Use EMP nades, via a side slot. I'd also extend your killbox fire area into a semi circle shape into the rooms above and below so you can spread out your ppl more and have x2 wall x1 gap pattern (would reduce enemy hitting loads). I'd also extend the run to your killbox by a fair amount, at least double with the blocks you've done already is a good one. Finally, while they approaching you can get one guy to snipe a straggler as they enter your killbox route to make half of them break off. That way you fight them few at a time, take half the damage from fire & can stun them with EMP nades.
These are some good points, but I’ve got some reasons I stay away. For the emp nades, typically I actually use EMP Launchers, I just had not equipped then this time, and by the time I realized it was a bit too late. I don’t want to extend the length of the kill box because extending it much further would let enemy snipers, Lancers, and Pikeman mechs get a range advantage over my colonists, since I shoot to give every charge rifles or assault rifles. And for distracting/tailing idea, on one hand I like it and agree with you, it’s just personally maybe a bit to micro manage-y. Granted that might not be valid considering I spent this video micromanaging fires lol.
@@Tan-fc8yg good points! I'd extend it by curving it, same distance from each point to the exit of your path to the killbox. That way you can have the x2 wall x1 gap method. Main advantage is that enemy misses have a 50% chance of going through with a 1x1 , okay for bullets, terrible for explosives. With a slight alterations of the shooting zone shape & some walls to split up each kill section you can pretty much negate all but direct hits (also prevents 5 going on fire at once!). Your micro was really good anyway, so you can def do the straggler method.
Here’s my thing with fire foam poppers, because I’ve use them before, is 1, they can get in the way of colonist movement, 2, multiple can be set off by on blast if you try to have many set up, 3, they’re pretty weak and can be destroyed by being shot, and 4, they’re good at putting fires out, but bad at making them stay out, meaning if your colonists get hit again they’ll catch on fire even if standing in the fire popper foam
@@Tan-fc8yg Maybe, at least consider setting up a little tiny room for EMP thrower/s that will cut down the amount of incoming fire significantly, including the hellfire cannons. :)
Psychic lances are also a great option to get rid of them, the only bad thing about them is that you have to buy them back from trading. But other than that having the centipedes taking themselves out is awesome.
Putting a second layer of barricade right in front of your barricade wall can block inferno cannon shells causing them to detonate harmlessly off the barricade and not hit your pawns with splash. This is of course dependent on rng but from my own experiences an incendiary shell has penetrated my pillbox burning my guys, about 1 in 12 times.
Ive put my canons behind barricades which def helps, just dont use wood as it catches fire. Also 2-4 of your shooters should have EMP and Flame launchers to stun and burn targets from afar. Soldiers in marine outfits with melee and shields are good to draw fire until they pop, then have them run away to recharge. IEDs are great too if staggered with explosives in logical areas and EMPs for these mechanoids. The small turret cannons to me are worthless. The larger cannons are great if they are BEHIND your soldiers, not in front.
they call them doomsday launchers but honestly triple launchers are slightly better and both are not nearly as powerful as the names would have you believe. good for taking out clustered tribals, but that's about it
It's nearly 4:00 a.m. and I stumbled onto your channel after binging Rimworld all day. Love the vids. What a crazy raid
thanks man!
Use EMP nades, via a side slot. I'd also extend your killbox fire area into a semi circle shape into the rooms above and below so you can spread out your ppl more and have x2 wall x1 gap pattern (would reduce enemy hitting loads).
I'd also extend the run to your killbox by a fair amount, at least double with the blocks you've done already is a good one.
Finally, while they approaching you can get one guy to snipe a straggler as they enter your killbox route to make half of them break off.
That way you fight them few at a time, take half the damage from fire & can stun them with EMP nades.
These are some good points, but I’ve got some reasons I stay away.
For the emp nades, typically I actually use EMP Launchers, I just had not equipped then this time, and by the time I realized it was a bit too late.
I don’t want to extend the length of the kill box because extending it much further would let enemy snipers, Lancers, and Pikeman mechs get a range advantage over my colonists, since I shoot to give every charge rifles or assault rifles.
And for distracting/tailing idea, on one hand I like it and agree with you, it’s just personally maybe a bit to micro manage-y. Granted that might not be valid considering I spent this video micromanaging fires lol.
@@Tan-fc8yg good points! I'd extend it by curving it, same distance from each point to the exit of your path to the killbox. That way you can have the x2 wall x1 gap method.
Main advantage is that enemy misses have a 50% chance of going through with a 1x1 , okay for bullets, terrible for explosives.
With a slight alterations of the shooting zone shape & some walls to split up each kill section you can pretty much negate all but direct hits (also prevents 5 going on fire at once!).
Your micro was really good anyway, so you can def do the straggler method.
Man please, firefoam poppers, trust me! Also, EMP grenades. Francis John, I am sure you know him!
Here’s my thing with fire foam poppers, because I’ve use them before, is 1, they can get in the way of colonist movement, 2, multiple can be set off by on blast if you try to have many set up, 3, they’re pretty weak and can be destroyed by being shot, and 4, they’re good at putting fires out, but bad at making them stay out, meaning if your colonists get hit again they’ll catch on fire even if standing in the fire popper foam
@@Tan-fc8yg You really, really dont like them, I see. Do as you like ;)
@@Tan-fc8yg Maybe, at least consider setting up a little tiny room for EMP thrower/s that will cut down the amount of incoming fire significantly, including the hellfire cannons. :)
I think it's been updated since then, colonists can be covered in firefoam, making them immune to fire for a while.
Psychic lances are also a great option to get rid of them, the only bad thing about them is that you have to buy them back from trading. But other than that having the centipedes taking themselves out is awesome.
YOU CAN PSYCHIC LANCE MECHANOIDS?!?!
Putting a second layer of barricade right in front of your barricade wall can block inferno cannon shells causing them to detonate harmlessly off the barricade and not hit your pawns with splash. This is of course dependent on rng but from my own experiences an incendiary shell has penetrated my pillbox burning my guys, about 1 in 12 times.
Friendly reminder that shock and insanity lances work on Mechanoids, which makes 0 sense but it will save you in a pinch
I have never, ever, thought to try this
14:18 *Ate without a table* has entered the room
That fight was a nail biter, and I have been seriously inspired with that firing line build.
Lol, feel free to take it! Been using it for years
Damn, dude. That was a helluva mess.
Keep posting, I love your videos 👍
Thanks man! Wanna make more, just gotta find the time between work and life
What a nice looking base
Nice fight !!
Ive put my canons behind barricades which def helps, just dont use wood as it catches fire. Also 2-4 of your shooters should have EMP and Flame launchers to stun and burn targets from afar. Soldiers in marine outfits with melee and shields are good to draw fire until they pop, then have them run away to recharge. IEDs are great too if staggered with explosives in logical areas and EMPs for these mechanoids. The small turret cannons to me are worthless. The larger cannons are great if they are BEHIND your soldiers, not in front.
I cant believe that i actually kinda like your channel. Good job
I, I’ll take that as a compliment? Lol thanks
Should use some firefoam poppers
Hate centipedes . I always forget to use the insanity lances too.
they call them doomsday launchers but honestly triple launchers are slightly better and both are not nearly as powerful as the names would have you believe. good for taking out clustered tribals, but that's about it
as a mountain colony builder this makes me sick haha cool tho dood
lol, like 80% of my colonies are mountain bases, I made myself do something different for this one.
EMP EMP EMP
I was yelling that lol