![]() ![]() My first tip is, if you do use a mod for heat generation, it doesn't discriminate and super heated air can be lethal. just draw the alpaca zone where they set up their mortars and they'll never get a single shot off.There's some interesting ways to make a heat-death-box with some mods, ranged from using lava with map mods to create death chambers of combustion to dedicated heat sources to create a heatstroke mazes. ![]() Meanwhile the colonists go about their business inside the walls of the compound. its just that when you restrict them to a small enough area in close proximity to agro pawns they will defend themselves when attacked and overwhelm with sheer numbers. Note that these animals have no training beyond initial taming, they are not being released or following a master. then its just a matter of rescuing the downed alpacas and butchering the dead ones which i would have done anyway. ![]() The raiders will kill a couple and a handful will get downed but by that time enough raiders have been killed or downed that they flee. for 10 to 15 raiders 50 alpacas are more than enough to swamp them if you draw the area tightly around their location. then i expand allowed area and draw a tiny area only where the raiders are. When a raid hits i just go to animal tab set 50 of them to a new zone i create called "alpaca siege defense". so i have 150 alpaca tamed and zoned to go everywhere except inside my buildings and crop zones. instead its much more fun for me to just train animals. This is an advanced Mega-Pacman defense that requires more resources to establish: This depicts an early version of the Pacman defense: The serpentine hallways leading to the killbox give you options to install a lot of traps to attrit raiders or at the least delay the raiders from entering your killbox to give your colonists more time to occupy defensive positions. That way, you ensure all turrets open fire the moment the enemy comes into view. I use the Pacman style box which essentially arranges turrets in a circle with a walled entrance that leads to the start of the killzone. Essentially, you want a setup that immediately overwhelms and enemy with firepower giving them little opportunity to respond and damage your defenses. Sandbag also help reduce the chance the inferno cannon hitting area behind the killbox. Walls are very useful as cover, not only their cover value is significantly higher than sandbag, they can also shield colonists from explosives such inferno cannon. Your colonist battle station should have wall tiles to provide cover. Entrance to your killbox should have sandbag, chunk, trees or any object that doesn't allow pawns to stand so that raider can't take cover (note that sometime they do). Killbox length is much simplier, the more colonists and defense you have the longer the width should be, as long as all your guns can hit the enemy as soon as they step inside the killzone. If you want to use slug cannon and auto cannon turret you can go for 40 tiles length, it make fighting centipede a lot easier but then you will have to deal with sniper and taking out raiders with rockets is a lot harder. Mine is somewhere around 24 so I can switch to charge rifle later on. Ideal length of the killbox is depends on the weapons you give to your colonists. You just need a bait (highly valuable building) behind an entrance, and fight the raider at favorable ground that you choosed to build the entrance at. It is just luring the raiders into a heavily fortified entrance. ![]()
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