![]() ![]() Idk how to improve mine, or how much distance should i put the big turrets apart, if stack them close to get more, cause If I separate them for when they explode, id have to separate them a lot and have fewer. You can't meet the enemy head-on on higher difficulties beyond the early game, they outnumber you and outgun you, if you have no way to control the enemy they will plow right through you.Īll good points here.One that can stand 5000 points raids. Have colonists popping in and out of them, bouncing the enemy AI around in confusion.Īn open pillbox isn't viable, you will be decimated as soon as snipers and rocket launchers come into play. Which is also "in the spirit of things" as there's an example on the store page of that as well. You "can" play without one, it's very difficult and very risky even on medium difficulties, and usually involves exploiting the AI even worse than a killbox. We are given the tools to build efficient defensive structures because we are supposed to use them, there is nothing more "in the spirit of things" than a killbox loaded with turrets, traps and sandbags. There's a reason why many of the screens on the store page have killboxes, and the ones that don't are either on fire or feature many downed and injured colonists. which not to bash people who like the method, just seems lame/exploity and not really in the spirit of things to me, I'd like to avoid it if I can.Ĭould anyone provide some ideas and/or screenshots of a non-killbox defense which works for them? Is a non-killbox defense even viable on the higher difficulties? Thanks. Originally posted by Equil:I've been looking for ideas about building defenses but almost everywhere I look everyone just says build a killbox. Either with the enemies using your defences, or getting trapped. good news is you might have a window to shoot down a few bandits to save your people.ģ.) poor base setup may make your fallback options work against you. Even tho it tends to be highly effective, one wrong move can cost you everythingĢ.) if someone gets knocked out, enemies are likely to kidnap and leave instead of getting mowed down. This could be considered a killbox in a way, but I dont think its a problem since your concern was cheap, no input/exploit like setups, and this is not exploit and actually requires alot of input from the player.ġ.) anything at all can go wrong. The tricky part is making it fireproof and leaving yourself enough options that the plan doesnt backfire. ![]() If you can divide your base up in a way that gives you fallback options, you will see what I mean. Hit and run tactics work extremely well, especially when you can split the enemy up into smaller groups. Infestations will usually pick the largest, darkest, dirtiest room available when it spawns. As long as you don't have flamable (that you care about) or destructable items inside this room, it can also be used to bait out an infestation as an alternative to inside your base where you have things you care about. The time taken for raiders to go down this hallway will usually be long enough to assemble your colonists to shoot any survivors. Enemies will run in, mostly kill themselves in the process on your traps, then try to run out the same way they came (unless there is a shorter route to leave the map). This is why, for a weak colony you can just dig a long 3 wide path (or make one) leading to a room (inside a mountain is best) where you keep your silver and other valuables, then fill that path with deadfall traps in a crisscrossing pattern with as few doors or hard obstructions as possible. The raiders will also usually always try to reach whatever section of the map has the most wealth. Limiting the directions that your enemy can approach from or directing them to a trapped path only makes sense as this lets you focus your defenses on that area instead of being spread out all over the place. There really aren't many other solutions due to the fact that enemies will always be able to out-range your turrets, either by means of snipers and rockets, or by setting up mortars. ![]()
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