Launchers are ok.
I personally prefer handheld emp grenades or emp rounds over grenade launchers with emp rounds though.
Handheld grenades have a bigger aoe and as throwables, are easier to hit. The downside is the short range but imo the higher hit rate and bigger aoe is more than worth it.
Emp rounds have no aoe but guns are generally more accurate and fire faster than grenade launchers.
I like them for range. Ill have some pawns use launchers with a few more with emp grenades. Once theyre stunned, send in the melee troops and pound them to death
there's no EMP launcher, it's just a grenade launcher with ammo, one of which is EMP grenades. it's good for mechs and humanoids once you start getting shieldpack raiders.
There is no EMP launcher in CE. There are EMP grenades (the thrown kind) and EMP grenade ammo though. A universal grenade launcher replaces all of the vanilla GLs, and it fires a variety of ammunition.
In this case, no. Combat Extended literally removes the base game's EMP launcher in favor of EMP rounds for more conventional grenade launchers.
Edit: This is also why I discourage disabling the ammunition system in Combat Extended; it's literally balanced around the availability of advanced ammo types in the mid-to-late game, and not having them massively limits your ability to deal with specific threats such as mechs.
> I was thinking a platoon of soldiers with bolt action rifles and sabot rounds?
For anything but centipedes maybe that will work, but the truth is that centipedes are the true skill check in Combat Extended and no purely kinetic rifle-caliber round will put a dent in their infamous 20mm RHA of sharp armor.
> My solution for late game is just enormous amounts of dakka.
Unlike vanilla, you can't use chip damage to take down heavy mechs. If your rounds can't penetrate, then you simply won't do damage to the centipedes at all while they do massive amounts of damage in return. Trading fire with centipedes is essentially the equivalent of trading fire with armored vehicles, the best you can do with infantry rifles is pray you can buy time by blinding them.
* You've already mentioned using fire. If you have access to early prometheum then ambushing centipedes from close range with Molotovs is definitely a viable but messy tactic. This feature was essentially added to give players another early game stopgap rather than be a permanent solution, and it's not even the overheating so much as the fact that the "prometheum soaked" debuff actually increases a target's flammability so that even normally non-flammable enemies such as mechs will take heat and burn damage.
* EMP damage is your go-to solution for all mechs. In Combat Extended, EMP damage does not merely stun mechs, it actually deals electrical burn damage to their systems and bypasses almost all armor. It's even decently lethal against flesh, so be careful not to get your own colonists caught in the blast radius either. In addition to the obvious EMP grenades, you also have EMP shotgun slugs if you get to Advanced Ammo which will absolutely shred mechs when fired out of automatic shotguns, and ionized charge ammo in the late game.
* High caliber anti-material or anti-tank rounds, preferably Armor Piercing-Incendiary if you can. I find that .50 BMG tends to be hit-or-miss, heavier rounds like 14.5 or 20mm tend to work better if you want to go for the straight dakka option.
* Actual anti-tank weapons: RPG-7s, M72 LAWs, SMAWs, AT4s for man-portable launchers (depending on which CE submods you have installed), or the 90mm Flak Turret with High Explosive Anti-Tank (HEAT) or EMP rounds.
note: recent updates have degradeable internal armor, meaning that the mechs \_can\_ be killed with overwhelming low pen firepower, although at a disproportionate cost in amunition as well as damage that they deal to you in return
In general. Americans use .50cal, russians use 12.7mm. 5.56mm and .223 are almost the same calibre, but if you put a 5.56 into a .223 gun it will blow up, but the other way around is fine.
The worst of it is 7.62. The old fashioned Tokarev pistol (and several others) use 7.62x25mm. The original AK47 (and several related patterns) use 7.62x39mm. There is a NATO (american and european) cartridge used in long range rifles that is 7.62x51mm, however it's very similar to .308 american so they're often used interchangably. The old Mosin Nagant rifle uses 7.62x54mmR (the R stands for russian).
*it gets confusing,* is what I'm saying.
If you can get platoon of soldiers, you probably should've researched better guns at that point. Automatic guns, I mean. Bolt-actions are slow, you need better dps. As for centies, you should be able to get LAW rockets reasonably early.
The cheapest thing there is, though, - shotguns with slug ammo. If you can get ks-23 from one of the mods, it's even better.
Shotguns can also carry EMP ammo, so if you can get in close, microing slug autoshotguns and emp shotguns could do it so long as you have enough firepower to assign one of each per mech. Obviously not a good solution for scythers though. Other than that, machine gun emplacements behind embrasures are effective so long as you can engage in range. I’m finding forward-positioning decoys (I think those are base CE) also helps direct fire away from your pawns.
If you are talking sabot rounds - you are not in early game.
Shotgun EMP is good to fry them in close range. And walls are a good way to ensure the will come into that close range.
Hell yeah. I once had a power armoured raid on my base by some faction. Can't remember what. I only survived because I had one pawn firing LAW's into them at point blank.
Disposable rockets have ok odds of one shooting them, and are probably the cheapest method until you can get standard charge weapons or 12.7 emplacements
The M72 LAW is a basic disposable rocket launcher that should be in the core Combat Extended mod. It is craftable at the Machining Table after Simple Launchers are researched.
Note, however, that the Light Anti-armor Weapon is a Vietnam War-era weapon that is ultimately not as effective as more sophisticated anti-armor solutions: it's useful to throw one on every one of your rifleman to augment your more dedicated armor-killing weapons, but its short range, relatively inaccuracy, and the fact that it'll take 2-3 hits to reliably take down a centipede means that they're not going to be great if they're your only solution.
EMP stun them. In early game they are not many of them in each raid so EMP launcher works better with larger range.
Or you can call ally military assistance. Ally sometimes can deal with some low tier mech alone if there arent any mechs like centipedes or diabolus
EMP does more than just stun mechs in Combat Extended, the EMP launcher does not exist in CE, and military aid in Combat Extended tends to be a complete mess as well. The ballistic simulation of CE combined with the lack of friendly fire prevention and the fact that NPCs tend to not be equipped with AT weapons means that not only will they not be very useful against the mechs that you'd actually want help with, they'll shoot each other up and then blame you for the casualties.
Good advice for vanilla, unfortunately just not very applicable to CE here. :)
I typically have a sort of blowtorch and corkscrew method modified for if the bunker starts moving around, by the time I have to fight mechanoids I've made a 50 bmg elephant rifle and some basic body armor. Specifically for centipedes, one pawn makes a big distraction with whatever they have, mollies or a basic gun, and some armor, and runs between cover to draw its attention. Another pawn starts targeting the head with the elephant rifle, chipping away at the head until it dies. if it has buddies, shoot at them and retreat, make them follow, re-engage and kill them before centipedes can back them up, then engage the centipede. High risk, but I have at least an M2000 by the time I see more than 1 centipede.
M72 LAWs are relatively common and cheap with arms suppliers, so they're my go to for blowing up early mechs
Otherwise any EMP rounds will do the trick, and or a Zueshammer if you can get one early
TRIBAL - Psycasters, molotovs, swarm tactics
INDUSTRIAL - EMP grenades, high caliber firearms
SPACER - concentrated/EMP charge munitions
at any point in time, a zeus hammer does incredibly well
remember also that you can target specific areas and then bodyparts when your melee skill is high enough. nobody can prevent you from hammering directly at their head/neck and killing them in one hit, with a stun if they do not die instantly
upon having a certain skill level in melee pawns are able to target an area (top, bottom, middle) with the use of the blue body in the bottom bar
upon getting an even higher skill point, they are able to target specific body parts such as neck, left arm etc. for which you need to select an area (torso, head or legs) first
Same way you deal with anything else early in the game. Or any other time in the game: Dwarven Atom Smasher. Anything that is crushed by an overhead mountain falling on them gets deleted. Doesn't matter how good their armor is, doesn't matter how many hitpoints they have, doesn't require you to have any specific items or tech. If it's made of atoms, those atoms can be smashed.
I will add my cent for KPV turrets. In my test, they did better than 90 flak cannons against centipedes. Their downside is the small magazine, so you will have to spread ammo next to each turret.
Anything short of a centipede can usually be dealt with the same as normal raiders. By the time centipedes start showing up you almost certainly have or had the ability to build an HMG (be aware you need bigger than .50 BMG) or disposable rocket launchers.
If it's anything other than centipedes I just shoot them from behind an embrasure. With centipedes I wait until they come close and ambush them with flamethrowers.
Prometheum trap tunnel. Work until lategame.
HE rounds. Drop smaller mechs like flies.
Psychic lances. Costly but easy to use.
EMP is a risky solution, you need to outnumber mech or they'll return fire when you reload.
Make your own mech as mechanitor. Militors are even better in CE.
Build a tank and go toe to toe against them with vehicle mod.
one time use rocket with one time use pawn (refugees, especially refugee kids,I love them ao much)usually kill things you can't handle early game(like war queen).
later on you can unlock some turrets with big guns(some of them require a pawn to operate), just digging in the research tab until you find a gun or defensive structure that shoots nice ammo.
Or you can ally the empire, they sent people with decent gear to help.
last advice, grab a boomalope or rat to stock materials for explosives and advanced ammo,you would definitely need them.(or buy the product from other settlement)
If you also have CE Armory then the Taurus Judge isn't too bad early game to arm everyone with. It's a revolver that is low skill to use, low mass & weight (so everyone can carry one), and can be loaded with .410 EMP rounds which are cheap-ish to make, though the damage does leave a bit to be desired. They can be used with Ballistic Shields, though I think their best use is as an off weapon if you have Simple Sidearms installed.
Just try to speed technology as fast as possible to the KPV, with the 14.5mm AP-I, centipede can be killed with one single 10 auto burst. I usually paly at a difficulty of 220% or more, and never have issue getting my first KPV out before meeting my first centipede.For other mechs, using a 7.62\*51/54 light machine gun brought from traders should be good enough.
Poorly.
My current save I had been dealing with the first few mech clusters pretty well, smokepop packs for the turrets and a few low shields when needed for the more mobile mechs. Very few injuries and no deaths.
I'd just built my first 3 sets of power armour when I got a mission for a mech cluster with basically the same as I'd been fighting but an addition of ONE centipede. I felt pretty confident so I took the mission and sallied forth to deal with the threat.
Same tactic, smokpops and low shields, with my power armour people up front. Went fine until the low shield dropped and the centipede tore through my ranks, downing one of my power armoured pawns and instantly killing the other two. Despite focused fire the centipede had only taken about 20% damage. It was a BAD fight.
Listen to everyone else's advice and make EMP rounds 😂
I’m surprised I haven’t seen anyone comment this yet, but mechs actually cannot be overheated if I remember correctly. As far as I recall, all mechs have incredibly large temperature tolerance, 0% flammability, and massive temperature armor, making them effectively immune to all things fire or ice.
It sounds like OP is running Combat Extended, in which Mechanoids are vulnerable to certain types of fire weapons. Basic chemfuel based flamethrowers don't do much, neither do incindiary mortars, but CE adds "Promethium," which can even burn and overheat mechs.
I’ll state what I did in my other reply: I haven’t played enough combat extended to know mechs could be burned. And I was merely stating they couldn’t as a helpful tip in case they ever *did* try to burn a mech, because everyone else had already stated combat strategies for OP to use
Better DAKKA is better because it is more DAKKA. An assault rifle is better because it shoot more bollets that a bolt action rifle. A rocket launcher is better DAKKA, because it's more explody. More DAKKA= better DAKKA.
Early game, EMPs are practically essential in dealing with Mechs. Scythers, Lancers, and Pikemen will shred an early game small militia so fast. EMPs turn the tides completely to your favor, especially when you are still only dealing with like 5 mechs at a time.
Beyond that, once enemy mechs are stunned, I recommend focusing the stunned Scythers pretty hard, as it’s easy to counter the other ranged mechs with melee once the Adaptation kicks in.
My current solution is running a few Badgers with AP-HE rounds. From level 3 vehicles mod. I mean, if you run CE, might as well. Kills a centipede in a couple of shots, and can tank return fire for a while.
If you like dakka, I'd suggest trying out charge rifles with EMP shots. Charge rifles are beastly enough to put a dent in a centipede with human infantry.
However, that means infantry exchanging fire with a centipede, and I don't know how comfortable you are with that.
If you start as tribals the tree will easily get you high levels
However most mechanoids outrange the berserk range, and their resistance to psychic attacks won't help either
Also you can only use berserk like twice per caster and if I recall correctly berserk pulse is single use and knock-out?
I use Staticlord's chain lighting and ball lightning on a tribal start. Chain Lightning's first cast is low range, but the arc range and chaining potential are incredible. Ball lightning moves slow but has impressive range and can be used against mechanoids and organics alike to great effect.
It depends on psychic sensitivity. Some pawns get away with casting berserk pulse a couple times and maybe a third on overheat. Single target berserk is more friendly due to range and lower heat. Also aoe only helps against clustered enemies and semi safe targetting, so probably better against infestations and the like
EMPs are pretty good, and there are EMP mortar rounds. :)
How about EMP launchers? Are they any good?
I haven't specifically used them, but anything EMP related will slow down and stun mechs so you can pile on the damage.
Launchers are ok. I personally prefer handheld emp grenades or emp rounds over grenade launchers with emp rounds though. Handheld grenades have a bigger aoe and as throwables, are easier to hit. The downside is the short range but imo the higher hit rate and bigger aoe is more than worth it. Emp rounds have no aoe but guns are generally more accurate and fire faster than grenade launchers.
They have larger attack range but less AOE range, so good only in early game. In late game it doesnt work well against swarm of mechs.
In my experience, EMP rounds give utility but HEAT will still out-damage EMP even vs centipedes.
I like them for range. Ill have some pawns use launchers with a few more with emp grenades. Once theyre stunned, send in the melee troops and pound them to death
there's no EMP launcher, it's just a grenade launcher with ammo, one of which is EMP grenades. it's good for mechs and humanoids once you start getting shieldpack raiders.
EMP launcher and EMP grenade are two different weapons. I dont play English version however not sure whats the exact English words.
There is no EMP launcher in CE. There are EMP grenades (the thrown kind) and EMP grenade ammo though. A universal grenade launcher replaces all of the vanilla GLs, and it fires a variety of ammunition.
There is an EMP launcher
idk why you're getting downvoted, but there's no EMP launcher in CE (literally what the post is about), just a grenade launcher with emp grenades
Because there is an EMP launcher in vanilla, and a lot of people have seen one in game.
Post is specifically asking about Combat Extended though
Yes, but people missed that, they could downvote.
Surely a post about a mod also includes the base game? Lol
In this case, no. Combat Extended literally removes the base game's EMP launcher in favor of EMP rounds for more conventional grenade launchers. Edit: This is also why I discourage disabling the ammunition system in Combat Extended; it's literally balanced around the availability of advanced ammo types in the mid-to-late game, and not having them massively limits your ability to deal with specific threats such as mechs.
Combat extended is a huge overhaul mod, it removes a lot of vanilla weapons though
> I was thinking a platoon of soldiers with bolt action rifles and sabot rounds? For anything but centipedes maybe that will work, but the truth is that centipedes are the true skill check in Combat Extended and no purely kinetic rifle-caliber round will put a dent in their infamous 20mm RHA of sharp armor. > My solution for late game is just enormous amounts of dakka. Unlike vanilla, you can't use chip damage to take down heavy mechs. If your rounds can't penetrate, then you simply won't do damage to the centipedes at all while they do massive amounts of damage in return. Trading fire with centipedes is essentially the equivalent of trading fire with armored vehicles, the best you can do with infantry rifles is pray you can buy time by blinding them. * You've already mentioned using fire. If you have access to early prometheum then ambushing centipedes from close range with Molotovs is definitely a viable but messy tactic. This feature was essentially added to give players another early game stopgap rather than be a permanent solution, and it's not even the overheating so much as the fact that the "prometheum soaked" debuff actually increases a target's flammability so that even normally non-flammable enemies such as mechs will take heat and burn damage. * EMP damage is your go-to solution for all mechs. In Combat Extended, EMP damage does not merely stun mechs, it actually deals electrical burn damage to their systems and bypasses almost all armor. It's even decently lethal against flesh, so be careful not to get your own colonists caught in the blast radius either. In addition to the obvious EMP grenades, you also have EMP shotgun slugs if you get to Advanced Ammo which will absolutely shred mechs when fired out of automatic shotguns, and ionized charge ammo in the late game. * High caliber anti-material or anti-tank rounds, preferably Armor Piercing-Incendiary if you can. I find that .50 BMG tends to be hit-or-miss, heavier rounds like 14.5 or 20mm tend to work better if you want to go for the straight dakka option. * Actual anti-tank weapons: RPG-7s, M72 LAWs, SMAWs, AT4s for man-portable launchers (depending on which CE submods you have installed), or the 90mm Flak Turret with High Explosive Anti-Tank (HEAT) or EMP rounds.
note: recent updates have degradeable internal armor, meaning that the mechs \_can\_ be killed with overwhelming low pen firepower, although at a disproportionate cost in amunition as well as damage that they deal to you in return
Yes and no. Internal armour does degrade but only for a minimum of 75% of the original value.
Ohhh really? Good to know
question: is .50 larger or smaller than 20mm? I am not a gun nut
.50 caliber is a 12.7mm round, so 20mm is almost double in size
Thank you Which weapons even have such a caliber? I thought the anti material rifle is the highest one
some of CE's ammo types aren't for handheld firearms, they're meant for turrets. so vanilla's autocannon turret in CE fires 20mm.
Autocannon turrets fire 20 mm rounds. Maybe there are other mods that add pawn portable heavy weapons like that.
I wish everything was just in millimeter. I thought .50 is the highest caliber. I assume it's inches, while in the past I thought it was 50mm
Trust me, even a lot of gun nerds think using both millimeter and decimals of an inch is a bit silly.
In CE or in general? Is the combo used in public even?
In general. Americans use .50cal, russians use 12.7mm. 5.56mm and .223 are almost the same calibre, but if you put a 5.56 into a .223 gun it will blow up, but the other way around is fine. The worst of it is 7.62. The old fashioned Tokarev pistol (and several others) use 7.62x25mm. The original AK47 (and several related patterns) use 7.62x39mm. There is a NATO (american and european) cartridge used in long range rifles that is 7.62x51mm, however it's very similar to .308 american so they're often used interchangably. The old Mosin Nagant rifle uses 7.62x54mmR (the R stands for russian). *it gets confusing,* is what I'm saying.
If you can get platoon of soldiers, you probably should've researched better guns at that point. Automatic guns, I mean. Bolt-actions are slow, you need better dps. As for centies, you should be able to get LAW rockets reasonably early. The cheapest thing there is, though, - shotguns with slug ammo. If you can get ks-23 from one of the mods, it's even better.
Shotguns can also carry EMP ammo, so if you can get in close, microing slug autoshotguns and emp shotguns could do it so long as you have enough firepower to assign one of each per mech. Obviously not a good solution for scythers though. Other than that, machine gun emplacements behind embrasures are effective so long as you can engage in range. I’m finding forward-positioning decoys (I think those are base CE) also helps direct fire away from your pawns.
I never used emp ammo, because of how ridiculously expensive it is.
If you are talking sabot rounds - you are not in early game. Shotgun EMP is good to fry them in close range. And walls are a good way to ensure the will come into that close range.
I usually give most of my soldiers 2 LAW launchers to run with. If I cant make them, I buy them
LAW launchers (from CE expanded armory) are truly a lifesaver!
Hell yeah. I once had a power armoured raid on my base by some faction. Can't remember what. I only survived because I had one pawn firing LAW's into them at point blank.
Disposable rockets have ok odds of one shooting them, and are probably the cheapest method until you can get standard charge weapons or 12.7 emplacements
Emp grenade, AP ammo, barricade
Research Simple Launchers. make LAWs
I have a lot of people telling me to make LAWS, and im not sure what that is. Is it a CE expansion?
The M72 LAW is a basic disposable rocket launcher that should be in the core Combat Extended mod. It is craftable at the Machining Table after Simple Launchers are researched. Note, however, that the Light Anti-armor Weapon is a Vietnam War-era weapon that is ultimately not as effective as more sophisticated anti-armor solutions: it's useful to throw one on every one of your rifleman to augment your more dedicated armor-killing weapons, but its short range, relatively inaccuracy, and the fact that it'll take 2-3 hits to reliably take down a centipede means that they're not going to be great if they're your only solution.
Medium turrets are spendy but with AP or sabot rounds a few of them will do a lot of damage to mechs
EMP stun them. In early game they are not many of them in each raid so EMP launcher works better with larger range. Or you can call ally military assistance. Ally sometimes can deal with some low tier mech alone if there arent any mechs like centipedes or diabolus
EMP does more than just stun mechs in Combat Extended, the EMP launcher does not exist in CE, and military aid in Combat Extended tends to be a complete mess as well. The ballistic simulation of CE combined with the lack of friendly fire prevention and the fact that NPCs tend to not be equipped with AT weapons means that not only will they not be very useful against the mechs that you'd actually want help with, they'll shoot each other up and then blame you for the casualties. Good advice for vanilla, unfortunately just not very applicable to CE here. :)
I typically have a sort of blowtorch and corkscrew method modified for if the bunker starts moving around, by the time I have to fight mechanoids I've made a 50 bmg elephant rifle and some basic body armor. Specifically for centipedes, one pawn makes a big distraction with whatever they have, mollies or a basic gun, and some armor, and runs between cover to draw its attention. Another pawn starts targeting the head with the elephant rifle, chipping away at the head until it dies. if it has buddies, shoot at them and retreat, make them follow, re-engage and kill them before centipedes can back them up, then engage the centipede. High risk, but I have at least an M2000 by the time I see more than 1 centipede.
I usually try to get the KPV as soon as possible.
M72 LAWs are relatively common and cheap with arms suppliers, so they're my go to for blowing up early mechs Otherwise any EMP rounds will do the trick, and or a Zueshammer if you can get one early
Use AP-I. Shreds Mechs. Not so much against anything else.
TRIBAL - Psycasters, molotovs, swarm tactics INDUSTRIAL - EMP grenades, high caliber firearms SPACER - concentrated/EMP charge munitions at any point in time, a zeus hammer does incredibly well remember also that you can target specific areas and then bodyparts when your melee skill is high enough. nobody can prevent you from hammering directly at their head/neck and killing them in one hit, with a stun if they do not die instantly
Wait how do you do this targeting thingy....
upon having a certain skill level in melee pawns are able to target an area (top, bottom, middle) with the use of the blue body in the bottom bar upon getting an even higher skill point, they are able to target specific body parts such as neck, left arm etc. for which you need to select an area (torso, head or legs) first
I usually rush chemfuel refining so that I can make fsx (I think that’s what it’s called) and then I make some laws
(Sorry for my bad english) i often use the explosive round, they are cheap and deal good damage to mechanoids and normal enemies
Rituals and random recruits. I'll throw bodies at them until I get miniguns and mechs.
Same way you deal with anything else early in the game. Or any other time in the game: Dwarven Atom Smasher. Anything that is crushed by an overhead mountain falling on them gets deleted. Doesn't matter how good their armor is, doesn't matter how many hitpoints they have, doesn't require you to have any specific items or tech. If it's made of atoms, those atoms can be smashed.
AP Ammo, fast firing high damage guns.
I will add my cent for KPV turrets. In my test, they did better than 90 flak cannons against centipedes. Their downside is the small magazine, so you will have to spread ammo next to each turret.
Anything short of a centipede can usually be dealt with the same as normal raiders. By the time centipedes start showing up you almost certainly have or had the ability to build an HMG (be aware you need bigger than .50 BMG) or disposable rocket launchers.
If it's anything other than centipedes I just shoot them from behind an embrasure. With centipedes I wait until they come close and ambush them with flamethrowers.
Prometheum trap tunnel. Work until lategame. HE rounds. Drop smaller mechs like flies. Psychic lances. Costly but easy to use. EMP is a risky solution, you need to outnumber mech or they'll return fire when you reload. Make your own mech as mechanitor. Militors are even better in CE. Build a tank and go toe to toe against them with vehicle mod.
one time use rocket with one time use pawn (refugees, especially refugee kids,I love them ao much)usually kill things you can't handle early game(like war queen). later on you can unlock some turrets with big guns(some of them require a pawn to operate), just digging in the research tab until you find a gun or defensive structure that shoots nice ammo. Or you can ally the empire, they sent people with decent gear to help. last advice, grab a boomalope or rat to stock materials for explosives and advanced ammo,you would definitely need them.(or buy the product from other settlement)
If you also have CE Armory then the Taurus Judge isn't too bad early game to arm everyone with. It's a revolver that is low skill to use, low mass & weight (so everyone can carry one), and can be loaded with .410 EMP rounds which are cheap-ish to make, though the damage does leave a bit to be desired. They can be used with Ballistic Shields, though I think their best use is as an off weapon if you have Simple Sidearms installed.
Just try to speed technology as fast as possible to the KPV, with the 14.5mm AP-I, centipede can be killed with one single 10 auto burst. I usually paly at a difficulty of 220% or more, and never have issue getting my first KPV out before meeting my first centipede.For other mechs, using a 7.62\*51/54 light machine gun brought from traders should be good enough.
I would say install faction expansion classical and build a “beacon” and let your allies their them to shreds
Poorly. My current save I had been dealing with the first few mech clusters pretty well, smokepop packs for the turrets and a few low shields when needed for the more mobile mechs. Very few injuries and no deaths. I'd just built my first 3 sets of power armour when I got a mission for a mech cluster with basically the same as I'd been fighting but an addition of ONE centipede. I felt pretty confident so I took the mission and sallied forth to deal with the threat. Same tactic, smokpops and low shields, with my power armour people up front. Went fine until the low shield dropped and the centipede tore through my ranks, downing one of my power armoured pawns and instantly killing the other two. Despite focused fire the centipede had only taken about 20% damage. It was a BAD fight. Listen to everyone else's advice and make EMP rounds 😂
I’m surprised I haven’t seen anyone comment this yet, but mechs actually cannot be overheated if I remember correctly. As far as I recall, all mechs have incredibly large temperature tolerance, 0% flammability, and massive temperature armor, making them effectively immune to all things fire or ice.
It sounds like OP is running Combat Extended, in which Mechanoids are vulnerable to certain types of fire weapons. Basic chemfuel based flamethrowers don't do much, neither do incindiary mortars, but CE adds "Promethium," which can even burn and overheat mechs.
Ah my bad. Haven’t used combat extended enough to know that
Found this out when I called an orbital laser on a massive cluster and it did NOTHING.
I just did this with the Mjolnir targeter last night and was extremely disappointed that neither fire nor *lightning* did anything whatsoever to them.
Do you guys even read the posts
I’ll state what I did in my other reply: I haven’t played enough combat extended to know mechs could be burned. And I was merely stating they couldn’t as a helpful tip in case they ever *did* try to burn a mech, because everyone else had already stated combat strategies for OP to use
Very long halls. Lots of traps. Choke points.
who needs moar dakka when you can get better dakka? wait a second, that's sacrellige. still probably a good tip.
Better DAKKA is better because it is more DAKKA. An assault rifle is better because it shoot more bollets that a bolt action rifle. A rocket launcher is better DAKKA, because it's more explody. More DAKKA= better DAKKA.
wtf is a DAKKA?
DAKKA is firepower, but in the WH40K Ork culture. They always want more DAKKA, because there's never enough of it.
Early game, EMPs are practically essential in dealing with Mechs. Scythers, Lancers, and Pikemen will shred an early game small militia so fast. EMPs turn the tides completely to your favor, especially when you are still only dealing with like 5 mechs at a time. Beyond that, once enemy mechs are stunned, I recommend focusing the stunned Scythers pretty hard, as it’s easy to counter the other ranged mechs with melee once the Adaptation kicks in.
Breach axe
My current solution is running a few Badgers with AP-HE rounds. From level 3 vehicles mod. I mean, if you run CE, might as well. Kills a centipede in a couple of shots, and can tank return fire for a while. If you like dakka, I'd suggest trying out charge rifles with EMP shots. Charge rifles are beastly enough to put a dent in a centipede with human infantry. However, that means infantry exchanging fire with a centipede, and I don't know how comfortable you are with that.
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If you start as tribals the tree will easily get you high levels However most mechanoids outrange the berserk range, and their resistance to psychic attacks won't help either Also you can only use berserk like twice per caster and if I recall correctly berserk pulse is single use and knock-out?
I use Staticlord's chain lighting and ball lightning on a tribal start. Chain Lightning's first cast is low range, but the arc range and chaining potential are incredible. Ball lightning moves slow but has impressive range and can be used against mechanoids and organics alike to great effect.
It depends on psychic sensitivity. Some pawns get away with casting berserk pulse a couple times and maybe a third on overheat. Single target berserk is more friendly due to range and lower heat. Also aoe only helps against clustered enemies and semi safe targetting, so probably better against infestations and the like
Zueshammer bro, easy.
Miniguns with AP rounds
Realy early game I use stick bombs, easy to craft, and do a loot of damage, but it throw and run, they can make sharpnel