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another thing is your opening needs to be a longer hallway because if you've noticed attackers tend to bunch up and come out of the hallway in a blob but if you make it longer and fill it with sand bags they 1, will take longer walking through it. 2, wont be able to hide because the ai can't stop on a tile a sand bag acupies.
finally note the range of your turrets and try to make it so that they curcle the exit of the hallway at the farthest range you can.
so in short.
1.make the kill box a kill curcle.
2. don't block the line of sight of your turrets with walls.
3. make sure the opening is longer so the enemy has time to 'stretch out' so to speak.
a final note. your really missing out not having a spot for your pawns to shoot from unless there is something i'm not seeing like a secondary kill box some place behind this one.
I'll play with the circle idea later today, but you are saying don't do the sawtooth formation? How do I protect other turrets from one turret blowing up in that case?
While I have the best pawns in all the galaxy (any other opinion is wrong lol). MMy goal is to limit their exposure to the front line and only use them for anything that actually gets in the base. I have pop-ups in a few places to act as decoys in those cases.
This will allow you to boobytrap your killbox more efficiently. The walls on the side are also a huge liability as enemy raiders can use them as cover once your turrets are destroyed.
Similarly you need something to force enemy raiders to move forward or else they'll use your entrance wall as cover. A two wide entrance also lets raiders pour in really quickly. A single tile wide killbox entrance really bottlenecks them and lets your turrets deal with the frontline threat rather than letting them get overwhelmed.
I use a variation of this for most bases and it works fine. I haven't had to fight more than 27 centipedes simultaneously with it, but it works up to that many if you have decent colonists with good guns and psychic powers.
https://steamcommunity.com/sharedfiles/filedetails/?id=2148087258
Edit: I've also seen a lot of modern killbox variants that fill the hallway and entrance with debris rocks. This likely works better than my method of using sandbags/blockades. Rocks likely force raiders to move forward rather than allowing them to stop and shoot. Enemies walking on sandbags or blockades will generally move forward but can stop and fire from on top of it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2148178967
Why slow the raid coming through the entry way down when you can kill and maim many of them instead with traps? Or use traps and sandbags, either way kill, kill, kill ;)
Make your entry corridor two cells wide and then fill it with a zig zag pattern of steel traps.
Killbox:
As for your turrets, don't rely on turrets alone. Support them with your own pawns (you have 16 of them!). Have them shoot from cover of doorways with melee in front and your ranged shooters standing directly behind. The turrets will draw aggro from the raiders, allowing your shooters (who will do more damage anyway) to fire at will.
Think about turret spacing too. You don't want them too close together or else if and when one of them explodes, the blast radius will damage or destroy any turret adjacent to it too.
Kill the melee before they reach your turrets?
The point being - If melee units, presumably shielded, are reaching your turrets so they can beat on them, then you can't ask them nicely to stop doing that... You have to kill them before they can start beating on your turrets.
You've got "turret overkill" going on, there. No "kill maze" with all that effort at planting turrets? Why? Build a maze that has a passage two squares wide, so your own colonists can reset the traps without having to walk on them. At the entrance to your "kill zone" place some sandbags in the passage. Not so the enemy has firing positions, but so they can not stop there and use the walls of the opening for cover - Enemies can not stop moving on top of a sandbag.
Not one fire-foam popper? Why? Those will save you a lot of costly trouble for little expense. And, they'll temporarily short out all shield belts in range... ;) Doesn't that sound nice?
A couple of IEDs in the middle area, preferably next to a sandbag or a wall segment to lure enemies right to that safe looking, but mined, "cover" would be nice, too. A one-segment wall with a roof around it would be extra-special - The resulting collapsing roof would do extra damage after the IED went off and blew away the flimsy wooden wall segment holding it all up. Just make sure not to connect that roof to the supporting walls of your kill-box.
Some snipers and Bolt-Action Rifle users at the far end should have enough range to do some serious damage when raiders first enter and any that pause to attack turrets should be easy targets. Set up some firing positions.
at the stage of the game he is in traps are a waste of resources. I mean you can still use them but your gonna be lucky if your traps kill even a single enemy do to all the advanced armor and or mechinoids.
Firefome poppers is always good. Snipers are good too but honestly some high quality autimatic guns are better at taking out waves.
Every trap you decide to not put down is one less trap the enemy has to worry about. At that stage in the game, if he's worried about "trap resetting/building" resources, something is... wrong. (I haven't played in awhile, so if some major changes have been patched in I'd be ignorant. But, I've never been upset about building even just wooden traps. Slowing down the enemy with injuries so they'll take more hits as they hobble towards your pawns is a pretty valuable thing to do.)
On weapons - Sure, HQ weapons of any type are good. I was only thinking about range and protecting his colonists. With all of those turrets firing, it's not volume of fire he needs, it's accurate heavy hits to take out specific targets. Those Raiders are going to be eating fifty kinds of lead from thirty different directions, but none of that is going to be working intelligently to single-out those melee specialists trying to beat on turrets. (Putting in a mix is a good idea, but range, accuracy, and heavy hits can't be ignored if he wants to take out specific targets.)
Then again, land mines are "To whom it may concern" too and are pretty effective. :)