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
Basically never used traps outside of these two situations, and I'm fairly sure they're inefficient
Deadlife IED is a gamechanger though, easily the strongest vanilla security device
How exactly is it used in an effective manner?
Whenever you don't want to deal with a raid yourself, you send a colonist to pop the IED and the raid will be stopped and murdered when passing through the corpse room
It doubles its own size whenever a raid is coming since you add the raiders corpses to your own, and soon enough you have armies of 100+ shamblers that can take care of anything non max-size easily, and most max-size raids too, the strength depends on which type of corpses you're using.
It's 40 bioferrite to negate a raid. You have to do some hauling, you have to find ways around lung rot, and the occasional fire during a raid may reduce your corpse army, but apart from that it's ridiculously stronger than anything else for a cheap price
It's also RIDICULOUSLY heavy on the uranium consumption. I don't know if i've EVER seen anyone else use more than maybe 3 uranium slug turrets in their killbox. This currently has 9, and it USED to have 10 or 11 but the last two were placed wrong and got sniped by needlegunners after running out of ammo.
https://steamcommunity.com/profiles/76561198177830815/screenshot/2483249507260432411/
I MIGHT even strip the limited anti-bunchup stuff that's currently in front of it, having more enemies at once is almost a benefit because more of the turret shots will actually hit an enemy.
- spike traps
- IEDs
- turrets (mini, uranium slug, auto, rocket swarm, foam)
Honestly, the DLCs don't add much more, save for low-shield packs.
And I do love my flesh beast summons.
Doesn't generally last long though, once I can craft a single molotov I'd have a perimeter wall and a firebox ready. That takes care of most of the human raids, only having to replace the straw matting after every raid so it's not that much of a work. I build two different internal firing position, one for the longer range weapon and another for EMP and chain shotgun. Much later there'd be uranium slug turrets primed to shoot at the firebox exit, ready to blast centipedes whenever they come around the corner. Just gotta make sure to hold fire while the faster mechs are coming.
Never really use traps after my first run. A bit too unreliable for my taste, and both the work and resources taken to replace them are absolutely craycray. I did put some aggressive spike trap corridors for early opening of ancient dangers, but more often than not I keep pushing it off until I suddenly realized that I got enough guns to trivialize even the hardest of the potential foe.