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{{for|defensive constructions against threats|Defense structures}} | {{for|defensive constructions against threats|Defense structures}} | ||
− | Getting attacked, whether by tribals, pirates | + | Getting attacked, whether by tribals, pirates or hordes of angry animals is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony. |
This page details different tactics for defense and visualizations of them, applicable to most stages of the game. | This page details different tactics for defense and visualizations of them, applicable to most stages of the game. | ||
− | = | + | == Raiders == |
+ | |||
+ | === Behavior === | ||
+ | |||
+ | [[Raider]]s will attack randomly chosen constructed objects, colonists and colony [[animals]]. They will not attack natural rock walls (not the case for sappers), non-hostile wild animals or unpowered turrets. They will also attack [[prisoner]]s if they are captured from their enemy factions. | ||
+ | |||
+ | They usually set fire to crops in growing zones, [[power]] generation or conduits, and other production buildings. They will melee attack furniture, doors and walls. They also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets. | ||
+ | |||
+ | Raiders will prioritise firing on colonists or turrets that are actively engaging, but will otherwise attack random objects, meaning you can put doors or walls near your defenses to temporarily distract them. | ||
+ | |||
+ | If humanlike non-mechanoid raiders are unable to defeat your colony in time, they may give up. Normal raiders will give up between {{ticks|26000}} to {{ticks|38000}} after the raid begins, while sappers will give up between {{ticks|33000}} to {{ticks|38000}} after they begin the attack. | ||
+ | |||
+ | === Preparation === | ||
+ | |||
+ | Humanlike raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. | ||
+ | |||
+ | === Equipment === | ||
+ | |||
+ | Raiders spawn with randomized equipment depending on their weapon and clothing budget and their raider type. | ||
+ | |||
+ | ==== Apparel ==== | ||
+ | |||
+ | [[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[armor vest]]s to full sets of [[power armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. <br> | ||
+ | Tribals always come in [[tribalwear]], with some in [[war mask]]s or [[war veil]]s. | ||
+ | |||
+ | In cold environments, both will come in wearing [[parka]]s or [[tuque]]s, protecting them from temperatures of around -40 to -50°C, sometimes up to -110°C if they wear wool parkas. They don't usually come in wearing [[duster]]s or [[cowboy hat]]s in hot areas, making them vulnerable to the heat. | ||
+ | |||
+ | They tend to wear leather, [[cloth]] or [[synthread]] clothes, which don't provide good protection, and less commonly the more protective [[devilstrand]] or [[hyperweave]]. | ||
+ | |||
+ | While mid-late game pirates usually come with around 40% - 60% sharp protection, with quality apparel you can push yours to have more than 100%, giving you the upper hand. | ||
+ | |||
+ | ==== Weapons ==== | ||
+ | |||
+ | Pirates spawn with most weapons in the game, whatever their faction is willing to provide them. | ||
+ | <br>Tribals usually come equipped with primitive weapons, but can sometimes be seen with captured high-quality melee weapons as well. | ||
+ | |||
+ | Weapons are assigned at random, meaning that more often than not raiders don't get to use a weapon appropriate for their skills; brawlers can often be seen charging into battle with a gun and a -20 mood penalty, supported by skilled shooters which try to shoot with a melee weapon before giving up and charging in. <br> | ||
+ | However, some classes of raider always come with the same (category of) weapon. For example, mercenary snipers always use sniper rifles, grenadiers wield some form of thrown explosive and tribal archers always use neolithic ranged weaponry. | ||
+ | |||
+ | If you have your colonists equip suitable weapons according to their skills, you already have an advantage over the raiders over this point. | ||
+ | |||
+ | ==== Drugs ==== | ||
+ | |||
+ | Pirates or Outlanders may utilize some form of combat-enhancing drug, namely [[go-juice]], [[yayo]] and [[luciferium]]. They will usually start off addicted to them, and will carry some in their inventory which is dropped upon death. They may also use multiple drugs, disregarding the risk of overdose. | ||
+ | |||
+ | These can reduce the amount of the pain received, making the raider last longer in battle before going down. Increased movement speed also allow raiders to get into position earlier, and brawlers to harass your defenders more easily. | ||
+ | |||
+ | *[[Go-juice]] is an excellent combat drug that makes the raider much more efficient in battle. It eliminates 90% of pain, gives a 30% movement speed buff, and a 10% consciousness buff for more accuracy. The raider is almost guaranteed to fight until death, or the rarer case of incapacitation through a shattered spine, severe brain damage or removal of both legs. | ||
+ | **It's almost always more worth it to use body part-destroying weapons such as the [[Sniper rifle]] to kill them, as Go-juice does not reduce the actual damage they take. | ||
+ | *[[Yayo]] grants a 15% buff to speed and eliminates half of pain received. Enemies under the effect of yayo are more durable against damage not concentrated on a vital body part | ||
+ | **It will take more hits to down them, and more likely the raider dies first due to lethal damage, but is still possible. | ||
+ | *[[Luciferium]] grants a wide range of buffs to the user, from increased organ function, to slight movement speed and consciousness buffs, to reduced pain. | ||
+ | **It's more troublesome to capture addicted raiders since you'll need to regularly feed them luciferium to sustain their lives, which is very expensive and hard to come by -- it's usually more worthwhile to just strip and finish them on the spot. | ||
+ | |||
+ | == Battle tactics == | ||
+ | You can face off your opponents by employing a variety of clever tactics. | ||
+ | |||
+ | === Flanking and Surrounding === | ||
+ | |||
+ | To flank enemies, have some defenders approach enemies from the sides or the back instead of concentrating fire on the front. To surround them, attack from all sides. | ||
+ | |||
+ | Enemy ranged units often stay in the same spot when engaging your colonists, and they tend to have effective cover facing one direction only, making them vulnerable to flanking. Flanking enemy ranged units can distract them and cause them to lose their cover advantage with attacks coming from multiple sides. While this makes you lose the advantage of high-quality cover, it is balanced out by the enemy's loss of cover. | ||
+ | |||
+ | This works best against entrenched ranged enemies attacking you from one side. They should be occupied with attacking frontal targets so you can creep up to them to unload lead on them from another angle. It's even better if you pair with melee to tie them up, buying time for your soldiers to get into position and preventing them from moving into new positions. | ||
+ | |||
+ | Rounding up any fleeing survivors also becomes easier if you have someone (especially melee fighters) blocking off escapes from behind. | ||
+ | |||
+ | ==== Moving in ==== | ||
+ | |||
+ | While moving in you need to make sure you stay far enough away from enemies, and directly right-clicking on the destination will nearly always result in a path that crosses with the enemy. | ||
+ | |||
+ | This can be overcome by '''shift-clicking to form a path for the pawn to follow''', making sure to keep sufficient distance. | ||
+ | |||
+ | Shield belts, drawing enemy fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in. | ||
+ | |||
+ | ==== Wide arc flank ==== | ||
+ | |||
+ | This tactic is about scattering your fighters in a wide arc facing your enemies. Rather than huddling together behind continuous lines of cover such as lines of rock chunks, each soldier should be taking cover on their own, and be able to shoot straight at the enemy without anyone else in between. | ||
− | + | This gives more flexibility in positioning as well as greatly reduced vulnerability against explosives or collateral damage. Engaging your flankers also results in enemy fire being scattered, so focus fire won't take down anyone easily. | |
+ | |||
+ | You can deploy shielded colonists to draw fire effectively from your gunners, though they need to be arranged carefully so as to be able to tank without taking friendly fire. | ||
+ | |||
+ | Perfect against preparation raids or in-construction siege camps when you can't use your static cover and they won't directly attack your base upon arrival. However if the enemy has a significant cover advantage (such as sandbags) then this tactic may not work out in your favor. | ||
+ | |||
+ | === Spacing out === | ||
+ | |||
+ | Each colonist should ideally '''stand 1 tile away from other colonists''', thus reducing the chance of enemy bullets hitting somebody else after missing the original target, which deals a lot of damage to static grouped up defenders. | ||
+ | |||
+ | Explosives will also hit fewer people this way, though there are better countermeasures than simply spacing defenders apart. | ||
=== Melee tactics === | === Melee tactics === | ||
− | Melee soldiers are a useful asset in your colonies, if used correctly. They can | + | Melee soldiers are a useful asset in your colonies, if used correctly. They can bring disruption against ranged enemies, or fight off invading brawlers charging into your lines. |
− | + | Ranged attackers shooting behind cover from a distance could be a pain to deal with for your own ranged forces, while melee attackers can get close enough to deal heavy damage to the ranged defenders. | |
− | [[Shield belt]]s and good armor | + | It's best to equip your melee colonists with [[Shield belt]]s and good armor to protect against heavy fire from both sides and distract the ranged attackers. Melee attackers without the protection of shields are highly vulnerable to gunfire, even if heavily armored. Before battle, hide your melee attackers so that they remain hidden until all enemy melee attackers are engaged in battle, or put them in line in front of your gunners for quick deployment and damage absorption. |
− | Friendly fire is a serious issue in hand-to-hand combat, as you can easily hit your own fighters | + | Friendly fire is a serious issue in hand-to-hand combat, as you can easily hit your own fighters. |
==== Melee sortie ==== | ==== Melee sortie ==== | ||
− | This tactic involves using a small element of melee colonists to | + | This tactic involves using a small element of melee colonists to ambush enemy ranged attackers and take the heat off your own gunners. |
− | + | Sending groups of melee attackers against enemy shooters can cause great disruption, because being engaged in melee interrupts ranged attacks, prevents further attacks from occurring and lowers movement speed drastically. It can be used to take down annoying long-ranged snipers or small gunner groups, as when forced into melee they can only fight back with makeshift melee attacks with their guns, which are woefully inadequate against a dedicated brawler. | |
+ | |||
+ | Charging at entrenched ranged attackers also diverts their attention from your own entrenched forces to your charging brawlers. | ||
==== Melee rush ==== | ==== Melee rush ==== | ||
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Melee rushing is the tactic of sending your melee attackers to engage hostiles all at once, rather than focusing on shooting them down or sending small parties to take down troublesome enemies. | Melee rushing is the tactic of sending your melee attackers to engage hostiles all at once, rather than focusing on shooting them down or sending small parties to take down troublesome enemies. | ||
− | Melee rushes can work alone, especially with quality equipment; well-equipped melee rushes can hold off an attack and cause raiders to flee despite being slightly outnumbered. They also attract a great deal of friendly fire from the | + | Melee rushes can work alone, especially with quality equipment; well-equipped melee rushes can hold off an attack and cause raiders to flee despite being slightly outnumbered. They also attract a great deal of friendly fire from the pirates, as they try to shoot down your brawlers, hitting their allies in the process. |
If you aren't afraid of friendly fire, it can be combined with a firing squad from a distance for devastating effects. The brawlers cause chaos within the raiding party while the firing squad lays fire to destroy them while the raiders are trying to cope with your brawlers. | If you aren't afraid of friendly fire, it can be combined with a firing squad from a distance for devastating effects. The brawlers cause chaos within the raiding party while the firing squad lays fire to destroy them while the raiders are trying to cope with your brawlers. | ||
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==== Peeling ==== | ==== Peeling ==== | ||
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Trained animals automatically peel for their assigned masters, if 'Release animals' is Off. The animals will attack any hostiles coming close rather than straying off to attack distant targets. <br> | Trained animals automatically peel for their assigned masters, if 'Release animals' is Off. The animals will attack any hostiles coming close rather than straying off to attack distant targets. <br> | ||
− | Setting 'Release animals' to On right when | + | Setting 'Release animals' to On right when a colonist in distress near the trainer causes the animals to swarm the attacker, peeling them off. |
Peeling is a relatively high-risk activity, as you are trying to put a pawn at risk in return for allowing a pawn at greater risk to escape. Peeling pawns should be expendable or decently armored. | Peeling is a relatively high-risk activity, as you are trying to put a pawn at risk in return for allowing a pawn at greater risk to escape. Peeling pawns should be expendable or decently armored. | ||
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Shooters can fight off small animals quite easily with melee, so have them fight back instead of letting the animal chew them to death. | Shooters can fight off small animals quite easily with melee, so have them fight back instead of letting the animal chew them to death. | ||
− | Melee attacks with guns are a viable alternative if your colonists are adept at melee combat and the guns don't fare well at touch range. Since they don't usually emerge victorious from a 1v1 melee fight unless there is a massive skill gap, have someone else join in the fray, be it a brawler or gunner. | + | Melee attacks with guns are a viable alternative if your colonists are adept at melee combat and the guns don't fare well at touch range. Since they don't usually emerge victorious from a 1v1 melee fight unless there is a massive skill gap, have someone else join in the fray, be it a brawler or gunner. <br> |
− | === | + | === Blocking enemies === |
[[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]] | [[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]] | ||
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Blocking can be used to slow down prison breaks, seal off escape routes for enemies, or more aggressively to devastate melee only raids, detailed below. | Blocking can be used to slow down prison breaks, seal off escape routes for enemies, or more aggressively to devastate melee only raids, detailed below. | ||
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− | |||
==== Melee blocking ==== | ==== Melee blocking ==== | ||
− | When faced with a full melee attack, instead of engaging enemies on the frontline, '''retreat behind your walls, and open doors to use as chokepoints'''. Leave up to | + | When faced with a full melee attack, instead of engaging enemies on the frontline, '''retreat behind your walls, and open doors to use as chokepoints'''. Leave up to three melee brawlers standing right behind (not in) the doors to block enemies while cutting them down, stationing more nearby as replacements, and gunners behind to fire on the intruders. This forces enemies to trickle in and fight with your soldiers one-by-one, making them significantly easier to dispatch of. Make sure all brawlers are shielded to block friendly fire. |
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− | + | This is a horribly effective way to defeat melee attacks. Compared to a regular frontline defense, this tactic significantly reduces the casualties your side will sustain. You also don't need to build anything special for this purpose- any opening or door in the wall will do. | |
− | + | For maximum pain, use high-DPS guns for your backline for bringing the hurt, combined with quality melee for your frontline to deal sustained damage in between barrages. The [[chain shotgun]] or [[heavy SMG]] are the weapons of choice in this situation due to their unparalleled close-range DPS. | |
− | + | Combined with measures to force enemies into close range, it works wonders against ranged enemies as well, but beware as enemies can still fire until you start beating them up. | |
− | |||
<gallery widths="400px" heights="400px" class="center" mode="nolines"> | <gallery widths="400px" heights="400px" class="center" mode="nolines"> | ||
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</gallery> | </gallery> | ||
− | === | + | === Tanking === |
+ | |||
+ | This tactic simply requires you put your shielded colonists before your static gunners to partially soak up gunfire. This is best when you have insufficient cover, or additional cover to block more bullets for your frontline tanks. | ||
− | + | As with any tactic involving meat shields, this poses a great risk to colonists' lives. If the colonists' shields are downed and they are not well-armored, you will have to get them to retreat behind cover until their shields come back online, otherwise your colonist will be exposed to ruthless gunfire. | |
− | + | Beware of high damage-per-hit weapons which can instantly down shields. | |
− | === | + | === Distracting rockets === |
Rocket launchers are painful to deal with, due to the huge area damage and long range. In the mid-late game they are one of the biggest threats from the enemy. <br> | Rocket launchers are painful to deal with, due to the huge area damage and long range. In the mid-late game they are one of the biggest threats from the enemy. <br> | ||
The best way to deal with them is to distract them to fire elsewhere, in order to greatly reduce the amount of damage received. | The best way to deal with them is to distract them to fire elsewhere, in order to greatly reduce the amount of damage received. | ||
− | Raiders with rocket launchers are often seen in the backline preparing their rockets, while their allies lay down fire at the front. They get distracted quite easily, wasting them on animals or lone colonists. This can be exploited simply by '''charging them with single units''', which will cause them to fire it towards them and away from the rest of your forces. They may fire at point-blank, injuring | + | Raiders with rocket launchers are often seen in the backline preparing their rockets, while their allies lay down fire at the front. They get distracted quite easily, wasting them on animals or lone colonists. This can be exploited simply by '''charging them with single units''', which will cause them to fire it towards them and away from the rest of your forces. They may fire at point-blank, injuring many of his comrades and themselves. With fast melee units, you can even intercept them before they can aim their rocket launcher, forcing them into hand-to-hand combat, eventually overwhelming them and yielding the launcher which can be captured for future use. |
This is a high-risk but necessary move to take, and some pawns may need to be sacrificed. | This is a high-risk but necessary move to take, and some pawns may need to be sacrificed. | ||
− | + | You have to make that colonist the only available target for them to consider attacking. If they have a better target with less possible friendly fire, they will attack them instead. To combat this, have all your other units, including animals, stay completely out of range until the rocket launchers have been neutralized. | |
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==== Shielded unit deployment ==== | ==== Shielded unit deployment ==== | ||
− | Deploy brawlers equipped with [[shield belt]]s and heavy armor, letting the shields block the blast as well as some | + | Deploy brawlers equipped with [[shield belt]]s and heavy armor, letting the shields block the blast as well as some gunfire. As soon as all rocketeers have discharged or shields are broken, quickly return to cover. Colonists should keep moving while distracting, especially when facing triple rocket launchers. |
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− | Be prepared to sacrifice someone, as their shields are very likely to be broken whether by the blasts or concentrated gunfire. | + | Be prepared to sacrifice someone, as their shields are very likely to be broken whether by the blasts or concentrated gunfire, exposing the colonist within. |
==== Expendable animal charge ==== | ==== Expendable animal charge ==== | ||
− | Have animals that are both expendable and fast charge the enemy, rocket soldiers included. It's especially good if the animals can survive a rocket blast, as it allows them to continue distracting any further | + | Have animals that are both expendable and fast charge the enemy, rocket soldiers included. It's especially good if the animals can survive a rocket blast, as it allows them to continue distracting any further rocket launches or enemy fire. |
For multiple rocket launchers, send animals in batches, such as by assigning animals to different handlers and setting them to attack at different times, to prevent them from being wiped out by a single blast. | For multiple rocket launchers, send animals in batches, such as by assigning animals to different handlers and setting them to attack at different times, to prevent them from being wiped out by a single blast. | ||
− | While they do not need to be obedience- or release-trained, as you can use animal area zones to force them into areas, | + | While they do not need to be obedience- or release-trained, as you can use animal area zones to force them into areas, this method is less effective as animals have a delay before moving into their assigned zones and may be very far away. |
==== Friendly fire with rockets ==== | ==== Friendly fire with rockets ==== | ||
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Besides being caught in a blast, enemies can also take friendly fire if the rockets impact them instead of your colonists. | Besides being caught in a blast, enemies can also take friendly fire if the rockets impact them instead of your colonists. | ||
− | You can increase the chance of this happening by having the rocket travel over as many enemies as possible through aligning your distractors. Each rocket | + | You can increase the chance of this happening by having the rocket travel over as many enemies as possible through aligning your distractors. Each rocket travelling over a pawn has up to 40% chance to impact, setting it off early. |
− | + | === Rescue === | |
− | |||
− | ==== | ||
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− | + | When a colonist is downed or severely injured, drag them out of the fight immediately. Don't leave them there otherwise they risk dying from stray bullets or blood loss. You don't really need to send them directly to hospital; just drop them off somewhere outside of active combat. | |
− | + | Colonists lying outside cover are riskier to rescue. Choose the right time to pull them out, using your best-protected colonists, and don't let anyone near at other times. | |
− | + | You should have a few rescue members stand near a fight to pull out downed colonists. Non-combatant doctors should be drafted to stand near the medicine storage to allow them to quickly grab medicine for treatment. | |
− | + | Evacuating colonists away from the downed prevents them from receiving further fire until being rescued. | |
− | If a colonist cannot reach the hospital in time | + | If a colonist cannot reach the hospital in time (~2 hours from death or less), have them immediately lie down at a temporary sleeping spot safely outside the battlefield, then have the doctor closest to the medicine storage go and treat the colonist ASAP, or treat them on the spot by setting treatment to doctor care only. Patch colonists up a little such that they can reach the hospital without bleeding out, then carry them there. You will have a higher infection chance this way, but it's better than the colonist bleeding to death while on their way to hospital. |
=== Friendly fire management === | === Friendly fire management === | ||
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# Disable 'Fire at will' when the enemies are closing in so they won't switch targets, potentially causing friendly fire. | # Disable 'Fire at will' when the enemies are closing in so they won't switch targets, potentially causing friendly fire. | ||
# Have only 1 line of shooters so stray bullets, including bullets fired horizontally at melee attackers, will less likely hit someone. | # Have only 1 line of shooters so stray bullets, including bullets fired horizontally at melee attackers, will less likely hit someone. | ||
+ | |||
+ | === Hit and run === | ||
+ | Against slow or static targets you can employ this to weaken them. You will need several fast-moving long-ranged colonists, possibly with [[charge lance]]s or [[bolt-action rifle]]s. Have them move within range to fire, quickly exiting range once the enemy returns fire. Repeat until conditions are no longer safe to conduct this attack, such as enemies entering full aggression and charging. | ||
+ | |||
+ | Effective against siege camps and preparing raiders for they tend to stay put at their location until they are aggravated into attacking. | ||
+ | |||
+ | === Kiting === | ||
+ | This risky and situational tactic is effective when employed correctly. | ||
+ | |||
+ | It involves the use of fast colonists (with 120-140% or more Moving) running near moving enemies to gain their attention. Constantly outrun them while staying within their attention range, if not the enemy will engage other targets instead. After running far enough, fire a few shots at them before running again. This way, kiters can distract a group of enemies by leading them around the map, while chipping away at their health. | ||
+ | |||
+ | As long as your colonist safely outruns hostiles, you're fine. However, if the enemy catches up, your colonist will be slowed and on his own. | ||
+ | |||
+ | ====Equipment==== | ||
+ | A fast, long-range weapon is safest (e.g. [[assault rifle]]), while a fast moderate-range weapon (e.g. [[machine pistol]]) may be used but is riskier. Slow weapons such as sniper rifles are not recommended as the need to stand still for extended periods puts soldiers in grave danger. | ||
+ | |||
+ | Kiting colonists should be lightly armored while still maintaining a fast speed. | ||
=== Firing at cover === | === Firing at cover === | ||
− | While cover works best against attacks coming straight, it's usually better to fire straight at the target instead of from an angle. If you fire straight at it, only 1 unit of cover will be effective, but if you shoot at a diagonal angle, 2 units of cover will be effective, both being capable of blocking shots, in total contributing to higher cover effectiveness. | + | While cover works best against attacks coming straight, it's usually better to fire straight at the target instead of from an angle. If you fire straight at it, only 1 unit of cover will be effective, but if you shoot at a diagonal angle, 2 units of cover will be effective, both being capable of blocking shots, in total contributing to a higher cover effectiveness. |
However, if you can get to the point where you're almost firing horizontally at the raiders, then cover becomes nearly ineffective at protecting the raider, allowing many more shots to connect. This often requires you get out of your own cover, so it's not recommended unless you can find suitable cover nearby. | However, if you can get to the point where you're almost firing horizontally at the raiders, then cover becomes nearly ineffective at protecting the raider, allowing many more shots to connect. This often requires you get out of your own cover, so it's not recommended unless you can find suitable cover nearby. | ||
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However for not-so-good or short ranged shooters it's better to directly fire at them instead as the extra distance will make it harder to land hits, or cause the raider to exit firing range. | However for not-so-good or short ranged shooters it's better to directly fire at them instead as the extra distance will make it harder to land hits, or cause the raider to exit firing range. | ||
− | '''The below shows the difference firing angle makes on the hit chance of a pawn hiding behind cover. | + | '''The below shows the difference firing angle makes on the hit chance of a pawn hiding behind cover. All values from Alpha 16.''' |
<gallery widths="400px" heights="400px" class="center" mode="nolines"> | <gallery widths="400px" heights="400px" class="center" mode="nolines"> | ||
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File:Fire_cover_angled3.png|Firing almost horizontally; 1 granite chunk blocks 8% only. | File:Fire_cover_angled3.png|Firing almost horizontally; 1 granite chunk blocks 8% only. | ||
</gallery> | </gallery> | ||
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=== Baiting === | === Baiting === | ||
Faster, more well-protected colonists can be used to lead enemies into traps or ambushes. This is for situations when you have defenses concentrated in one direction, but the enemy comes from another. | Faster, more well-protected colonists can be used to lead enemies into traps or ambushes. This is for situations when you have defenses concentrated in one direction, but the enemy comes from another. | ||
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=== Luring in === | === Luring in === | ||
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The animals on the map, tamed or not, can be used to your advantage. | The animals on the map, tamed or not, can be used to your advantage. | ||
+ | |||
+ | Raiders never come using tamed animals so the advantage of animals on your side is solely yours. | ||
==== Tamed animal release ==== | ==== Tamed animal release ==== | ||
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With your handlers, you can amass a huge army of animals to charge the enemy. Simply find a good combat-capable animal, tame it, and train it to learn Release. | With your handlers, you can amass a huge army of animals to charge the enemy. Simply find a good combat-capable animal, tame it, and train it to learn Release. | ||
− | There are many animals that are good for this purpose | + | There are many animals that are good for this purpose. |
− | + | #[[Wild boar]]s are an excellent choice as they can graze, reproduce quickly, move fast and pack a punch. | |
− | + | #[[Squirrel]]s are a surprisingly good choice despite their low DPS and health; they are exceedingly fast and small, making them hard to hit, as well as reproduce fast. | |
− | + | #If you like bigger animals, you can also tame [[elephant]]s or [[rhinoceros|rhino]]s. | |
− | + | #[[Boomrat]]s are a suitable choice if you want an army of suicide bombers. [[Boomalope]]s are also decent; though they are larger, slower and easier to hit, once they get into position their large explosions can hit a group of enemies at once. | |
Tamed animals also cause pirates to fire near their allies in a bid to get them off their allies, potentially causing friendly fire. | Tamed animals also cause pirates to fire near their allies in a bid to get them off their allies, potentially causing friendly fire. | ||
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+ | ==== Meat shield ==== | ||
+ | The animals surrounding a handler can be used as a convenient meat shield as they take bullets, arrows and other projectiles (but not explosions) for their master. Provided they don't stray too far, they won't receive friendly fire as the shooters simply fire over them. All you need is to train Obedience, instead of Release. | ||
==== Strategic zoning ==== | ==== Strategic zoning ==== | ||
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*'''Distraction''': If you let your animals run all over the place, raiders may be tied up trying to wipe out the animals. This can give your colonists time to prepare, such as entering defensive positions or running to your mortars to fire a few rounds, as well as scatter the raiders making them easier to deal with. Raiders wielding rocket launchers also tend to waste them on your animals, leaving your colonists and structures mostly unharmed. However if they see better targets they will come at them instead. | *'''Distraction''': If you let your animals run all over the place, raiders may be tied up trying to wipe out the animals. This can give your colonists time to prepare, such as entering defensive positions or running to your mortars to fire a few rounds, as well as scatter the raiders making them easier to deal with. Raiders wielding rocket launchers also tend to waste them on your animals, leaving your colonists and structures mostly unharmed. However if they see better targets they will come at them instead. | ||
*'''Direct offense''': Besides distraction, animals may also engage raiders, harming or killing them. | *'''Direct offense''': Besides distraction, animals may also engage raiders, harming or killing them. | ||
− | *'''Manipulation''': Animals can be moved around without the need of training Release, simply by changing the allowed zone of your animals. A short time later, the animals will move towards the zone and stay there. When animals are sleeping you can put animal sleeping spots beneath them and then remove them to wake them up | + | *'''Manipulation''': Animals can be moved around without the need of training Release, simply by changing the allowed zone of your animals. A short time later, the animals will move towards the zone and stay there. When animals are sleeping you can put animal sleeping spots beneath them and then remove them to wake them up. |
− | **'''Aggressive zoning''': Zone animals in a place where you are expecting an encounter with enemies. Enemies will notice the animals and will start attacking, making them fight back and injure or even down the attackers. This method works for any animal, even those that cannot be trained. Remember to undo the zoning otherwise the animals may starve. [[ | + | **'''Aggressive zoning''': Zone animals in a place where you are expecting an encounter with enemies. Enemies will notice the animals and will start attacking, making them fight back and injure or even down the attackers. This method works for any animal, even those that cannot be trained. Remember to undo the zoning otherwise the animals may starve. [[Boomalope]]s and [[boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault. |
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**'''Animal chokepoint''': Zone the animals in a chokepoint, creating a dense cluster. | **'''Animal chokepoint''': Zone the animals in a chokepoint, creating a dense cluster. | ||
***This is vulnerable to AoE weaponry so increase the area of the zone to make it that animals don't get too tightly together, if the enemy has explosives. | ***This is vulnerable to AoE weaponry so increase the area of the zone to make it that animals don't get too tightly together, if the enemy has explosives. | ||
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Remember, if you can down the animal easily with colonists, so can the raiders. | Remember, if you can down the animal easily with colonists, so can the raiders. | ||
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=== Base scattering === | === Base scattering === | ||
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Besides actual assistance, traders may also come with around 550 - 1000 points, enough to hold their own against a smaller raid. This allows you to have decent fire support around half the time, simply by calling in 1 trade caravan once every day (assuming alliances with all 4 non-pirate factions). It costs goodwill (or silver pre-0.19) but allows you to trade, as well. | Besides actual assistance, traders may also come with around 550 - 1000 points, enough to hold their own against a smaller raid. This allows you to have decent fire support around half the time, simply by calling in 1 trade caravan once every day (assuming alliances with all 4 non-pirate factions). It costs goodwill (or silver pre-0.19) but allows you to trade, as well. | ||
− | You may also call for additional help | + | You may also call for additional help at a cost of -20 goodwill. This can be repaired by diplomatic gifts, or rescuing and treating downed friendlies. |
==== Common enemy ==== | ==== Common enemy ==== | ||
− | If mechanoids, manhunters or another enemy faction show up, raiders may stop to engage them. This causes losses to both groups of enemies, making it easier to pick off the stragglers | + | If mechanoids, manhunters or another enemy faction show up, raiders may stop to engage them. This causes losses to both groups of enemies, making it easier to pick off the stragglers. |
If there are unopened [[ancient shrine]]s you can open them, which may contain artifacts, mechanoids, confused spacers, all useful against raiders, or none of the above. | If there are unopened [[ancient shrine]]s you can open them, which may contain artifacts, mechanoids, confused spacers, all useful against raiders, or none of the above. | ||
− | Using the [[psychic animal pulser]] | + | Using the [[psychic animal pulser]] is essentially invoking this tactic, but you need to be very careful when using it. |
==== Environmental hazards ==== | ==== Environmental hazards ==== | ||
− | Very rarely, when unable to put | + | Very rarely, when unable to put a proper fight, you can count on Mother Nature to play for your side. Invaders will come to you without proper protection against the weather. You will be able to fend off the attack without confrontation. |
Choosing to play on an extremely hot or cold map, such as in a sea ice biome near the poles, seals the fate of all raiders foolhardy enough to come. | Choosing to play on an extremely hot or cold map, such as in a sea ice biome near the poles, seals the fate of all raiders foolhardy enough to come. | ||
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</gallery> | </gallery> | ||
− | = Humanoid assaults | + | == Humanoid assaults == |
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=== Sieges === | === Sieges === | ||
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If you assault their camp, one possibility is sniping the raiders, prompting them to assault your colony directly instead of continuing their siege once you down several of them. Defeating them early enough will result in most of their items remaining intact, which you can take for yourself. <br> | If you assault their camp, one possibility is sniping the raiders, prompting them to assault your colony directly instead of continuing their siege once you down several of them. Defeating them early enough will result in most of their items remaining intact, which you can take for yourself. <br> | ||
− | Another alternative is to snipe the mortars, hoping an explosion will take out many raiders, but keep in mind that for those you will need to either send someone dangerously close to enemy fire, or draw all attention to one side to allow flankers to snipe and detonate them. | + | Another alternative is to snipe the shells or the mortars, hoping an explosion will take out many raiders, but keep in mind that for those you will need to either send someone dangerously close to enemy fire, or draw all attention to one side to allow flankers to snipe and detonate them. |
Unlike most defensive situations, this time they will have the advantage of good cover on their side. You will have to find suitable cover, such as rock chunks, which you can fire from. | Unlike most defensive situations, this time they will have the advantage of good cover on their side. You will have to find suitable cover, such as rock chunks, which you can fire from. | ||
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==== Countering with mortars ==== | ==== Countering with mortars ==== | ||
− | If you have your own mortars, you can use them to fire back at the raiders. The raiders will stay put to defend the camp, making them easy targets for mortar strikes | + | If you have your own mortars, you can use them to fire back at the raiders. The raiders will stay put to defend the camp, making them easy targets for mortar strikes. |
− | [[High-explosive shell]]s deal heavy damage to tight groups of raiders if they hit, ignoring all cover but solid walls in the process. A tight volley can devastate mortar camps, forcing them to either attack or flee outright | + | [[High-explosive shell]]s deal heavy damage to tight groups of raiders if they hit, ignoring all cover but solid walls in the process. A tight volley can devastate mortar camps, forcing them to either attack or flee outright. |
[[Incendiary shell]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. 2 mortars are usually enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby. This deals little damage to them, however. | [[Incendiary shell]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. 2 mortars are usually enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby. This deals little damage to them, however. | ||
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Once someone receives an injury, everybody will wake up, so be sure to have everything in place. | Once someone receives an injury, everybody will wake up, so be sure to have everything in place. | ||
− | # | + | # Creep very close to them (no more than 3 tiles away), then unload your guns on the exposed raiders. Nearly every bullet will connect, dealing heavy amounts of damage up front. |
− | + | #* After being woken up, they will scramble towards the closest source of cover, buying you a second or two to shoot them or retreat. Be careful as they usually have excellent cover close by. | |
− | # | + | # Give them a brutal wake-up call by sending brawlers in, beating up dangerous enemies like rocketeers first. |
− | # | ||
# Steal their supplies and wait for them to send more. Free food and mortar shells! | # Steal their supplies and wait for them to send more. Free food and mortar shells! | ||
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# Burn the enemy with fire, a task made much easier while they are off-guard. This will eventually force them out to attack after suffering from heavy losses. | # Burn the enemy with fire, a task made much easier while they are off-guard. This will eventually force them out to attack after suffering from heavy losses. | ||
#* Lighting the mortars on fire allows them to be destroyed with ease. | #* Lighting the mortars on fire allows them to be destroyed with ease. | ||
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An interesting way to nullify the threat of a mortar attack is to launch a transport pod filled with firefoam shells to a location closer to the mortars than the shells they brought with them. When the shells arrive, the enemy will load them shells into the mortar instead. This means that the damage to your base will be much reduced, as firefoam shells do little damage beyond damaging roofs. | An interesting way to nullify the threat of a mortar attack is to launch a transport pod filled with firefoam shells to a location closer to the mortars than the shells they brought with them. When the shells arrive, the enemy will load them shells into the mortar instead. This means that the damage to your base will be much reduced, as firefoam shells do little damage beyond damaging roofs. | ||
− | + | {{clr}} | |
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− | {{ | ||
=== Shielded melee charges === | === Shielded melee charges === | ||
− | [[File:Melee_charge_edge.png| | + | [[File:Melee_charge_edge.png|300px|thumb|right|Full melee charge at the edge of the map, with everyone shielded and equipped with melee weapons.]] |
Pirates or Outlanders can come with all-melee charges, with most enemies wearing [[shield belt]]s. This can prove a threat to ranged-reliant defenses as they charge towards the colonists directly with their shield belts blocking large amounts of damage. <br> | Pirates or Outlanders can come with all-melee charges, with most enemies wearing [[shield belt]]s. This can prove a threat to ranged-reliant defenses as they charge towards the colonists directly with their shield belts blocking large amounts of damage. <br> | ||
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The '''[[#Melee blocking|Melee blocking]]''' tactic is especially useful here; for better effectiveness, open multiple chokepoints to spread out enemies and keep them busy trying to squeeze in, otherwise they will get bored and wander off to attack other things. | The '''[[#Melee blocking|Melee blocking]]''' tactic is especially useful here; for better effectiveness, open multiple chokepoints to spread out enemies and keep them busy trying to squeeze in, otherwise they will get bored and wander off to attack other things. | ||
− | Shields don't stand a chance against concentrated fire poured down a narrow entrance | + | Shields don't stand a chance against concentrated fire poured down a narrow entrance. |
{{clear}} | {{clear}} | ||
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==== Luring in ==== | ==== Luring in ==== | ||
− | Instead of engaging them on the frontline, you can keep everyone out of sight, then rush out only once they get close to your base, negating their | + | Instead of engaging them on the frontline, you can keep everyone out of sight, then rush out only once they get close to your base, negating their ranged advantage. |
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=== Heavy explosives assault === | === Heavy explosives assault === | ||
− | Enemies may come in mainly equipped with | + | Enemies may come in mainly equipped with explosives, such as rocket launchers and grenades. This deals serious damage to both your base and your colonists. Some enemies may also come in with miniguns. |
− | The main danger, as always, is from the rockets. | + | The main danger, as always, is from the rockets. Make sure these are taken care of, either by [[#Distracting rockets|distracting]] or taking them down. |
− | Due to the wide use of explosives, cover is | + | Due to the wide use of explosives, cover is mostly obsolete; you would benefit more from flexibility in positioning rather than protection from cover. Space out your defenders, preferably far from your colony, while giving them enough space to move around to evade attacks. |
− | ==== | + | ==== Grenadiers ==== |
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− | + | Most of the enemy will be grenadiers, which have a short range and are vulnerable to fire from a distance. You can shoot these down with concentrated fire quite easily, but make sure to dodge the grenades. | |
− | + | ==== Melee engagement ==== | |
− | + | You can go hardcore and send in all your shielded brawlers to go straight at the enemy rocketeers. If there are a lack of gunners for cover fire, since grenadiers can't hit moving targets, shielded brawlers should find no difficulty charging deep into the enemy. However, if there are minigunners, then a melee rush would be dangerous. | |
− | + | Make sure that all rocketeers are forced into melee combat as the first priority. If you see that they are about to fire and you can't get into melee range, scatter your brawlers to distract the rockets instead, or try and guide them to hit their allies. | |
− | + | Once engaged, grenadiers can now hit your brawlers, so beware. At least now they can also cause heavy friendly fire, as long as you keep the enemy from running away from the live grenades. | |
− | At | ||
=== Base flank === | === Base flank === | ||
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Sappers will mine and blast their way through any obstacles, such as natural or constructed walls, though avoiding high-health ore veins. They will also try to circumvent your defenses to attack from another direction. Their goal is to reach one of your bedrooms or barracks, where they will begin to wreak havoc. | Sappers will mine and blast their way through any obstacles, such as natural or constructed walls, though avoiding high-health ore veins. They will also try to circumvent your defenses to attack from another direction. Their goal is to reach one of your bedrooms or barracks, where they will begin to wreak havoc. | ||
− | In an open base, sappers can usually be treated as a | + | In an open base, sappers can usually be treated as a normal bunch of raiders. However, they are a great threat to killbox-dependent, mountain or walled bases, or any form of defense that doesn't rely on colonists. |
Their grenadiers and miners deal heavy damage to structures; even the toughest [[plasteel]] walls will not stop them for long. They will also persistently try to tunnel into your base, continuing even if their digger is killed or they are under attack. | Their grenadiers and miners deal heavy damage to structures; even the toughest [[plasteel]] walls will not stop them for long. They will also persistently try to tunnel into your base, continuing even if their digger is killed or they are under attack. | ||
− | ==== | + | ==== General strategy ==== |
− | + | Do not rely on [[Defense structures#Perimeter walls|perimeter walls]] or natural rock walls to hold them off due to their immense damage against structures. | |
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With enough manpower, you can choose to intercept them while they're tunneling into your base. They tend not to use cover when doing so, so you can catch them by surprise. Once your defenders intercept them, they will turn to engage you. | With enough manpower, you can choose to intercept them while they're tunneling into your base. They tend not to use cover when doing so, so you can catch them by surprise. Once your defenders intercept them, they will turn to engage you. | ||
− | + | You can 'funnel' sappers by using turrets placed inside your base; sappers will avoid these, and will go to an area without the turrets. Keep in mind that you will have to kill them by drafting colonists instead of relying on your turrets. | |
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− | + | If you have the time and resources, try placing an [[IED trap]] right behind the wall that a sapper is trying to tunnel through, to catch them by surprise with an explosive blast. This is especially effective if it's placed right on the other side of a loose [[rock chunk]] (easily found in tunnels), which will slow down any enemies stepping over it enough that they won't be able to retreat in time. | |
==== Mountain bases ==== | ==== Mountain bases ==== | ||
If you're in a mountain base you can draft a few melee pawns to wait at the entrance, as well as a few ranged pawns facing the entrance to fire down the tunnel. When they do break in you will already have prepared to face the raiders and can pour a stream of lead right into their face or cut them into pieces. | If you're in a mountain base you can draft a few melee pawns to wait at the entrance, as well as a few ranged pawns facing the entrance to fire down the tunnel. When they do break in you will already have prepared to face the raiders and can pour a stream of lead right into their face or cut them into pieces. | ||
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==== Aftermath ==== | ==== Aftermath ==== | ||
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Once they choose to land there, things will get ugly. By landing in the middle, they bypass most of your conventional defenses, and you can't use your cover advantage against them. They will also break through constructed roofs on their way down, landing right inside rooms and buildings. This can put not only your colonists, but your stockpiles in grave danger, as well, especially if they land near your volatile [[mortar shell]]s or [[chemfuel]] stores, or [[Battery|batteries]]. | Once they choose to land there, things will get ugly. By landing in the middle, they bypass most of your conventional defenses, and you can't use your cover advantage against them. They will also break through constructed roofs on their way down, landing right inside rooms and buildings. This can put not only your colonists, but your stockpiles in grave danger, as well, especially if they land near your volatile [[mortar shell]]s or [[chemfuel]] stores, or [[Battery|batteries]]. | ||
− | Fortunately for you, they have a short delay ({{ticks|520}}to be exact) before they open and all hell breaks loose. They also come in smaller numbers than regular raids. | + | Fortunately for you, they have a short delay ({{ticks|520}} to be exact) before they open and all hell breaks loose. They also come in smaller numbers than regular raids. |
Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms. | Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms. | ||
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==== Strategy ==== | ==== Strategy ==== | ||
− | Once you see them land, you should immediately | + | Once you see them land, you should immediately draft any nearby armed colonists to the site, whether they are your designated soldiers or not. Let them hold off the attackers for a while before your soldiers arrive to help. You have less than 9 seconds before they open, not enough for a soldier to get halfway across the map to help. <br> |
− | + | Any non-combatants should immediately be evacuated. They may still stay close to help in rescue efforts, pulling out any downed colonists. Make sure it's safe to rescue them- as in rescuers not walking through the crossfire and back again to get a colonist to the hospital. You may need to forbid doors to prevent them from walking through the firefight into a hospital. | |
− | Any non-combatants should immediately be evacuated. They may still stay close to help in rescue efforts, pulling out any downed colonists. Make sure it's safe to rescue them- as in rescuers not walking through the crossfire and back again to get a colonist to the hospital. You may need to forbid doors to prevent them from walking through the firefight into a hospital | ||
− | + | Melee is useful against these attacks, for you can immediately start beating up the enemy as soon as they exit the pods. They can also shut down dangerous enemies such as rocketeers. | |
− | Like other raids, humanoid raiders will attempt to flee after receiving heavy losses; however, if they land inside enclosed areas of your base, they will be trapped, allowing your colonists to down and capture them at leisure; in their panic, they won't try to fight back | + | Like other raids, humanoid raiders will attempt to flee after receiving heavy losses; however, if they land inside enclosed areas of your base, they will be trapped, allowing your colonists to down and capture them at leisure. You simply need any blunt weapons or even bare fists; in their panic, they won't try to fight back until you're well into beating them up. |
==== Cover ==== | ==== Cover ==== | ||
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=== Tribal raids === | === Tribal raids === | ||
− | [[File:Tribal_raid.png|300px|thumb|right| | + | [[File:Tribal_raid.png|300px|thumb|right|Tribal raiders arriving in large numbers.]] |
Tribal raiders come with relatively poor equipment, instead relying on sheer numbers for power. Their neolithic weapons can dish out heavy damage despite their low technology level. They are also adept at combat, with many being acquainted to some combat skill or another. <br> | Tribal raiders come with relatively poor equipment, instead relying on sheer numbers for power. Their neolithic weapons can dish out heavy damage despite their low technology level. They are also adept at combat, with many being acquainted to some combat skill or another. <br> | ||
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*Incendiary weapons are good at getting pesky archers out of cover for your colonists to hit. | *Incendiary weapons are good at getting pesky archers out of cover for your colonists to hit. | ||
− | === | + | ==== Pacification ==== |
+ | If you don't want tribes to send their warriors in the ''hundreds'', you should capture, heal and release incapacitated tribals. Later on, when the relations warm a little, you can call them to give them silver to pacify them, and even turn them to your side. You can also go to their bases and send them gifts any time. | ||
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− | + | == Mechanoids == | |
− | + | Mechanoids come in 3 types, [[Scyther]]s, [[Lancer]]s (1.0) and [[Centipede]]s. They have much differing stats and weapons, meaning different tactics may be used. Both types are armored to some degree. | |
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In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. However, they can and will support one another effectively, if given the chance for them to come together. | In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. However, they can and will support one another effectively, if given the chance for them to come together. | ||
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=== Scythers === | === Scythers === | ||
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Scythers are deadly with melee, and will charge head first at your defenders. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS. | Scythers are deadly with melee, and will charge head first at your defenders. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS. | ||
− | The optimal method of dispatching them is by [[#Melee blocking|melee blocking]], with the added | + | The optimal method of dispatching them is by [[#Melee blocking|melee blocking]], with the added advantage of luring the other mechanoids closer to your base for easier takedowns. This must be done quickly otherwise the centipedes will catch up and unleash hell on your colonists who are closely packed together in a melee blocking attack. |
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If fighting from a distance, high-damage weapons are essential to bursting them down before they reach your colonists. Make sure you always have someone to [[#Peeling|peel]] them off your gunners in case they do survive your barrage. | If fighting from a distance, high-damage weapons are essential to bursting them down before they reach your colonists. Make sure you always have someone to [[#Peeling|peel]] them off your gunners in case they do survive your barrage. | ||
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=== Lancers === | === Lancers === | ||
− | + | Lancers are capable of long-range sniping attacks. | |
− | + | They are vulnerable at close range, so melee rushing supported by close-range firepower can be used to take them down. Their melee ability is not to be underestimated, however- they still pack a punch and blunt attacks are not blocked well by most armor, so be careful. | |
− | + | If fighting from a distance, cover is vital in getting the upper hand. You need to be able to get your other gunners into range while giving them reasonable cover from the high damage shots. | |
− | + | Lancers aren't particularly good snipers (equivalent to a level 8 shooter), yet the high DPS of the charge lance compared to the lower DPS of other long-range weapons makes counter-sniping not a viable option until you secure some charge lances yourself. Once you do, however, you have the ability to outperform lancers at range. | |
=== Centipedes === | === Centipedes === | ||
− | + | Centipedes, on the other hand, specialize in crowd control and area denial; the [[Minigun]] and [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and will burn down your base if you're not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before being downed. | |
− | |||
− | Centipedes, on the other hand, specialize in crowd control and area denial; the [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and will burn down your base if you're not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before being downed. | ||
Spreading colonists apart can mitigate the crowd-control capabilities of centipedes, limiting the number of colonists hit by their weapons. | Spreading colonists apart can mitigate the crowd-control capabilities of centipedes, limiting the number of colonists hit by their weapons. | ||
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Despite their high resistance against sharp damage, shooting them is generally the best option. One good thing is that their large size makes them much easier to hit. | Despite their high resistance against sharp damage, shooting them is generally the best option. One good thing is that their large size makes them much easier to hit. | ||
− | Engaging it in melee is possible, though you have to be careful. While centipedes don't hit hard in melee, if they are carrying the heavy charge blaster, they can deal massive damage to grouped up brawlers | + | Engaging it in melee is possible, though you have to be careful. While centipedes don't hit hard in melee, if they are carrying the minigun or heavy charge blaster, they can deal massive damage to grouped up brawlers.<br> |
+ | All nearby centipedes with the minigun or heavy charge blaster must either be engaged in melee or disabled to prevent this from happening. | ||
− | Their slow speed and weaker blunt armor make them excellent targets for high-explosive mortar attacks. Often you can | + | Their slow speed and weaker blunt armor make them excellent targets for high-explosive mortar attacks. Often you can pull off a couple of blows before they reach firing range, severely weakening them. |
− | === | + | === Crashed ships === |
− | + | Mechanoids will also be part of crashed ship events, swarming out to defend once the ship part is damaged. | |
− | + | The type and where it lands are both important factors to consider when dealing with them. | |
− | + | Psychic parts will reduce mood and occasionally drive nearby animals mad, while poison parts will spread toxic material across the map, killing nearby plants and causing serious losses to pastures or crops. You cannot deconstruct the part, only destroy it. | |
− | As the | + | As the mechanoids don't come out until triggered, you have some time to prepare. However, the longer you take, the worse it gets. If the Poison ship part lands on the opposite side of your base at a map border, it is possible to leave it there, as they will also react to incoming raids and you may as well solve two problems at once. Not the same for the psychic version though. |
− | + | If they land between your plantations, you will need to place firefoam poppers and trigger them before combat to prevent fires; the foam will persist until it rains, but then if it is rainy, you won't need the poppers. | |
− | |||
− | + | [[File:Crashed ship part using foam poppers.png|center|500px]] | |
− | + | ==== Defense behavior ==== | |
− | + | Mechanoids come out immediately when the part is damaged, or something is built within a three-tile radius. They may also be triggered by the Firefoam popper explosion. | |
− | + | Upon triggering, scythers will immediately charge to attack, while lancers and centipedes may instead sit in place and attempt to shoot interlopers, only moving to get within range. | |
− | + | Afterwards, they will guard the ship part, engaging any hostiles that come close, and chasing them over long distances. They will return to the part if targets stray too far away from the ship. | |
− | + | Once the ship part reaches 50% health, they will instead abandon the ship part and charge at your base directly. | |
− | + | ==== Long-range engagement ==== | |
− | + | Though scythers and lancers are indeed faster than humans, by attacking with sniper rifles at maximum range you will gain a good enough lead against the mechs to be able to escape safely even without enhancements, unless the ship part lands way too far away or armor is over-encumbering your colonists. | |
− | + | The fact that they chase down threats over long distances allows you to lure them into existing defenses, making them slightly easier to deal with. | |
− | ==== | + | ==== Construction ==== |
− | + | {{main|Defense structures#Crashed ships}} | |
− | + | Construction is an important part of defeating the mechanoids in a crashed ship. Usually it is best if you can prepare ample cover, such as sandbags or walls, to shoot from. | |
− | + | Note that building within a three-tile distance will instantly trigger the mechanoids. If done properly, [[IED trap]]s can be used to weaken a mechanoid swarm. Don't build too many or you will vaporize the mechanoid corpses, which can be deconstructed for resources. | |
− | + | ==== Luring in ==== | |
− | |||
− | ==== | ||
− | + | If you already have ample static defenses, like killboxes, you can trigger the ship part with long-range weapons, then lure the mechanoids inside. | |
− | |||
− | |||
− | |||
− | |||
− | |||
==== Weapons ==== | ==== Weapons ==== | ||
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*The [[minigun]] is a powerful weapon here: | *The [[minigun]] is a powerful weapon here: | ||
**It can make short work of the bunched-up mechanoids, then shred the ship part using its unparalleled raw DPS. | **It can make short work of the bunched-up mechanoids, then shred the ship part using its unparalleled raw DPS. | ||
− | **Its already high | + | **Its already high damage is further increased when attacking centipedes as their large size makes it easier to land shots. |
**Its long range allows you to attack from a safer distance. | **Its long range allows you to attack from a safer distance. | ||
*EMP mortar blasts are able to stun a large number of mechanoids caught in its blast. As the ship part blocks EMP pulses, fire several at once to hit all enemies with a single volley. | *EMP mortar blasts are able to stun a large number of mechanoids caught in its blast. As the ship part blocks EMP pulses, fire several at once to hit all enemies with a single volley. | ||
*Explosive weapons are useful for dealing damage, but keep in mind that the ship part will block the explosion. They do extra damage to the ship part. | *Explosive weapons are useful for dealing damage, but keep in mind that the ship part will block the explosion. They do extra damage to the ship part. | ||
− | Incendiary weapons are a poor choice for any situation involving mechanoids or crashed ships, given that both are non-flammable. | + | Incendiary weapons are a poor choice for any situation involving mechanoids or crashed ships, given that both are non-flammable and only take minimal direct explosion damage. |
The [[orbital power beam targeter]] is the ultimate weapon against crashed ships. All you need to do is to aim the beam directly on the ship, and the beam will melt both the ship and its surrounding mechanoids. | The [[orbital power beam targeter]] is the ultimate weapon against crashed ships. All you need to do is to aim the beam directly on the ship, and the beam will melt both the ship and its surrounding mechanoids. | ||
− | ==== | + | ==== Zoning animals ==== |
+ | |||
+ | When dealing with a crashed psychic ship part that has been there for some time, do not let any of your tamed animals near it, for the ship part can drive them into manhunter mode. This is additionally harmful as they are capable of opening doors to attack your colonists. | ||
+ | |||
+ | ==== Quick demolition ==== | ||
+ | |||
+ | Rapidly destroying the ship part may be of interest to you, as the ship part both directly blocks shots and provides cover for the mechanoids. Destroying it allows your colonists to hit them more effectively, especially if you haven't completely surrounded the ship part. | ||
+ | |||
+ | == Manhunters == | ||
+ | |||
+ | Animals may randomly turn mad and become hostile due to various reasons. | ||
+ | |||
+ | When mad, they will actively attack humanlikes or mechanoids, and will not attack other structures unless provoked (such as seeing someone walk through a door). They are not sophisticated in their attacks and are only capable of actively using melee. Some can explode upon death for devastating results. | ||
+ | |||
+ | === Animals === | ||
+ | Any animal can be part of a manhunter pack. Each kind has its own statistics, and can be roughly grouped as follows: | ||
+ | |||
+ | # In terms of size: | ||
+ | #*Small: Small-sized animals. They tend to come in massive numbers and their small size makes them hard to hit. | ||
+ | #*Medium: Medium-sized animals. They do moderate damage, and some can run fairly fast. | ||
+ | #*Large: Large-sized animals that have high melee DPS up close but don't come in great numbers. | ||
+ | # In terms of speed: | ||
+ | #*Slow: Animals that run slower than an average colonist. | ||
+ | #*Fast: Animals that are faster than most colonists. Obviously the more dangerous of the two. | ||
+ | # Others: | ||
+ | #*Explosive: Animals that explode on death such as [[boomalope]]s or [[boomrat]]s. | ||
+ | |||
+ | === Occurence === | ||
+ | |||
+ | Mad animals can strike your colony in several ways. | ||
+ | |||
+ | #Singular mad animals may randomly attack. | ||
+ | #Manhunters packs can arrive in massive numbers, or have a few large and deadly animals. They come in a tight pack. | ||
+ | #Psychic waves drive all animals of a single species insane, directing them at your colonists. They are usually scattered at first, then proceed to converge on your colonists. | ||
+ | #In an unfortunate hunting incident, animals being hunted will turn on you, and may even bring their allies along. | ||
+ | |||
+ | === Melee blocking === | ||
+ | |||
+ | As with any full melee attacks, '''[[#Melee blocking|melee blocking]] is an extraordinarily efficient way to defeat manhunter packs'''. This is especially so if the animals are small such that they deal little damage before being killed, one after another. | ||
+ | |||
+ | When psychic waves occur, either lure animals into one spot or open multiple doors for melee blocking. | ||
+ | |||
+ | === Animals vs. Animals === | ||
+ | |||
+ | One good way to fight off mad animals is with... more animals! Just draft anyone with Release-capable animals assigned, and set them out. Your colonists can watch safely from a distance, or take a potshot or two while watching the animals tear each other apart. Just remember to have someone mop up the bloodstains, haul the corpses of the fallen, as well as finish off any survivors. | ||
+ | |||
+ | === Hit-and-run === | ||
− | + | A slower strategy is to draft a colonist, place it in a door to shoot a maddened animal, move the colonist back to safety and wait until the animal gives up and wanders off, then repeat. Be careful since this will draw the attention of surrounding maddened animals making them attack the door where the colonist came from, so be ready to repair it immediately. <br> | |
+ | You can either kill them directly or wait for blood loss to take its toll. Larger animals can be softened this way before you move in for the kill. | ||
− | + | This method is best used if you don't have enough firepower to take on them directly, and you have durable enough doors to hold against animal attacks. | |
− | + | === Kiting === | |
− | + | Being unsophisticated in their tactics, they can be lured easily. | |
− | + | If you have good shooters that are fast (moving >140%), you can easily kite the faster animals. <br> | |
+ | The larger animals are usually slower and any colonist that has normal Moving will do fine against them, though it's still better with a faster-than-average colonist. <br> | ||
+ | This is best combined with a long-range firing squad and turrets laying fire from a distance while they are chasing the colonist. Be sure that the animals do not lose track of your kiters otherwise they will switch targets and go for somebody else. | ||
− | + | === Frontlining === | |
− | + | The traditional, less effective way is to engage the manhunters at the frontline. In this case, you will need some melee fighters to fight animals at close range and peel for your gunners. | |
− | + | While doing so, turrets can distract manhunters for your colonists, giving your colonists more time to shoot them while occupied by the turret. They may explode when destroyed, taking out a sizeable group of animals who won't run away from exploding turrets, switching to another target only after the turret is no more. | |
− | + | === Waiting it out === | |
− | + | If you have a perimeter wall or a superstructure base with decent food stocks, you can simply wait it out inside while they relentlessly swarm outside the walls. Some of them will exit manhunter mode once they fall asleep, and will act normally afterwards. | |
− | + | Remember not to let anyone outside unless your intent is to kill the animals. | |
− | + | They will actively attack doors if a colonist hides behind them; as a precaution, build it out of a sturdier material such as [[plasteel]] so they don't get destroyed during a manhunter attack. They will give up after a while if the doors are not destroyed. Alternatively, simply have a builder build a wall behind the door, totally preventing manhunters from entering even if they break the door. | |
− | |||
− | + | === Scavenging dead animals === | |
− | + | Manhunter packs are a good source of [[meat]] for your colony, especially if you're low on food. If there are still maddened animals, wait until the other animals from the pack go to sleep, walk away far enough, or get a fast colonist to try and haul the dead ones away. | |
− | = Infestations = | + | == Infestations == |
[[Infestation]]s will spawn under Overhead Mountains within 30 tiles of a colony [[structure]]. They can be a serious hazard in mountain bases due to the lack of free space to run away from with too many obstacles on the path, but not so much threat in open area (flat) maps. [[Insectoids]] are lightly armored, exclusively use melee and are slower than colonists. This gives them some protection against close range attacks, but leaves them vulnerable to ranged attacks and kiting tactics. | [[Infestation]]s will spawn under Overhead Mountains within 30 tiles of a colony [[structure]]. They can be a serious hazard in mountain bases due to the lack of free space to run away from with too many obstacles on the path, but not so much threat in open area (flat) maps. [[Insectoids]] are lightly armored, exclusively use melee and are slower than colonists. This gives them some protection against close range attacks, but leaves them vulnerable to ranged attacks and kiting tactics. | ||
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=== Melee blocking === | === Melee blocking === | ||
− | + | Usage of this tactic allows you to defeat insects efficiently. You may even stand a chance against massive infestations if for some reason fire isn't viable, but don't get cocky. | |
− | |||
− | |||
− | + | Chokepoints can arise on their own from insects digging out; simply wait for them to tunnel through and massacre them once they exit. | |
=== Using fire === | === Using fire === | ||
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Fire is an effective way to clear early-mid stage infestations. If they spawn in an enclosed area with a door and plenty of flammables, all you need to do is to toss a molotov or shoot an [[incendiary launcher]] bolt into the room. The room will quickly catch fire, causing the temperature to rise fast, roasting the insects in it along with the hives. | Fire is an effective way to clear early-mid stage infestations. If they spawn in an enclosed area with a door and plenty of flammables, all you need to do is to toss a molotov or shoot an [[incendiary launcher]] bolt into the room. The room will quickly catch fire, causing the temperature to rise fast, roasting the insects in it along with the hives. | ||
− | + | You can provide extra fuel for the flame by building a lot of cheap wooden furniture, such as stools, then deconstructing them and forbidding the wood. This is more resource efficient than having colonists haul entire stacks of wood to burn. | |
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− | |||
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− | |||
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− | |||
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− | |||
− | |||
− | + | If there aren't flammables, you can still keep shooting the hives. They can catch fire, along with the fuel puddles created on the ground. | |
− | + | As any items inside the room are likely to catch fire and be destroyed, this tactic is not recommended in a place with many valuables such as warehouses. Also be careful with the heat spreading to nearby rooms. Insects trapped in uncomfortable temperatures will quickly attempt to dig out to escape. If they don't fall unconscious fast enough they may survive to break out and attack. | |
− | |||
− | |||
=== Explosives === | === Explosives === | ||
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==== Baiting ==== | ==== Baiting ==== | ||
− | You can mine out rooms a distance away from your colony to somehow control insects to nest there, instead of letting them spawn right in the middle of your base. Place some cheap flammable furniture inside to confuse the insects into thinking it's a prospective nesting spot, as well as to light on fire for a quick solution to an infestation problem | + | You can mine out rooms a distance away from your colony to somehow control insects to nest there, instead of letting them spawn right in the middle of your base. Place some cheap flammable furniture inside to confuse the insects into thinking it's a prospective nesting spot, as well as to light on fire for a quick solution to an infestation problem. |
A well-lit base discourages insects from nesting, though it can still happen. If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced. | A well-lit base discourages insects from nesting, though it can still happen. If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced. | ||
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If you want the insect trap to automatically kill insects, put an [[IED incendiary trap]] inside the room, next to the flammables. Once an infestation spawns the insects will trigger the trap, lighting the room on fire and broiling the insects. | If you want the insect trap to automatically kill insects, put an [[IED incendiary trap]] inside the room, next to the flammables. Once an infestation spawns the insects will trigger the trap, lighting the room on fire and broiling the insects. | ||
− | Alternatively, fill it with | + | Alternatively, fill it with a few deadfall traps to weaken them before they strike your base, giving you the advantage. It also preserves the hives, which can be either good or bad. |
==== Deep freezing ==== | ==== Deep freezing ==== | ||
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An interesting way to completely prevent infestations is to simply set your base temperature below -17°C with coolers, and have everyone in the colony wear [[parka]]s. | An interesting way to completely prevent infestations is to simply set your base temperature below -17°C with coolers, and have everyone in the colony wear [[parka]]s. | ||
− | This means that the 'Slept in the cold' debuff will be prevalent in the colony, however, so you will need something to offset the mood | + | This means that the 'Slept in the cold' debuff will be prevalent in the colony, however, so you will need something to offset the mood. |
=== Deep drill infestations === | === Deep drill infestations === | ||
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Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while. | Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while. | ||
− | When you see this happen, gather up your defense forces to fight the incoming insects. Have them approach your base where you can melee block them while evacuating other colonists so the insects don't go for them first | + | When you see this happen, gather up your defense forces to fight the incoming insects. Have them approach your base where you can melee block them while evacuating other colonists so the insects don't go for them first. |
− | + | == Prison breaks == | |
− | |||
− | = Prison breaks = | ||
If you have prisoners (or potential colonists or hats) on hand, always expect them to break out any time. This is more so if you have many of them, each one ready to incite a riot whenever the guards aren't looking. | If you have prisoners (or potential colonists or hats) on hand, always expect them to break out any time. This is more so if you have many of them, each one ready to incite a riot whenever the guards aren't looking. | ||
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=== Strategy === | === Strategy === | ||
− | You should [[# | + | You should [[#blocking enemies|block the prisoners]] with armored wardens carrying blunt weapons, or melee attacks with guns. They will fight and down the prisoners while blocking their exit, buying time for reinforcements. |
Against already injured yet unarmed prisoners, send 1 brawler per prisoner to minimize the risk of beating them to death. <br> | Against already injured yet unarmed prisoners, send 1 brawler per prisoner to minimize the risk of beating them to death. <br> | ||
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You goal here isn't to kill the prisoners, it's to down them so you can recapture them. | You goal here isn't to kill the prisoners, it's to down them so you can recapture them. | ||
− | *Blunt melee weapons such as the [[mace]] is a good choice for wardens to down escapees. The wounds don't bleed | + | *Blunt melee weapons such as the [[mace]] is a good choice for wardens to down escapees. The wounds don't bleed, nor will they be infected, giving them higher survival chances overall. |
− | *At a distance, use | + | *At a distance, use moderate DPS weapons that won't deal too much damage to the prisoners, or to your people when the prisoners pick them up. |
*Don't use high damage per hit weapons such as [[sniper rifle]]s or [[longsword]]s, as you risk instantly killing them or destroying an important part. | *Don't use high damage per hit weapons such as [[sniper rifle]]s or [[longsword]]s, as you risk instantly killing them or destroying an important part. | ||
=== Turrets === | === Turrets === | ||
+ | Turrets can be used as a form of distraction and supplementary firepower against prison breaks. Station them outside the prison doors, and they will fire on the escapees. They deliver good firepower at short ranges, and leave no viable weapons that can be picked up. Prisoners also tend to stop to fight the turrets, giving wardens time to reach them. | ||
− | + | 1-2 is enough for most prisons. Don't put too many otherwise the turrets may kill the prisoners before you can intervene. | |
− | 1- | + | == Ambushes == |
+ | |||
+ | Defensive battles don't always happen at base. Sometimes it may happen far away from it, striking one of your caravans, perhaps loaded with plenty of silver. Or maybe they creep to your traders and demand ransom, which you don't feel like paying. You always need to be prepared for ambushes when you send out caravans. | ||
+ | |||
+ | === Escort === | ||
+ | |||
+ | Sending just one or two colonists in any caravan is usually not advised except in very short-distance and light trips as they will not be able to fend off an ambush. In this case, have combat-capable escort members which can fight and carry items, as well as medics who will patch up your colonists after battles. | ||
+ | |||
+ | If you have lots of attack animals, you can also send just 1 colonist skilled in handling, and a lot of attack animals. They can swarm any incoming attackers, and you can leave colonists back at base for work. Remember to take into account the animals' food needs; grazing animals work best for this reason. | ||
+ | |||
+ | On the other hand, if you are not carrying much besides a lone colonist, leaving him to go alone is helpful as lone colonists are hard to detect, reducing the likelihood of ambushes. | ||
+ | |||
+ | === Ambush site === | ||
+ | |||
+ | The ambush site is small, restricting the space where you can conduct your battle. This renders many tactics obsolete, such as long-ranged sniping or kiting. You will often have to face off the enemy in a direct gunfight or brawl. | ||
+ | |||
+ | Besides this, you can't escape the fight until it's over, leaving no choice but to fight back. | ||
+ | |||
+ | === Cover and positioning === | ||
+ | |||
+ | [[File:Ambush_fight.png|600px|thumb|right|Excellent defensive position against ambushes. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most. Two brawlers are ready to execute a melee sortie, while another is ready to [[#Peeling|peel]] for the gunners. Combined with good equipment, this allows the fight to be won with few injuries even when outnumbered.]] | ||
+ | |||
+ | You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, hide behind rock chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. | ||
+ | |||
+ | If you have time, go somewhere where there is cover for you, but not the enemy. This gives you a significant upper hand in defensive battles. | ||
+ | |||
+ | Melee sorties or rushes work well if you have brawlers for they can traverse the short distances. | ||
+ | |||
+ | === Items === | ||
+ | You will need to bring some items so you can be prepared for a surprise attack. | ||
+ | |||
+ | ==== Weapons ==== | ||
+ | You usually don't have weapons to switch in a caravan unless you're bringing more than you need with you, so choosing the right weapons for your escort party is important. | ||
+ | |||
+ | *High-DPS weapons are optimal for dealing with ambushes. | ||
+ | *Long-ranged weapons are good for taking down targets at medium-long range, however their low DPS may offset their range advantage in an ambush. | ||
+ | *[[Minigun]]s are good against tightly-packed raiders hiding behind cover in an ambush. However, their heavy weight and movement speed reduction means you may want to reconsider bringing one. | ||
+ | *Melee weapons can help fight off enemy brawlers, or disrupt enemies behind cover. You should have at least 1 melee fighter in each escort. | ||
+ | |||
+ | ==== Medicine ==== | ||
+ | You should have some medicine handy so your colonists can patch themselves up after the battle. | ||
+ | |||
+ | [[Medicine]] should be your choice here; you should try to get good treatment to reduce chance of infection, as colonists don't get much rest in a caravan. [[Herbal medicine]] is useful if you have a good doctor on hand. | ||
+ | |||
+ | === Aftermath === | ||
+ | |||
+ | You can reform the caravan immediately after the battle is ended; you can bring along any downed colonists, as well as capture downed enemies. The caravan members will tend to themselves shortly afterwards. | ||
+ | |||
+ | Alternatively, you can stay and forage from the ambush map before you leave. | ||
{{nav/guides}} | {{nav/guides}} | ||
− | [[Category: | + | [[Category:Gameplay]] |