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I will check how it work, when my soldiers will be ready, and share results~
He doesnt like to make cringe maze
DLC:
Biotech Mechanitors are very useful for providing frontline cannon fodder in the early game, and mobile shielding in the late game. Makes it much easier to fight when a killbox is not available.
Biotech Sanguophages (or any genotype with the relevant archogenes) are much less likely to die from organ loss, providing a safety cushion if they get shot.
Royalty Psycasters can apply a little Berzerk to distract raiders. You won't get shot if they are too busy shooting their own guys. There's lots you can do with Skip too.
Ideology Shooting Specialists have ~50% aim time. Combine with trigger happy to have no aim time at all. Recoil and cooldown is still a factor. This can be used to "Aim" psycasts, doomsdays, miniguns, snipers, jump-packs, etc. nearly instantly.
Vanilla tactics from Youtube:
Adam Vs Everything: He plays Rimworld like an RTS. He plays no pause, and occasionally attempts additional challenges like no walls, melee only, etc. He uses kiting, peakaboo, massed fire, and treats his pawns as disposable.
Francis John: He also has some weird playthroughs. One of his favorite late game setups is Invisibility Psycaster + Trigger Happy Shooting Specialist + Doomsday + Drop Pod. It's expensive, and very lategame, but it is the fastest way to deal with human raids. In the early game he usually rushes psycasting, since it adds combat options without increasing wealth.
https://steamcommunity.com/sharedfiles/filedetails/?id=2941974740
Plus it can mine AND kill ennemies AND it is the last tower you ever build
Also you can always go into options of storyteller and reduce threat scaling a bit if it's getting too ridiculous.
If it's anything like I read months ago, then this should become a mandatory mod for every game.
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currently playing a medieval mountain playthrough and the wall is just a small front area, instead of large rectangle around the base, but later i'll chip away the mountain to accomplish this. For now I use lots of traps + these type of mods below
With this mod, raiders often carry their downed friends with them as they flee
https://steamcommunity.com/sharedfiles/filedetails/?id=2879457494
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ALSO there is one more mod that makes raiders flee when they are injured a bit, but can't find its name right now (sorry I looked but 300+ mods)
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BUT, I do use a couple mods that make it harder to kill, such as this one
https://steamcommunity.com/sharedfiles/filedetails/?id=2260055393
can't remember the other ones
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enjoy