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In any case, you can improve efficiency by having more animal haulers as well. Using electricity instead of pawn power where possible (i.e. lights not torches, electric stove not wood-fuelled). Flooring your common routes helps efficiency as well. Keeping items close to where they're needed when possible (i.e. a shelf of fresh food in the kitchen cuts down on trips to the fridge).
I use heavy armours on important pawns that are good combatants, but the cost (in efficiency, in acquiring the armours, and also how it heightens colony wealth leading to stronger raids) can't be offset enough to put them on everyone.
Flak vest and full devilstrand is what I put on most pawns.
Trooper armor does not give any movement debuffs, and defense wise is between flak vests and marine armor.
My general workers get devilstrand pants/shirts/boots/gloves, trooper armor (flak vest early game), and a hat/coat appropriate to the biome.
My soldiers get devilstrand pants/shirts, some form of marine armor (cataphract, grenade, phoenix, locust, whatever), marine boots, marine gloves, and the appropriate helmet. Snipers or ranged assault fighters might also get Trooper armor for the movement bonus - in which case they also get a duster for their Overcoat.
Slaves (if I take any) just get their collars/straps/pants.
Some people also build an armory near their main gate for their fighters to go and gear up in when a raid arrives. While this gives you unfettered movement speed most of the time you'll start to notice issues when you forget to have your pawns grab their gear, or during drop pod raids when they don't have time to arm up.
Everyone else generally gets vests or trooper armor, and whatever I feel like giving them otherwise. Because, the way I figure it, if my melee people can't hold then I'm already screwed and up-armored my shooters just meats it takes more time for my forces to get overwhelmed. This is where the whole "he who runs away lives to fight another day" ideal comes in: if my melee defenders and static (turret, etc) defenses are looking to get overrun, I have everyone else run back through my base and out an escape tunnel/back door... usually with one person setting an IED trap next to my mortar round stockpile before booking it.
Unless you can block all line of sight or force the target into melee, all colonists will be hit equally.
I wear Marine armor 24/7 because late game I'm sitting at desks and deep drills and the furthest I need to go is the end of the psychite fields; the dogs will fetch anything beyond that.
If it's a mech cluster I'll mortar them with EMT (if shielded) and then Explosives. If it's a siege mech where they break through walls, I hide around a corner of the wall they are breaking through and can usually gun them down before they run back for cover.
If it's a human raider crew with mortars I rush out there or mortar them before they get set up. I've got 12 mortars set up I think? It's around 12. Probably more.
If it's a human raider crew of multiple groups, My wall is all the way around my colony. It has a one hole opening, no kill box. I do similar to the ones that break walls and just hide around a corner.
If it's multiple groups breaking through walls on both sides, that's kind of devastating, but it's rare. I may lose one or two, but I don't get attached to colonists.
So here's a pic of the corner I'm talking about. I don't even do a kill box. Sometimes they'll get a shot off, but nothing crazy.
I usually build pillboxes/bunkers: alternating embrasure (or sandbag) with a solid wall. Then solid wall sides and rear with a steel (or plasteel) door. Usually 7 x 4 or so. I tend to space these within support range of each other all around my base. That way, as my base expands, old pillboxes stay where they are to be used as fallback positions.