Enemy outpost power...

Started by PhantomFav, October 05, 2017, 05:55:22 AM

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PhantomFav

Is there a way in the start menu, to diminish the strength of the enemy outposts? 20 pawns, 4 gun turrets (and sometime a mortar) at every single level of difficulty in Cassandra, Phoebe and Randy? How do I suppose to win the battle???

-If I try to destroy a solar generator to shut a key defensive turret, all the 20 enemy pawns go rampage and kill my colonist in few seconds;
-If I try to burn the outpost, the killing rampage start before the fire do some relevant damages;
-If I try to use a sniper, the dead enemy pawn starts the rampage;
-If I try to attack a tribe outpost, there is an unstoppable wave with pilas, clubs and spears;
-if I try a siege, the mortar is tooooo slow to kill a good chunk of enemy pawns...

tonsrd

6 colnists full boincs can run circles round any outpost ( saw on twitch.tv live... )

6 with assult rifles or snipers = job done.
1 guy with some walls and a animal pychic  lance ( mass animal insanity ) = choas

Nameless

Get yourself some doomsday rocket launcher.

PhantomFav

#3
Quote from: tonsrd on October 05, 2017, 06:33:04 AM
6 colnists full boincs can run circles round any outpost ( saw on twitch.tv live... )

6 with assult rifles or snipers = job done.
1 guy with some walls and a animal pychic  lance ( mass animal insanity ) = choas
Isn't there something less expensive??????

Quote from: Nameless on October 05, 2017, 09:36:11 AM
Get yourself some doomsday rocket launcher.
Nope. It is still too ineffective between the hut of the outpost. And after the first launch, the pawns are too scattered on the map.

Wanderer_joins

Tame a bunch of animals, on the roads they are a solid escort, and once at the outpost, wait behind a hill to ambush the pirates with your animals. They'll be pinned by the animals, fighting melee (fists) and unable to fire, finish them off with longswords.

SpaceDorf

Either shoot the powerline next to the turrets with a sniper or try to find where the turrets cable touches the power lines and shoot the power line one tile nearer to the energy giver.. turrets will not reconnect.

EMP Grenades Turn off either Turrets or disrupt the Power Givers.

Snipe the guy manning the Mortar. 

Try to bait the guards into positions the mortar is shooting at.

1 Guy with some walls, joy objects and lots of food. ( crap .. forgot about the mortar ) ..

One guy with overhead mountain, joy objects and lots of food ;-D
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

PhantomFav

#6
Quote from: Wanderer_joins on October 05, 2017, 10:50:38 AM
Tame a bunch of animals, on the roads they are a solid escort, and once at the outpost, wait behind a hill to ambush the pirates with your animals. They'll be pinned by the animals, fighting melee (fists) and unable to fire, finish them off with longswords.
Nope. The animals (except dogs, bears, wargs etc...) are stupid useless sitting ducks... tame all that pawns is an unsustainable price for a colony and the journey. And in many case, my released animals, go in a completely random direction during the assaults. At this build (17), animals are pretty useless.

Quote from: SpaceDorf on October 05, 2017, 10:55:24 AM
Either shoot the powerline next to the turrets with a sniper or try to find where the turrets cable touches the power lines and shoot the power line one tile nearer to the energy giver.. turrets will not reconnect.
After I destroy the cable, the unstoppable wave of 20 pawns, kill all my colonists.

QuoteEMP Grenades Turn off either Turrets or disrupt the Power Givers.
Yes but that starts the rampage of the enemies, so is essentially useless.

QuoteSnipe the guy manning the Mortar.
That starts the rampage.

QuoteTry to bait the guards into positions the mortar is shooting at.
The pawns wander in a completely unpredictable pattern.

Am I the only one with all these enemy in a single outpost attack at Cassandra Peaceful?

20 Pawns, 6 shielded!!

Wanderer_joins

Quote from: PhantomFav on October 05, 2017, 12:14:07 PM
Nope. The animals (except dogs, bears, wargs etc...) are stupid useless sitting ducks... tame all that paws is an unsustainable price for a colony and the journey. And in many case, my released animals, go in a completely random direction during the assaults. At this build (17), animals are pretty useless.

It's because animals are OP that you've to train them. But i've never really had mood issues training animals. Even muffaloes are great to assault an outpost/ pirate base.

Nameless

Outpost enemy has nothing to do with difficulty.

Instead of complaining about how difficult outposts are when they are not, maybe try to actually think of actual tactics to defeat it.

PhantomFav

Quote from: Nameless on October 05, 2017, 02:10:38 PM
Instead of complaining about how difficult outposts are when they are not, maybe try to actually think of actual tactics to defeat it.

I'm not complaining, I'm asking for a help. And if I'm asking for a help, it's because I have already tried various tactics (conventional and using game's bug).
The outposts are simply OP in A17. If you don't agree with me, please try yourself to conquer an outpost and send here the results...

freemapa

Quote from: Nameless on October 05, 2017, 02:10:38 PM
Outpost enemy has nothing to do with difficulty.

I feel like this is an easy fix that should be considered by the developers. I like playing on "peaceful" and therefore have to avoid a lot of game content that sounds like a lot of fun.

Seems like it would be easy to have the difficulty level apply a multiplier to the colony wealth when spawning outposts, etc.

TheMeInTeam

The most cost-effective method I've encountered is immediately digging into a mountain, then putting granite blocks I brought with me behind.  They'll still rush you, but if any of them has grenades they'll throw them at the wall.  Others won't consistently react in time, so they'll grenade themselves into fleeing.

My original thought process was to bring enough food to starve them out, but I got this outcome instead.  Good thing too, since they can cheat and put 6+ enemies on one tile to beat on a wall deep in a 1 wide corridor...but it's precisely this cheat by the AI that caused a huge number of them to eat a single grenade :/.

SpaceDorf

Quote from: PhantomFav on October 05, 2017, 12:14:07 PM
Quote from: Wanderer_joins on October 05, 2017, 10:50:38 AM
Tame a bunch of animals, on the roads they are a solid escort, and once at the outpost, wait behind a hill to ambush the pirates with your animals. They'll be pinned by the animals, fighting melee (fists) and unable to fire, finish them off with longswords.
Nope. The animals (except dogs, bears, wargs etc...) are stupid useless sitting ducks... tame all that paws is an unsustainable price for a colony and the journey. And in many case, my released animals, go in a completely random direction during the assaults. At this build (17), animals are pretty useless.

Make an animal Zone where you want your herd of meatshields to go.
Don't assign masters or use release at all .. just taming
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

PatrykSzczescie

Quote from: SpaceDorf on October 05, 2017, 05:18:30 PM
Make an animal Zone where you want your herd of meatshields to go.
Don't assign masters or use release at all .. just taming

But then the animals won't attack enemies unless attacked. The original poster wanted a cheaper method than a pulser. Sacrificing animals doesn't sound like that, especially that you have to travel there with the animals.

RimJimMcGee

Outpost like the one you gave a picture of, OP? Just leave it alone till you've got at least 6 or so pawns with decent shooting skills and assault rifles (add extra sniper rifles to taste, though I always forget to tell them to hold fire and end up with a catastrofuck in the middle of trying to arrange a decent firing line). Those 4 (?) guys with chain shotguns will make a terrible mess if they get close, but if you've got enough fire to stop them getting close, none of the rest are particularly dangerous. Mid/late-game, that's a pretty tempting target - but there's the rub, right?

Essentially, I reckon outposts are a risk-reward thing, like so much else; if you go for them early the reward is proportionately greater, but also you risk having dudes with automatic shotguns blow limbs off your comically under-equipped bunch of chancers. Go late, and the autoshotty guys will live just long enough to see their club-wielding pals get splattered, but ~3k silver and misc bits isn't a game-changer any more.

Personally, I just like a bit of payback now and then.