The lowest shooting skill of a ranged pawn was 7, and the highest was 15. I beat that game by traveling to the landed ship, but just loading up a save and taking a brief look, it looks like by the time I was at the landed ship, I had completely upgraded from machine pistols to at least heavy SMGs, most of which were normal quality. I didn't buy Royalty until I finished that game). Well my current strategy definitely worked well in 1.1, but I'm not so sure about 1.1 with Royalty installed or 1.2, since I actually haven't really had a serious game since I finished a game that I started when 1.1 was experimental(I started it before Royalty dropped, but I finished it after Royalty came out. And your team size, to generate wealth & crafting better guns. Originally posted by Cannenses:Obviously your options is dependent on which stage of the game. Used appropriately (timing & location of drop), the raiding party is pinched in a killbox. Use jump pack to get in range quickly when necessary.įinally, the Royalty DLC has Private Military Contractors (as well as different types) for pawns with Count/Countess title. Legendary charge rifles, although somewhat shorter range, is absolutely lethal if you have high level pawns (15 & above). If you can equip your pawns with Masterwork guns at the minimum, you will see a clear difference in a firefight. Not normally discussed is the build quality, which in my experience is a game-changer. Distance clearly not better than snipers. I don’t use bolt action, they are too slow & single shot. Mid- and long-range is assault gun, charge rifle, charge lance and snipers (2 max). Short-range is either brawlers with persona monoswords & jump packs to close the distance quickly, or chain shotgun. They’ll be outgunned by industrial-level raiders. And your team size, to generate wealth & crafting better guns.įor later stage, or higher (starred) quests, what you’ve listed is probably not enough. Obviously your options is dependent on which stage of the game. Unfortunately, because of how beneficial it is to give them psychic powers, they will eventually move into prestige cataphract armor with a jetpack. Those grenades do something like 63 damage unmitigated, so even when their damage is blocked they blow off limbs and otherwise kill raiders in a large radius. Meanwhile melee units can sport grenadier armor pretty safely. I end up having to stick gunners in cataphract armor asap so they can survive larger fire fights. Their damage output is fine, but they can't take advantage of a lot of the best psychic powers like bullet shield and instead rely on cover or broad shields. I usually try to keep 9 colonists with assault rifles, and eventually charge rifles, to take advantage of enemy broad shields and killboxes. With psychic powers, especially skip and invisibility, a melee colonist can cleave through entire armies. Against mechanoids, one non-psychic melee colonist is usually good to take down 3 or 4 centipedes on their own before they need to fall back due to bruises. One non-psychic melee colonist can jump into enemy broad shields and clear them out for you to use. Persona Monoswords whenever possible and Persona Zeushammers if monoswords aren't available. If I lack heavy SMGs or assault rifles, they can be substituted with machine pistols, LMGs, or bolt action rifles, but the latter is reserved for high skill shooters. This is my philosophy on fighting in the game in general), heavy SMGs are given to medium skill shooters, and assault rifles are given to high skill shooters. Low skill shooters get machine pistols, since they put out a large amount of bullets(even with a lower chance to hit per bullet than other weapons, like the boltie, the amount it puts out makes up for it. Sometimes they are used to protect shooters from a melee charge.Īs far as guns go, I try to get machine guns, in particular the machine pistol, the heavy SMG, and the assault rifle. This means that I only ever have a few melee pawns, and they are pretty much used to carry away injured pawns or to chase retreating raiders. The only circumstances where I'll give a pawn a melee weapon are pretty rare:ģ) a pawn has almost no skill in shooting, but is practically a god in melee and has at least a minor passion for it I think this may be a little unusual, but I typically try to avoid melee at all costs. What weapons/armor do you usually give your colonists? So since the meta has probably changed a little since then, and since there are probably more/different users here now, I figured I might as well ask. So I know that there have been a few posts before that have pretty much asked this question, but using the search function I couldn't find any of them and as far as I know there hasn't been one since at least 1.2, possibly since 1.1.
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