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− | == Weapons ==
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− | Allocating and using weapons effectively gives you a sizable advantage against raiders, who barely have any knowledge on how to properly use them.
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− | Here is a list of ways to use each weapon, and how to counter enemies that are using them.
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− | === Melee ===
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− | Weapons that can only deal damage in hand-to-hand combat. They usually deal more damage than guns, if you can reach the enemy to attack, and have the added benefit of forcing enemies into melee combat -- putting gun-armed raiders at a grave disadvantage as they can only fight with their fists -- and applying a hefty movement speed malus on any pawn that's even attacked in melee.
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− | ''' Usage '''
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− | *Pair with [[shield belt]]s to protect colonists while they close in on the enemy.
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− | *Fight back against enemy brawlers trying to break your ranks.
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− | '''Counters'''
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− | *Shoot them down before they enter range (much harder with active shield belts, but can be managed if you have EMP weaponry).
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− | *Instead of engaging them with melee, gunners should fire point-blank to deal more damage.
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− | *Outrun and kite them with fast movers.
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− | ==== Blunt ====
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− | Blunt weapons include the [[club]] or [[mace]]. The mace is always the smarter choice due to superior DPS.
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− | '''Usage'''
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− | *Attack enemies heavily protected against sharp damage.
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− | *Use them as a non-lethal weapon to down enemies that you want to (re)capture.
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− | '''Counter'''
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− | *Burst them down before they can deal much damage.
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− | ==== Sharp ====
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− | There is a much larger variety of sharp weapons, from the cheapest and weakest [[shiv]], to the strongest but most expensive [[longsword]]. They should be the weapon to use if you're looking for damage, especially for the [[spear]] or longsword.
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− | '''Usage'''
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− | *Use as a general purpose melee weapon for dealing damage.
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− | '''Counter'''
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− | *Most armor and clothing protects well against sharp damage.
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− | ==== Bionic ====
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− | These are replacement body parts, rather than wielded weapons.
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− | There are two combat bionic body parts, the [[power claw]] and [[scyther blade]]. Both deal higher damage than unarmed, and are hand replacements.
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− | '''Usage'''
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− | *Don't wield another melee weapon otherwise the colonist will use it instead, potentially lowering DPS.
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− | ==== Allocation ====
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− | #Spears and longswords should be given to the highest skill melee colonists, who will make the most out of their high DPS while being able to dodge enemy melee blows.
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− | #Maces should be given to designated brawlers to deal with heavily armored enemies, and wardens to down prisoners with less risk of fatally injuring them.
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− | #The [[gladius]] is somewhat middling with its DPS. It should be given to potential brawlers for them to practice melee, before upgrading them to better weapons.
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− | #[[Knife|Knives]] are a decent choice for non-combatants as a self-defense weapon. They may also be used as a practice weapon for leveling up melee.
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− | #Shivs or clubs should be used only if you lack better weapons, or materials and technology to make them, such as early-game.
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− | #Power claws can be used to replace the hands of a ranged soldier who will engage the enemy in front-line combat. For a slight penalty to shooting accuracy, the soldier will be able to fend off enemy brawlers easily, and help peel for others as well.
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− | #Scyther blades should be reserved for colonists with little purpose beyond melee combat, due to its heavy manipulation penalty. Even so, consider giving them power claws instead, as low manipulation means they will miss a lot.
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− | === Neolithic ranged ===
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− | These weapons are crafted cheaply using wood, but have low overall DPS and only perform well in short range. They include the [[short bow]], [[great bow]] and the [[pila]]. Often used by tribal archers during battles.
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− | It's well advised to switch these out with guns which easily outperform them.
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− | '''Usage'''
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− | *Use them as a supplementary ranged weapon before you obtain better weapons such as guns.
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− | '''Counter'''
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− | *Out-range them using long-range guns.
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− | *Charge at them with shielded melee.
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− | *Most armor and clothing protects well against sharp damage.
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− | ==== Bows ====
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− | Low-tech weapons with moderate-long range. While these have an appealing maximum range (29 to 32 tiles), in actual combat they are only practical at around half their maximum range. They don't deal much damage per shot, either, not enough to be lethal or to incapacitate.
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− | Give great bows to your most skilled colonists that don't have a gun on their hands yet. <br> Short bows are better suited for other colonists to at least arm them against threats.
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− | ==== Pila ====
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− | A short-medium ranged weapon that has a long wind-up and cooldown time but deals high damage on hit. Its shots deal enough damage to incapacitate or even kill insufficiently protected colonists should they be struck in vital areas.
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− | These are best suited for moderate-high skilled ranged archers.
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− | === Guns ===
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− | A staple for either side of battle, guns are the go-to method of dealing ranged damage. Even if you're playing as a tribe, it's recommended to pick these up for use instead of using bows or pila.
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− | '''Usage'''
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− | *Basically anything that calls for ranged firepower.
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− | '''Counters'''
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− | *Most armor and clothing protects well against bullets.
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− | *Dodge the bullets with fast movement.
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− | ==== Light firearms ====
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− | Low-caliber weapons that fire rapidly but have lackluster damage output and average range.
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− | These should only be used in actual combat during early-game when enemies are weak enough to take down with these.
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− | '''Usage'''
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− | *Equip on colonists with less shooting skill as the fast fire means missing is less punishing.
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− | *Give to colonists to quickly improve their aim, regardless of level.
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− | '''Counters'''
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− | *Take down other enemies first, who can deal more damage and are hence more dangerous.
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− | ===== [[Revolver]] =====
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− | The lowest tier of firearm. It's actually outclassed by the great bow which deals more damage and has better accuracy and range.
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− | ===== [[Autopistol]] =====
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− | A fast-firing but shorter ranged pistol. It's also outclassed by the great bow.
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− | It is the best gun when it comes to training, since its fast firing rate means you'll pull off many shots in little time, rapidly giving XP for shooting.
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− | ===== [[Machine pistol]] =====
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− | A light sub-machine gun. Its fires a 3-round burst with a low aim time and cooldown. Its bullets deal so little damage that they can't even shoot off a finger. Because of this, it makes a decent weapon for wardens to subdue escaping prisoners, as it has a lower risk of permanent damage or accidental killing.
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− | ==== Short-range ====
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− | Short-ranged weapons with ranges of less than 20 tiles. These require you get up close to the enemy to shoot them, leaving you more vulnerable to enemy fire, but in-return deal heavy DPS.
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− | '''Usage'''
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− | *Use as a supporting weapon to shoot down incoming melee enemies or return fire against short ranged enemies.
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− | *Equip on non-combatants for self-defense.
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− | '''Counters'''
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− | *Deprive them of any nearby cover to expose them.
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− | *Shoot with long-ranged weapons.
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− | *Close in on them with shielded melee.
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− | ===== [[Pump shotgun]] =====
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− | A weapon that fires a single high-damage blast of pellets. These can severely injure an enemy, sometimes killing them outright if you hit a vital organ.
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− | It is fairly accurate within its range.
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− | ===== [[Chain shotgun]] =====
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− | A very short-ranged weapon that fires a triple burst of shotgun pellets. While having the potential to deal immense single-target damage, its very low accuracy means that the blasts will often hit other enemies next to the original target.
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− | Overall, it's a situational pick that is most useful in special situations.
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− | '''Usage'''
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− | *Shred large targets with its high DPS, as it can land most of its shots against them.
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− | *Fire at bunched-up enemies who are more likely to take hits from this weapon.
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− | '''Counter'''
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− | *Burst them down or force them into melee combat before they can pull off a single burst.
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− | *Spread defenders apart to reduce chance of collateral damage.
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− | ===== [[Heavy SMG]] =====
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− | Fires a 3-round burst of heavy slugs. These pack quite a punch, but aren't very accurate. An excellent choice in terms of short-range DPS.
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− | ==== Medium-range ====
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− | Well-rounded guns with a moderate maximum range of around 24-25 tiles. They deal excellent DPS at range if they can hit their mark.
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− | '''Usage'''
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− | *Give to your moderately skilled gunners.
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− | *Deal heavy damage to entrenched low-DPS or short-ranged targets.
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− | '''Counter'''
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− | *Focus fire on them to take them out first.
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− | *Out-range them when they are entrenched.
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− | ===== [[LMG]] =====
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− | A light machine gun that fires a 6-round volley of light bullets. While it has good damage potential, it has poor single-target accuracy with the bullets rarely hitting the same target.
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− | '''Usage'''
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− | *Fire at a group of enemies instead of lone ones.
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− | ===== [[Charge rifle]] =====
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− | An excellent weapon that fires a burst of charged energy packets. Its good accuracy and high DPS means that defeating the enemy is no problem with this. It should be your standard weapon at mid-late game situations.
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− | Though it works good even if used alone, it's best to add other longer-ranged weapons to the mix to make up for its mediocre range.
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− | ==== Long-range ====
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− | Long-distance guns with a maximum range of 32 tiles or longer. Their main advantage lies in dealing damage from a distance to out-range short-ranged gunners, for they don't deal good damage up close.
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− | '''Usage'''
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− | *Give to your best shooters who will make the most out of the long range.
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− | *Shoot down short-ranged gunners.
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− | *Conduct hit-and-run or kiting attacks with ease.
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− | '''Counter'''
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− | *Take down other enemies who can provide fire support for them.
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− | *Burst down with high-DPS weapons when unsupported.
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− | ===== [[Assault rifle]] =====
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− | A versatile gun that works at long ranges while still dealing satisfactory damage at close-medium range. It works as a lower-tech version of the charge rifle when range is more important than DPS, and has potential as a kiting or hit-and-run weapon at higher qualities with a skilled and fast-moving shooter.
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− | ===== [[Bolt-action rifle]] =====
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− | A long-range rifle that fires a single powerful bullet. It's the most accurate weapon in-game, surpassing the sniper rifle in accuracy, and also fires faster. It is more suited for novice snipers (level 10 or lower) as it's rather skill-friendly. Its faster fire rate also makes it better for kiting moving targets.
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− | It isn't nearly as likely to deal permanent damage as the sniper rifle, making it better if your goal is to incapacitate rather than kill. It also fares better than the sniper rifle up close.
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− | ===== [[Sniper rifle]] =====
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− | The longest-range weapon in-game, the sniper rifle fires an extremely high-damage bullet with a long aiming and cooldown time. It has incredible killing potential, being able to blow off limbs or heads with ease even with light armor on.
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− | For maximum effectiveness the sniper rifle should be reserved for the best of the best shooters. At sniper distances even a difference of 1 level in Shooting can make a significant difference, and missing a shot is punishing due to its long firing cycle. They should also be fired from at least 15 tiles away from the enemy as it has poor performance at touch to short ranges. If you have any [[Go-juice]] available, have your snipers take it during a raid, as the firing accuracy bonus will dramatically improve their effectiveness with the sniper rifle.
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− | It is an excellent weapon for hit-and-run attacks as its long range allows your snipers to fire from safety.
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− | ==== Special ====
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− | Weapons that don't really fit into the other categories. They are effective but situational.
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− | ===== [[Minigun]] =====
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− | A more curious weapon, the minigun fires an immense 30-round barrage of bullets that can rain down on a group of enemies, but can't hit single targets at all, due to its forced miss radius. Shooting skill does not matter for this weapon at all.
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− | '''Usage'''
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− | *Equip on Trigger-happy colonists, regardless of shooting skill.
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− | *Aim behind or within large groups of enemies to deal immense damage to them.
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− | *Shred enemies at point-blank.
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− | '''Counter'''
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− | *Spread out colonists to make it much harder for the minigun to hit.
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− | *Shield belts can easily negate most of the minigun's damage as it can't be focused on a single target.
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− | === Explosives and incendiary weapons ===
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− | Explosive weapons are a force to be reckoned with, whether by raiders or colonists. With correct use, they can deal heavy damage and disruption to the opposing side. Most armor protects poorly against explosive blunt or heat damage, making them a decent choice against heavily armored enemies.
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− | An important thing to note is that explosives are not blocked by cover, but are stopped by walls. This means your colonists covering behind sandbags will be hurt by the explosion, but not those hiding behind a wall.
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− | ==== [[Mortar]]s ====
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− | ''See also: [[Defense structures#Mortars]]''
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− | Mortar attacks on sieges and raids are effective if the mortars have the time to aim and fire. Each shell has great destructive potential if they connect, but they take a long time to reload and aim, and have poor accuracy. Different types of shells have different uses.
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− | They also allow you to effectively utilize your colonists who are poor at combat, as mortar accuracy is unaffected by colonist skill, however colonists incapable of violence will outright refuse to man a mortar.
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− | Always remember to manually unassign colonists from mortars; if you don't, they will continue standing there until they eventually collapse from exhaustion, starvation, or have a mental break.
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− | An important point to remember is that while your colonists are better at dealing with single or spread-out enemies, mortars are designed for heavily grouped enemies. If you diffuse your enemies, the mortars will not be able to hit the enemies easily.
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− | If you are short on manpower, you can automatically assign a colonist to fire 1 shot from each mortar. However mortars will not cool down unless there is someone manning it.
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− | '''Usage'''
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− | *Assign colonists inept at combat to man mortars.
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− | *Aim at least 16 tiles away from your soldiers and allies to prevent friendly fire.
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− | *Fire on static targets, or aim ahead of moving ones.
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− | '''Counter'''
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− | *Stay inside the 30-tile blind spot when safe to approach.
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− | *Spread your fighters apart to reduce potential damage done each shell.
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− | *Keep moving to avoid the shells.
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− | ===== [[High-explosive shell]]s =====
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− | The most straightforward way of bombarding enemies. Each mortar shell deals great amounts of explosive damage.
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− | '''Usage'''
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− | *Aim around 4-8 mortars at each group of enemies.
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− | *Use only against large groups of enemies.
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− | '''Counter'''
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− | *Most [[shield belt]]s can absorb 1 hit from the mortar.
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− | **Against these enemies, fire at them with the EMP mortar first (see below).
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− | ===== [[Incendiary shell]]s =====
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− | These deal low damage, penetrate shields and set areas on fire. The fire can cause disruption among the enemy ranks, as they frantically run trying to put out the flames.
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− | Be careful with these as the fires can spread across wide areas, potentially causing extensive collateral damage.
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− | '''Usage'''
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− | *Set entrenched or shielded enemies on fire to make them vulnerable.
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− | *Constantly disrupt siege camps with its incendiary blasts.
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− | *Pair with brawlers for additional flame damage as melee attacks stop enemies from extinguishing them.
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− | '''Counter'''
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− | *Immediately draft nearby colonists to put out their burning comrades.
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− | *Firefoam poppers can rapidly extinguish fires and fireproof a region.
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− | ===== [[EMP shell]]s =====
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− | A situational ammunition that can't deal any physical damage, but stuns [[mechanoid]]s, shuts down [[Shield belt|shields]] and detonates mortar shells lying on the ground. They have a massive blast radius that can easily catch a sizable group of threats at once.
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− | '''Usage'''
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− | *Instantly down the shields of a large melee charge.
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− | *Stunlock a large group of mechanoids, leaving them unable to fight back.
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− | *Detonate hostile mortar shells and disable mortars for a quick solution to a siege.
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− | '''Counter'''
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− | *''N/A (not used by enemy)''
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− | ===== [[Firefoam shell]]s =====
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− | Another type of situational ammunition. It spreads firefoam that fireproofs and extinguishes fires in a region.
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− | Inaccuracy, high cost and the mortar blind spot make it not practical to use.
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− | '''Usage'''
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− | *Extinguish fires from a long distance that have the potential to spread across the map if unchecked.
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− | *Extinguish fires on your crop fields.
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− | *Allow colonists incapable of firefighting to help with firefighting efforts.
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− | '''Counter'''
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− | *''N/A (not used by enemy)''
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− | ===== [[Antigrain warhead]]s =====
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− | Rare but powerful, these warheads can annihilate a while group of incoming raiders if it connects.
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− | '''Usage'''
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− | *Use only when facing tightly grouped enemies.
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− | *Aim dead center at any enemy.
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− | '''Counter'''
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− | *''N/A (not used by enemy)''
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− | ====Thrown explosives====
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− | Commonly encountered in raids, thrown explosives are cheap and effective, yet short-ranged.
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− | '''Counter'''
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− | *Deprive them of any nearby cover to expose them.
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− | *Constantly move to avoid them and throw enemies off-aim.
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− | *Shoot them down before they get in range.
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− | ===== [[Frag grenades]] =====
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− | These deal heavy damage in a small radius a short time after landing.
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− | '''Usage'''
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− | *Deal heavy damage to entrenched raiders.
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− | *Pair with distractions to allow grenadiers to close in to the enemy ranks.
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− | '''Counter'''
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− | *Evacuate colonists to avoid the damage. Keep watch on all times so you can catch them in time.
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− | ===== [[Molotov cocktails]] =====
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− | A makeshift incendiary that explodes instantly on impact.
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− | '''Usage'''
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− | *Use it as a quick and easy source of fire that can light up anywhere you wish.
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− | *Smoke out entrenched or shielded raiders if given distraction.
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− | '''Counter'''
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− | *Immediately draft nearby colonists to put out their burning comrades as well as any burning structures nearby.
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− | *Estimate where the molotov will land and evacuate colonists accordingly.
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− | ===== [[EMP grenades]] =====
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− | These do no physical damage but has a variety of useful purposes. They have a fuse.
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− | '''Usage'''
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− | *Aim ahead of enemy melee charges to take down shields.
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− | *Alternate between groups of mechanoids to constantly lock them down.
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− | *Disable enemy turrets while they are distracted.
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− | '''Counter'''
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− | *Evacuate shielded colonists from the area of effect so they don't wind up without shields in the face of gunfire.
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− | *Do not rely on turrets to take down the enemy.
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− | ==== Handheld ====
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− | Longer-ranged than thrown explosives, but otherwise acts like them.
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− | ===== [[Incendiary launcher]] =====
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− | A medium-distance incendiary weapon that functions much like the molotov cocktails. The difference is that you can't aim it at anywhere- the target has to be a structure or a pawn.
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− | '''Usage'''
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− | *Quickly and easily expose entrenched or shielded enemies from a relatively safe distance.
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− | '''Counter'''
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− | *Immediately draft nearby colonists to put out their burning comrades as well as any burning structures nearby.
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− | *Shoot them with medium-long ranged weapons.
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− | ====Rocket launchers====
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− | The most dangerous of them all due to their long range and high damage explosive attacks that can easily down, maim or kill several pawns at once.
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− | '''Counter'''
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− | *Space out defensive forces to reduce the number of them caught in the explosion.
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− | *Distract them into firing elsewhere.
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− | ===== Distraction =====
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− | Raiders with rocket launchers get distracted quite easily, wasting them on animals or lone colonists. This can be exploited simply by doing a melee rush against them, while equipped with [[shield belt]]s. They may fire it off at your rushers, whose shields will block the blast. This can happen even at point-blank, with the rocketeers injuring many of his comrades and themselves even if you fail to down the enemy. <br>
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− | Often the melee soldiers will reach them before they can aim their rocket launcher, forcing them into hand-to-hand combat and eventually causing them to be overwhelmed, dropping their rocket launcher which can be captured for future use.
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− | This is risky as your colonist's shields are likely to be broken from the resulting concentrated gunfire even if it did survive the blast; afterwards, your colonist may be injured, downed or even killed. Still better than having many colonists die from a rocket launcher, though.
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− | 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 also attack them instead. To combat this, have your ranged attackers stay out of line-of-sight, coming out only when the rocket launchers are expended or dropped.
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− | Alternatively, you can use one of your more expendable battle animals to charge the attackers; this has the same effect except your animals will most likely die from the rockets.
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− | ===== [[Doomsday rocket launcher]] =====
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− | Fires a large incendiary cluster-burst that injures a large group of targets while setting them on fire, and can penetrate walls with its incendiary bursts.
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− | '''Usage'''
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− | *Aim at a large group of enemies to injure them, then finish them off with other weapons.
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− | '''Counter'''
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− | *Distract them such that they fire far away from any structures.
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− | ===== [[Triple rocket launcher]] =====
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− | Fires a 3-round salvo of high-damage rockets with a small blast radius.
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− | '''Usage'''
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− | *Aim at tough enemies or priority targets that need to be eliminated.
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− | '''Counter'''
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− | *Distract them with expendable pawns such as animals.
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− | *Block the rockets with durable walls.
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