![]() Mechanoids can even drop pod over your defenses, which is insanely unfair given the circumstance (a pirate raiding party entering the map during said mechanoid attack was icing on the cake). ![]() Once you finish building the ship, you then have to wait 15 entire days of constant, brutal raids. Then you build the ship, and it's boring, boring, boring. Next you have to gather approximately 5,045 steel, 353 gold, 155 components, 1,680 plasteel, and 420 uranium to make the ship, in addition to all the other upkeep and building costs that your colony requires. You begin this task by wanting it to end - which puts it off to a bad start. From the very beginning, the thought of building the ship means you have some degree of boredom with your current map and pawns, and the ship is a symbolic send-off for your current game. The final ship sequence is more than hard - it's downright obscene. (Cassandra Medium, Boreal Forest, Mountainous, 230k wealth) I felt accomplished afterwards, since the challenge was no longer insurmountable. I had already basically beaten the mechs, so I savescummed.Īfter all that I launched the ship. It double-tapped one of my colonists (one shot in the gut, one shot in the brain). The only death occurred during a mechanoid raid where I ordered everyone to just bumrush and smack the shit out of a final Lancer. Though I don't think veterancy should apply to the mechs that drop pod into your base - that would be pretty awful. That way regular mechanoids can stay the same vs early/mid game, and "veterans" can be more of a challenge late game. More armor and higher quality weapons, but they give more resources when killed and disassembled. "Veteran Lancers/Scythers/Centipedes" or something like that. ![]() Mechanoids were the biggest problem, but I'm starting to feel like they should get "buffed" versions for late game raids. Dunno how to buff tribals besides war beasts (something I've talked about in the past), but I think they should be given more firepower. ![]() Not even their sheer numbers were enough to scratch autocannons. Tribals were absolutely no threat, due to their weapons and armor being crap. Sieges were also easily broken by using 6 steel mortars to harass the siegers until they decided to ditch their mortars and charge my base. I kept lots of insanity lances to take those pawns down, but never actually ran into an instance where I needed to. ![]() Pirates themselves were no issue unless they had triple rocket launchers or doomsdays. They slaughtered pirates, tribals, and mechanoids alike. They put in a huge amount of work and very few were ever destroyed. I maintained 23 autocannons, 23 mini-turrets, and a sniper turret. I still think it's kind cheap when you spend the entire game trying to build your colony to be efficient, and then it becomes a battleground later in the game. Lots of raids, but nothing was TOO obscene, besides the mechanoids that drop into your base. But eventually the ship was built and I started the final sequence. Granted I had to be at the 400k wealth point to be able to quickly build the ship for 14 pawns, and even then I hit a bottleneck where advanced components became pretty dang scarce. I took another crack at the final ship sequence, and after some updates it was more tolerable this time around. Decided to update this thread with new info instead of making a new one. ![]()
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