Quote from: Limdood on August 22, 2019, 02:18:03 PM
3. Shield belt/hospital solution. Presumably you have specific pawns who use melee weapons and don't swap to ranged. Make a custom outfit for them, then set them to it, then remove shield belt from the list of allowed things on everyone else's outfit. Putting a TV in your hospital facing the beds also allows the recovering pawns to gain some recreation, though some might still get up to leave, it should at least help.
5. ....but do NOT assign a target....the miss radius is smaller on auto-targeted shots than forced target. Pause, hold fire, wait for mechs to lose interest, then repeat.
I do try to put out fires, at least on downed pawns, but not by leaving cover. That is way too risky with bullets raining down on us. I pause a lot and try to keep a watch on the most damaged people and the already downed pawns.
Thanks for the tip about outfits. Have set up a Brawler outfit now, which I hope will help, by disallowing belts for the Anything outfit. Already have a TV in the hospital, plus lots of other stuff, and the mentioned food on the floor. But they still get up to do all kinds of silly stuff, which is very, very frustrating when they are bandaged from head to toe and can barely walk. Spending half a day to grab a meal, then breaking due to hunger or whatever (doctors are supposed to feed them after all) is annoying. I just want them to stay in bed and heal up, and that's why I have set it to 1 (with fire and basic set to 2, to try to prevent dumb stuff).
On mortars... that actually works?! I didn't think they would fire unless I set a target for them. Certainly had no idea it was more precise without that. I don't use them much in fairness. Haven't even researched it, but do have 3 mortars from previous sieges (I try to snipe them, which sometimes triggers the whole lot to rush us instead of bombarding the base).
I did finally tech biofuel, so can try the mortars approach next time if we get enough shells by then. I've just had very poor experiences with them before, so haven't seriously considered trying it again. Seemed like a waste of resources with most shells going into mountains 10 tiles away, or with luck hitting one mechanoid.
Thankfully the poison ships aren't too bad, so it's possible to prepare (and I can re-use the un-triggered traps). It's the psychic ship that is truly brutal, and needs to be dealt with ASAP (within 2.5 days), or else there is a very real danger of people flipping out before you're able to take it on. Animals can turn manhunter too, which happened when my guys were on route to the built up defences. Wasn't pretty... Horrible timing.
Would a doomsday rocket work well against mechanoids? Believe it starts fires, which does nothing, but if the blast radius is large enough, it should be possible to hit a whole heap. And since I'm using Pick up and haul, it's possible to bring another weapon with them and change in the field.











