Problem with outlander/pirate breach raid

Started by alfa1597, September 14, 2021, 10:19:06 AM

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alfa1597

Following data is only very rough estimate, but should point out the problem regardless

Tribal breach raid of the same strength:
About 70~100 raiders, about 10~20 or so of them are breachers.
The whole raid is equipped with crappy armors to practically no armors, neolithic weapons, super easy to melee block once they breach one wall, the rest is easily dealt with.
Breaching tool: Breach axe, single target melee weapon, huge damage boost against building, absolute shit DPS against pawns, and the wielders make up a good portion of the raid.

Mechanoid breach raid of the same strength:
1~2 Termite, 4~6 Scythers, 4~8 Lancers, 4~8 Pikemen, 6~8 Centipedes.
Termites are always first in the line, so can be easily dealt with before anymore damage can be done, scythers are practically non-threat since they stick with the main group and won't charge unless the main group is already very close, Lancers usually come in second and can be safely gunned down behind sandbag formation, Centipedes are the main threat but can be relatively safely dealt with by sending out brawlers to engage them in melee combat, putting them at a disadvantage, pikemen can basically be ignored until everything else is dead.
Breaching tool: Thump cannon, relatively short ranged explosive launcher with small blast radius, but can destroy most structure in one shot. Is practically harmless against pawns.

Outlander/Pirate breach raid of the same strength
40~60 raiders, about 10~15 of them are breachers.
Equipped with flak or powered armors, shield belts, armed with firearms ranged from chain shotguns to miniguns.
Breaching tool:
Frag grenade: Can do some serious damage to both pawns and the defensive structure they might be hiding behind, close ranged, but their users are usually well armored enough to get close, plus they don't really require accuracy anyway.

7 Triple Rocket Launchers & 5 Doomsday Rocket Launchers (Three to four times more than a normal raid): Fuck your pawns and any defensive structure they are hiding behind, one shot can heavily cripples and sometimes even outright kill any pawn in 8 tiles radius even in full powered armor, you might as well not have any cover because they are non-existent against rockets, and after these rockets are done with you, they really will be non-existent, out-ranging all weapon but sniper rifle, with the only difference being rockets won't miss, at least not in a way that matter, and they are usually in the back of the line, so good luck picking them out. But hey, at least they can only be fired once, right? They might be able to kill you in one shot, but at least they won't be able to kill your corpse afterward.

Ukas

Traps. Psychic shock lances. Sniper rifles. Your own rocket launchers. Melee pawn charges.

You know, counter tactics. Easy. Problem solved.

Locklave

How completely insane are is your wealth levels for this stuff to be spawning? Is the entire colony made of gold and silver everything? You should have massive defenses if your wealth is enough to attract raids like that. If you are just stockpiling wealth then you are making yourself a juicier target.

Do you have any mods adding things to the game or changing any values? Every time I see something posted like this it turns out to be a mod with stupidly valuable drugs/weapons/armor/furniture/food or something.

I'm confused as to how you got to this point and failed to put resources into defending your insane wealth.

Grenades do a great job countering large numbers btw.

MissFox

IEDs are fun but set each other off if they're too close, IED traps mixed in with lots of cheap snare traps helps thin numbers.

Also if you're late game lots of mortars help thin numbers, especially in dense raids. The only limitations with both methods are inconsistent hits.

Ukas

Quote from: MissFox on September 19, 2021, 10:04:56 AM
IEDs are fun but set each other off if they're too close, IED traps mixed in with lots of cheap snare traps helps thin numbers.

Also if you're late game lots of mortars help thin numbers, especially in dense raids. The only limitations with both methods are inconsistent hits.

Sometimes I make series of 4x4 or 5x5 "pockets" using stone chunks, with IEDs in one corner. With a bit of luck more than one raider gets inside before the forerunner triggers the trap, then the blast wounds more than one raider. Just having these stone chunk pockets in bottleneck places between hills or lakes will group the enemy nicely and make them a better target for mortar fire.

yuvsaha123

#5
Quote from: Ukas on September 19, 2021, 02:20:30 PM
Quote from: MissFox on September 19, 2021, 10:04:56 AM
IEDs are fun but set each other off if they're too close, IED traps mixed in with lots of cheap snare traps helps thin numbers. https://breakfasthoursofficial.com/red-lobster-hours https://breakfasthoursofficial.com/popeyes-breakfast-hours https://breakfasthoursofficial.com/taco-bell-breakfast

Also if you're late game lots of mortars help thin numbers, especially in dense raids. The only limitations with both methods are inconsistent hits.

Sometimes I make series of 4x4 or 5x5 "pockets" using stone chunks, with IEDs in one corner. With a bit of luck more than one raider gets inside before the forerunner triggers the trap, then the blast wounds more than one raider. Just having these stone chunk pockets in bottleneck places between hills or lakes will group the enemy nicely and make them a better target for mortar fire.

thanks for the awesome information.