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As it turns out, your enemies take twice the damage from incendiary weapons so equip all your pawns with LMG with AP-I. Any other gun is not high enough calibre. With marine armour, they take little damage. If you keep your pawns behind embrasures, helmets are most important. If any enemy manages to ever get close enough to attack you in melee, dont melee back, just shoot them at point blank range, fully automatic unless its in front of another colonist then burst fire otherwise it will cause friendly fire.
Use mechanoids. Tesserons in embrasure bunkers are highly effective. And use a diabolis to get all the enemies bunched up around it instead of attacking your base, and activate its flamer. Dont bother with any turret other than the KLV machine gun or heavy turret.
Originally I thought it was overpowered, but that was before I knew about incendiary weapons.
And using shotguns such as militors, is buckshot or slug better at shamblers? What about the little toughspikes?
I think this is very important
Yes toughspikes are irritating but that is partially the intent anyway, to force you out of bunkers to clear them if you don't want to have them burning through your ammo for the next week. Promethium fire or just going out and finishing them off will also work.
@2962342497 I've added a overview of the changes to the description, but may move it to discussions as there is quite a lot.
As for the toughspikes, you better have the resurrect enemy mechanoids mod and take every centipede burner on the map