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
So for example, if you're using melee only colonists in the core game, you want to force enemies around blind corners where you can immediately engage them in melee without letting them get shots off.
If you've got lots of gunners, you generally them want behind cover in a long hallway where raiders are forced to stand in the open while you gun them down.
Turrets can be incorporated but are generally best used where their explosions cannot hit colonists, and where they will draw as much fire from your colonists as possible.
Here's a general example of a very basic one that I use for standard fights. Enemies have to crawl over the sandbags, slowing them down and bottlenecking them as they come out into optimal firing range for my gunners. Mechanoids provide bullet shields for my colonists, and my melee units are psychics who teleport high priority targets (enemies with doomsday rocket launchers, skip shields, etc.) into melee range to disable and quickly kill them.
https://steamcommunity.com/sharedfiles/filedetails/?id=3104238137
So far my use of the big turrets has been pretty lackluster, considering even tribals can just run up to them and break them with ikwas and ♥♥♥♥ lol i dont think ive ever fended off any attacks in my playtime through automated means
Generally chokepoint with cover for you and no cover for the enemy. A hallway of whatever width, with wall, sandbag, wall, sandbag, wall alternating as cover on the end your colonists are on. Walls being the best cover by a longshot makes fights incredibly onesided. Preferably with a cap at the end to prevent enemies outranging whatever weapons you use. They can look quite different depending on what tools you plan to use. Gas chambers? Fire? Giant Diablos hellcannons? Bunch of doors to swarm with melee? Long range? Short range? Traps? Exploit glitch boxes that can invalidate essentially infinite enemies and make having raids turned on pointless?
The cover is terrible in the example from hunter. Wall cover is important and lacking it offers nothing to that design that I can see. I don't believe it would effect the firing from the backline mechs and it doesn't look wide enough for it to be an issue with los from the gunners. Wider does require a curve to the killbox to make full use of walls which gets complicated. How crawling over things works got changed as well so once they get past the first barricade they'll actually stop being slowed until they touch flat ground again. They just run along the flat surface on top at full speed. Oddly open doors actually slow someone however even stacked directly in front of eachother. Quite a bad example overall as far as teaching goes.
The Decoy skill forces all the mobs to attack the decoy instead of your people, so you can just meet the enemy in the field and distract them while you mow them down.
If I played on higher difficulties and/or with more hostile factions I'd most likely be screwed.
Unless perhaps I got a map with some conveniently placed deep water, but that's not terribly easy to find.
The real downside is that barricades and sandbags block some of the smaller animals from being able to freely enter, causing them to attack my barricades. Not that you particularly need a killbox to fight manhunters.
Walls are kind of a complicated issue. They're 75% cover instead of the current 55%, but at the cost of disabling different defensive groupings and causing LoS issues depending on the angle. Different enemies need different tactics, and using walls can cause problem for skip shields and skips in general. I would argue it's not quite as cut and dry as 75% v 55%.
Have you considered just having a caster spot one or 2 tiles up? If you place the walls right line of sight should be a minimal issue.
If you want to stop them flooding in its just making sure you activate their collision so they can't walk through eachother. Please don't lie to a newbie and say this slows anyone though because it doesn't. They move full speed over all that, slow down it does not.
I do think a less tech and psi cast reliant design would be far more helpful to actually be educational. If you copy pasted this into industrial tech without psi casts it'd perform poorly compared to a more generalist design. I highly doubt It's a particularly useful educational tool.
https://youtu.be/eTJf0-pusxQ?si=EvThWWEAWjDrtpNI&t=340
Is a decent explanation starting at 5:40