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I do have a siren attached to a pressure plate at another settlement. None of my settlers use that exit, but I couldn't fit a fence there. So I just put a pressure plate down in the grass and it saved me having to put a guard post there.
for water-puriifier colonies like the slog and sanctuary you can use the siren to divert water energy into weapons. there are other large power consumers (spoiler needed here), same deal. rob their powers to power your heavy laser racks and rockets.
power has precedence rules i cant confirm here, but - make shortest possible wires from siren to power, and lasers to siren, and employ multiple sirens, multiple lasers, and redundant wires, if you have abundant copper
for the WATER power, add at least one pylon before power. when you use a terminal, the distance in meters is reported in diagnostics per laser or spotlight. clearly the game CAN use this as a precedence factor so im basing my guesswork off of this.
sometimes the water pumps take precedence, and i dont know the exact mechanics, but distance from power over wires might matter here. or order of creation.
having water pumps connected to a pylon is less direct as shown below
h2o <- pylon <- power ->siren -> lasers
seems more reliable than
h20 <- power -> siren -> lasers
for diverting power successfully.
settlers must physically arrive at the sirens to turn them on so you want some light turrets and some hardwired spotlights to give the hostilities some time to spin up the settler awareness, a synth raid can out-destroy siren-powered lasers before the switch is flipped.
its possible that you could have spotlights in sufficient numbers to demand an equal amount of power to power weapons when the siren flips on, but for the most part i cant see the value of sirens without large encampments of water purifiers, the economy of heavy mg turrets is good enough for small outposts without creating a more expensive power hierarchy.
but then again my defense is over 250.... lol
This is , how my security auto siren setup works..
Laser tripwire is connected to
1) Generator
2) Interval switch
Interval switch is connected to Siren
When an enemy triggers the laser trap, the interval switch jumps on and siren as well
How you all understood that :P
Oh and...YES...keep the Siren ON !
Really the Siren doesn't do much of anything useful, other than it's a quick way to group your settlers together. It's more effective than the dinner bell at getting everyone to gather up at the post.
It doesn't really provide any defensive vantage, and I don't see why it would matter even if having everyone grouped would make them more effective. Settlement attacks are usually a joke, and settlers are impossible to kill already.
It's probably more useful for arenas to set up settlers closer to cages (or away from them, since settlers can get in the way and get upset if you blow someone up or miss a shot)
Also, considering that the siren has it's own internal switch, you have to leave it on and rig it to only recieve power after a trap is sprung. Problem is, Settlers may break the system and turn the switch off, making you flip it back on every time.