Editing Mechanoid cluster
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The [[sniper rifle]], [[triple rocket launcher]], and [[doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions, you can inflict severe damage upon mech clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. | The [[sniper rifle]], [[triple rocket launcher]], and [[doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions, you can inflict severe damage upon mech clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. | ||
− | While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range, behind cover, while wearing appropriate [[armor]]. | + | While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range, behind cover, while wearing appropriate [[armor]]. You can also use a [[smoke launcher]] to further protect your colonists as they assault turrets. |
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Depending on the damage you inflict from opening salvos, and the mechanoids' behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions. | Depending on the damage you inflict from opening salvos, and the mechanoids' behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions. |