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Messages - nuschler22

#106
Quote from: Vaporisor on May 02, 2016, 12:38:59 PM
For comparison if it helps, last ship I got had three scythes and two pedes.  Sniper one shot, one killed the scythes wih an excellent sniper rifle and careful shooter.  The pedes did take a prolonged assault from a solid defence position.  I am on the road so no access to screenshots, but will share a defence setup I tried with a link to my forum journal.

https://ludeon.com/forums/index.php?topic=19371.msg213405#msg213405

Another one that leaves the bots, takes out ship part is to make a longish hallway aiming to the ship.  Minimizes angle of fire to colonist, colonist can shoot ship/retreat.  It also means that the bots are more one at a time in counter allowing to pick them off ideally.

Picture in link, can make use of walls and cover to make them coverge.  Mal then stepped out to lob grenades.  If you can bait out of ships snow zone, molotovs might be a potential?  Bait em into a burning room somehow?

A wood floor area, they walk down hall to get to you, their cannon starts fire.  Burns em faster than they can get out?

Thanks for the reply.  All that makes sense, I think I'm just at a point in the game where my weapons/colonist ability is far over matched by the threat. 

I've tried shooting the ship to get them out of it, then retreating to my well fortified colony, but they stay by the ship for some reason and won't advance. 

I've also tried using the EMP mortar, but even the best shooting colonist doesn't come close to them, shot after shot. 

#107
Quote from: Vaporisor on May 02, 2016, 11:57:00 AM
One tactic for bunkers I like is have the door on side, not facing.  The ship.  So wall door is in is parallel to direction you want to shoot.  You can step a guy into the doorway to shoot around cover.  It also helps with their inferno cannon things since a miss has less chance of hitting wall and catching you in the AoE.

If you are able to construct, a tactic I have used before is to build a wall with U shaped outcroppings.  Put turret in outcropping.  The wall keeps from being shot at as you build if you can get it up.  Keep turrets and power cable far enough from turret so a turret explosion doesnt cause a chain reaction.  Once all built, tear down walls in front of turrets at the same time and cross fingers with the agro.

This is what I did.  I built an embrasure bunker within range of the ship with the door on the opposite side. 

The issue, unfortunately, is that the weapons I have do very little damage to the two centipedes and two scythers, and the rocket launchers they utilize kill me quickly. 

I even built blast charges in the path toward my bunker, but they all avoid the blast range.  When I use dev mode to place the charges, they move away from them. 

If people aren't having issues using the old methods (obviously ranged weapons in the past defeated them fairly easily, I've played this game for two years), then it must be a mod or some kind of bug making them overpowered.  Or perhaps, more importantly, making my weapons under powered with less range. 


#108
Quote from: eatKenny on May 02, 2016, 09:34:50 AM
Quote from: jackarbiter on May 01, 2016, 06:45:25 PM
@nuschler just fyi the above uses the survival rifle sound. And obviously for the ding it would have to be CR compatible and there would have to be code for an empty magazine sound.
empty magazin sound? we are making a FPS game now ;D

The M1 Garand uses a clip, not a magazine.  And there is no such thing as an "empty magazine sound" since the slide simply stays open after the last round.

I know people who know nothing about guns (not an insult since the majority of people don't) call a magazine a "clip," but they aren't the same thing.  At all.  The reason the M1 Garand had a "ding" at the end of the clip was to let the shooter know they were out of ammunition.

An M1 Carbine and an M1 Garand are not close to the same weapon.  It would be like comparing a Ford GT to a Ford Aerostar.

http://www.answers.com/Q/What_is_the_difference_between_the_M1_Garand_and_the_M1_Carbine

Also, I thought one of the components of this mod was "realistic gun sounds."  Perhaps I was mistaken.
#109
Quote from: cultist on May 02, 2016, 11:01:56 AM
Depending on the terrain, it's usually also possible to just snipe the ship without engaging the centipedes (I assume there were no scythers or you dealt with them). Takes a while though. It's techincally possible with just a survival rifle, but you need a distraction (colonist with personal shield) and lots of microing.

The game save I'm playing with has a weapons mod that apparently alters the range of weapons. 

The centipedes absolutely destroy me with rockets, and the mini gun has as much range as most of the weapons I have.  The survival rifles are absolutely useless against them. 

I've replayed it several times.  Blasting charges (unless I use dev mode to keep putting them in over and over) do very little to them. 

I'm trying to beat them without using dev mode, but I'm close to just deleting the ship.  It might be a mod I have that makes them overpowered.

This is the first Alpha I've ever had an issue with them killing all of my colonists so quickly. 
#110
Thanks to everyone who actually tried to help.

I'll try some of the suggestions.
#111
Quote from: b0rsuk on May 01, 2016, 05:13:24 AM
Your starting Survival Rifle outranges Centipedes. If you can't figure that out, then yeah maybe you should play another game.

A good idea is to build 4 explosive IED traps around the ship before poking it from afar. One trap on each corner. I guarantee you will get at least two explosions, often hitting multiple targets. These may kill a Scyther in 1 hit and cause 4+ hits to a Centipede. If you don't play on a small map, the ship is often pretty far and you have time to even research those traps. Against Poison Ship, an average food stockpile with a Nutrient Paste Dispenser will give you a looong time to figure shomething out.

I'm not a fan of destroying Centipedes up close, until you are SURE there are no inferno cannons. These can kill colonists in cover wearing power armor. Personal Shields seem to have something like 70% chance for a colonist to not catch fire.

Embrasure sounds like you're using mods. Learn to win the base game before you use mods that make game easier.

Next time feel free not to comment if you're going to start it off with being a jerk.

I ignored the rest of your post.
#112
I would think mortars would help, but my colonists miss by about 10-20 spaces each time.   

I'll give ranged weapons a try I guess.  As soon as the get close, though, it's over pretty quickly.
#113
General Discussion / How to deal with centipedes?
April 30, 2016, 06:44:52 PM
I have the ship that causes the drone. 

I've been trying to hit it with mortars, but for some reason after quite a few shots my colonists have yet to hit it once. 

I've tried building a small embrasure building nearby and attacking but the centipede takes out most of my colonists quickly. It seems amazingly overpowered.

Nothing like investing hours into a colony only to have no chance because my colonists only have pea shooters.   Quite frankly, it makes me want to play a different game.

Edit: I'm using mods, as I think most of us are.  I'm not using Combat Realism.  The only gun mod I use is High Caliber and it's already been established in that threat that there hasn't been any other issues with centipedes or people not being able to defeat them.


#114
Quote from: Goldenpotatoes on April 30, 2016, 05:52:32 PM
Shells don't matter, its the type of mortar you make. There's an EMP and Incendiary variant that you can construct after doing the 'Mortars' research.

Hmmmm....I have three mortars set up (regular, EMP and Incendiary) all next to each other.  I can man and fire the regular, but when I try to man the EMP and Incendiary it tells me I don't have the correct type of shell.

Edit: Just tested it again and it didn't give me that message.  Weird.
#115
I have a machining table that only allows me to make regular shells. 

Is it a research I need?  A different table?

Thanks for the help.
#116
I didn't see it.  I'm sure it's been answered already but couldn't find it.

Can this be added to a saved game?

Thanks! :)
#117
Thanks.

I remember seeing a mod as I perused but I forgot if it added or expanded making them.

:)
#118
Or does it need a mod? 

Thanks. :)
#119
General Discussion / Re: Your uses for jade? (poll)
April 29, 2016, 06:54:06 PM
I was excited to see it on my map, but as you guys said, I can't use it for anything. 

Actually, that's why I came to this topic.  To see if anyone had something useful to do with it.
#120
Quote from: Deathtuba on April 27, 2016, 12:51:42 AM
I have a gun to request M1 Garand, just a request.

I would pay money for a mod that had the M1 Garand sound. Lol.

Bang, bang, bang, bang, bang, bang, bang, bang, DING!