyone in medbay) and hauling bodies across the map, you will reach to the conclusion that those 20 shells are actually cheaper. As an added bonus, it also damages the centipedes so when they reach your killbox, you have an easier time.
If you don't like the high RNG, there is a mod that allows mortars to be more accurate if pawns with high intelligence operate it.
.2. Tamed Animals
Centipes are not that good close combat.You put colonist on one side and charging animals on the other side. You will lose some but that's the best you can hope for.
.3. Wild animals
I am using this quite a lot in the late game. You can use animal pulsers to drive all animals into charging rage. You will fight the leftovers. As an added bonus, you get the loot from both animals and mech.
Early game animal wins by a fair margin (to dangerous for you afterwards).
Mid game animals win and you get a decent fight in base.
Late game it depends.Either way is not a bad idea.
Very late game mechs win. You still get to loot the whole map of animals afterwards.
The only thing is that you have to build walls across the map to lure the animals to the location of the ship. Once build you can use them for future ships. Artifacts are not hard to get.
https://steamcommunity.com/sharedfiles/filedetails/?id=1901833052
(I advise https://steamcommunity.com/sharedfiles/filedetails/?id=1542019602)
It will not necessarily kill the centipedes, but if your mortars started damaging them, you add the traps damage and then there is only the killing to do with pawns + pets.
I’ve kited centipedes before with sniper rifles, but I had more rifles and fewer centipedes.
I do, incidentally, have a winding corridor o’ traps at the entrance to my base. I just didn’t have any confidence they’d do more than kill maybe one centipede and damage a few others. My experience with centipedes is that they’re ridiculously tanky. High armor, but mostly it’s high HP. Lancers and scythers tend to go down with 1-2 traps, but centipedes just soak up the hits.
Mortars are a massive help with these mech clusters. EMP rounds are a godsend just as you engage them. Be careful as some clusters drop in with anti-mortar shield. Which luckily has to go down and recharge so be sure to attack then! (haha stupid robots)
That's surprising. The last time I tried shelling a ship part with HE, the guards starting attacking the moment any of them took damage. And I found it near impossible to hit a moving force with mortars, so only the initial attack did any damage.
I had MUCH more success with antigrain warheads due the massively increased blast radius. Hence my current thinking was not to bother with mortars until I had a few antigrain warheads.
That's not my experience. What I've seen of EMP launchers is that they're helpful, but the stuns aren't remotely long enough to make it a cakewalk. They also announced "adapted" after a few hits and don't stun as long.
I've only used EMP launchers and Zeushammers. I don't know if EMP grenades are better, I've shied away from those because of the short range.
This was a ship part not a mech cluster. I've seen lots of mortar shields in mech clusters, but since I haven't invested in mortars yet this game, so that hasn't mattered so much. Bullet shields have been a problem, though.
As others mentioned, EMP weapons can give a great advantage especially in the opening moments.
Finally it helps to take advantage of lines of sight. Essentially what makes killboxes powerful, the less enemies that can see you at once, the better. Try to build in ways that would funnel them to reduce how many are able to fire on you at once.