Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Not always the most elegant solution, but when combat often leads to colonist death, I find these tricks work. If available, I’ll also set up automated turrets to harass them. Even when I don’t have them researched, I occasionally scavenge turrets when out on faction missions. If you can cut off their power supply without destroying them, you can take them with you.
fire also can work well, molootovs, and stick bombs, ieds are also quite good
i kinda didnt think of traps. i tunnel visioned of getting rid of the ships and then deal with the guards. maybe its easier to lure them into trap ridden area. i shall try!
when i found my first armored unit in CE it was just a knife dude with a riot shield (think montagne from rainbow six siege) and i was using armor peircing assault rifle ammo, i had to fully destroy his shield (get it to zero hitpoints from the damage it took) before i was able to kill him.
and centipedes and even lancers have more armor than that. your turrets and smgs wont do jackdiddly squat
i did consider the flamethrower option but since flamethrowers have typically a very short range (i think even some shotguns have more than that?) that would spell certain death to anyone trying.
sure you get a burst off and do some damage but the salvo from the heavy charged blaster that is sure to follow would shred anyone standing that close.
my colonists currently wear cloth, not powered armor
also why would you think they could fire the charge blaster before you can fire? ive used this without power armor (i couldnt use power armor because the temeprature was -100c) and it still worked fine against centies
also flamethrowers do tons of damage when you use fully auto mode, like disabled in one burst damage
i have no experience with flamethrowers vs mechanoids so i shall bare that in mind :)
i usually use them to fry raiders
Maybe Incendiary Mortars? Or SUPER-LONG range turrets with Incendiary ammo? Not that I have time to build them for this particular encounter.
or do this, tame rats then let the turrets ran out of bullets
imho its very overrated as they have a high chance to adapt early on,often after the first hit.
and after that,your EMP wont do anything at all to them; see my original post.
Just started building my first sets of Anti-Material Rifles and Charge Sniper Rifles and a few Mortars and Flak Cannons..... but NOW my drunk pets have started using ambrosia so I have to go put out that fire first. These Animal Bionics for liver/brain damage are starting to REALLY be a drain on resources. Have that Animal Logic thing but still: drunk dogs and cats using space-opiates. What an unusual game.