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Also, I use a mod that allows you to build sandbags out of cloth or leather. I think it's called Better Sandbags.
Some people also do SWWSWWSWWS where two people fit behind a wall and (optionally) one person fits behind a sandbag. In my opinion, there should be an option to make sand out of stone chunks (sand is just crushed rock, isn't it?) and then sandbags should then require sand and cloth. In my opinion, at least. I don't do computers well enough to able to figure out how to mod.
Sorry to post 2 comments in a row, your new question didn't exist when I posted my other answer. Walls will give a better bullet cover %, which is why you put them behind the wall in the WSWSW set up. I believe walls give 75% cover and sandbags give 65%, while stone chunks give 50%. There are several factors that go into shooting accuracy, and I don't know how much cover affects hit chance, but it is certainly significant enough that some people use valuable time in the beginning of the game to do controlled burnings of forests and haul stone chunks large distances to get rid of cover for the enemy.
To find the number for any item, select it, then click on the i for info in the window in lower left. Should be listed.
Because they will only be temporary cover more often or not. You shouldn't plan on having your pawns fixed behind cover anywhere unless it's in a doorway that they can duck behind.
If you stick to static cover such as a wall or a sandbag, then you're allowing your target to get a good firing solution, possible flank and of course there's the shielded melee coming to lop off your limbs. Stay mobile ;)
There's a reason my profile picture is a terrapin. I ALWAYS try to go on the defensive side of things. Offense is a last resort used only when the sake of the whole colony is a stake. But melee people seem to be offensive by nature - you usually don't put melee guys behind sandbags to eliminate an enemy force. So what I do with my melee guys is put them behind my ranged attackers, and when any fool tries to hop into my bunker, if they aren't cut to pieces by traps/gunfire then they are typically finished off by my ikwa wielding colonists. The only exceptions to the "no offense" rule is when the enemy is retreating and injured/elderly raiders fall behind and get killed/downed, and the unlikely chance that I get a shield belt, which has only happened once because even 5 years in not a single pirate has acknowledged shields exists on Cassandra Rough.
My bunkers don't really allow for flanking - they are double, sometimes if overkill is required then triple thick walls, with the hardest stone of my map tile on the outer layer and the most common/second strongest, typically sandstone or limestone, being the majority of the rest. This means that unless sappers are brought in, the raiders have to go through the sandbags to get to my colonists - they aren't too keen on busting down walls by hand if they don't need to. This strategy of creating artificial choke points and then armoring them to the absolute extremes rarely fails from the few times I've gotten them up and running. The combination of this being mad expensive/time consuming and my lack of colonies that I've really put quite a bit of effort into means that I've seen limited use of this "turtle" strategy, but it seems to be very effective, despite the fact that raids will and have gotten insane from the wealth boost. I also only really perfected it recently, and since then raiders have just become a caravan of sorts - I trade a bit of medicine and a small amount of land(graves) for more colonists, armor, and weapons.
https://steamcommunity.com/sharedfiles/filedetails/?id=722085442
Also, don't forget turrets. Turret behind cover can be a great distraction, even if you don't use turret mods, allowing you to snipe enemies while they are busy with them, or to get opportunity to flank.
The best cover is to not even engage in combat though. It's very possible using traps, turrets and mortars to not have to expose your colonists to any direct combat in the vast majority of situations.
Another thing is that its better to force the enemy to clump up for the same reason. Also if someone shoots and misses, the bullet has a chance of hitting structures or people in neighboring tiles. So if the enemy is close together even missed shots can still do damage to the attackers. This makes burst fire weapons a really nasty present for receivers in tight quarters.
I wonder if building long corridors without roofs would be a good idea since your guys can shoot from doorways and retreat if melee get too close and its impossible to be flanked in a corridor. It also naturally leads to the enemy clumping up. You can add turns in the corridor so your guys are always firing at ideal weapon range rather than being vulnerable to long range weaponry. Though if it's too long they'll just blast through a wall.
Choke points like that can also be filled with enough traps to make sweet seem sour.