Judgment: Apocalypse Survival Simulation

Judgment: Apocalypse Survival Simulation

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keylocke Oct 2, 2020 @ 4:35am
Chokepoint Tier5 base design.
just sharing this before i forget.

i've been using a similar (more elaborate) design in rimworld (as far back as alpha1).

https://steamcommunity.com/sharedfiles/filedetails/?id=2245584030

the gist is to block enemy sight (making range of enemy snipers worthless) and force them to pass through a chokepoint towards a killzone of concentrated fire (killing tanks in less than a second) .

keep your troops at least 5 tiles away from entry tile (keep away from AOE attacks). the closest 6th tile from the entrance i placed defenders with best armor/shields behind cover, surrounded by healers/dps. the defenders bait all the attacks from the enemies.

the plants and the grave block movement without giving cover, the design is to make enemies turn corners to slow them down, instead of letting them walk in a straight line to the exit.

the advantage of this design is simplicity, light on resource, and it does not impede on the movement of your own colonists.. while at the same time providing a strong defense.

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other notes before i completely forget.

i don't get the samurai.. even with charge and disappear, they're weak tanks and weak melee dps (even with chainsaw/eviscerate).. coz trying to get from point A to point B in urban maps is like an exercise in futility, and when charge/disappear are gone, they're just excess weight.

defenders can do the same thing, except way better coz they got better skill trees. not to mention that melee characters are the slowest to level up in combat. since the team does not seem to share XP, so the snipers/beam cannons get most of the kill count and xp... even though they're already level 10 and doesn't gain any levels from it.

worst thing is that the spawning algorithm keeps spawning samurais to "balance" out the professions. which means you need to either spend time/resources to mutate their souls (which will likely give you another weak profession or the exact same profession), or just kill them and hope the game spawns a better one (which is essentially like the latter, just faster and cheaper). a heck of a lot more frustrating than ordinary RNG.

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as a workaround, apparently you can duplicate "unique" characters just by renaming them, the game will inevitably spawn a new one of the character you just renamed. so something like :

1 dave(kickass) defender, 1 theon (for map speed) 7 range minigunner scout, 2 buffy sniper fighters, 3 buffy beam cannons

overkill taskforce, is entirely feasible.

that's all.. moving on to the next game in my backlog.
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corisai Oct 27, 2020 @ 9:43am 
About samurai - while I would agree that they're useless as fighters in same time they're best farmers. Farming skill + Scouting (+10% move, +1 range) & angelic bow (+15% move, 6 range -> 7 with talent). They can even get archery or damage so would be adequate at base defense.
keylocke Oct 28, 2020 @ 2:18pm 
Originally posted by corisai:
About samurai - while I would agree that they're useless as fighters in same time they're best farmers.

that was exactly what i used kenshin for. (like i said, i kept all unique NPCs)

farming and crafting was all what my samurai did.

as for base defense, his contribution was negligible. after all you can only max out 3 skills, 2 of his skills are maxed for farming and crafting. so it didn't really leave enough for combat.

thankfully i got a badass group of buffy clones in my attack squad, them ladies can defend my fort with just 5 of them + dave the punching bag tank behind cover + theon the machine gun scout.

seriously, base defense against late game tier 5 hordes? all i need was 7 people.
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