Editing Mechanoid cluster
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Alternatively, as mech clusters only have a single melee type, the [[Scyther]], and can often, but not always, assessed to see if they contain this type before engaging, using a sufficient number of melee pawns armed with [[Shield belt]]s and, if possible, [[Zeushammer]]s, can be an effective tactic. Care must be taken to move colonists away from turrets and other structures before they explode, however, especially when unstable power cells are nearby these turrets, as one exploding may lead to a chain reaction wiping out all of your melee fighters at once. If a mech cluster lacks proximity detectors, you can also use the opportunity to move all of your melee fighters up to their turrets and units, minimizing the damage they can take to mere bruises from centipedes ramming them. | Alternatively, as mech clusters only have a single melee type, the [[Scyther]], and can often, but not always, assessed to see if they contain this type before engaging, using a sufficient number of melee pawns armed with [[Shield belt]]s and, if possible, [[Zeushammer]]s, can be an effective tactic. Care must be taken to move colonists away from turrets and other structures before they explode, however, especially when unstable power cells are nearby these turrets, as one exploding may lead to a chain reaction wiping out all of your melee fighters at once. If a mech cluster lacks proximity detectors, you can also use the opportunity to move all of your melee fighters up to their turrets and units, minimizing the damage they can take to mere bruises from centipedes ramming them. | ||
− | + | !!ONE OF THE BEST TOOLS FOR MOST CLUSTER IS THE SMOKE LAUNCHER!! | |
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+ | Turrets are unable to get a lock on anything if there is smoke between it and the potential target. You can have one colonist fire at a turret with a smoke launcher, and it for all intents and purposes, temporally disables the given turret. | ||
=== Preparation === | === Preparation === |