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If you want to brave it you'll need roughly 8k damage per sec + 12-15 pen. That is accounting for swarm thickness, speed, and other mobs like grapplers and rammers. You'll get nothing much tho or otherwise not worth the hassle.
And yeah triple the hp and armor is a no joke especially after flame nurf, the only problem is that the stats increase is not stated anywhere in the game.
In Current version there is mention they grow to twice their size, but you'd think that only means 2x the health/damage/armor
This post is a year old. Rading bases with mechs is not considered impossible anymore, in fact it has been done aplenty and isn't that hard if you know what you are doing.
Weaponwise...
Armor piercing Gatling Guns are good against buffed Operarius (swarmers).
Heavy Lasers with the fire mod are also still good against them but the extra health and armor greatly diminishes their effectiveness. Still very usable though.
Cannons will likely over-penetrate them and deal chip damage to giant spawner in the middle so you will eventually win through attrition as long as you've got a straight shot on the spawner but sometimes the room layout will make that difficult. However pairing them with...
Missiles will break away terrain and help get better hits on the spawner. This can take a while with the default missiles but it's pretty safe. The big missile and the tesla missiles from the orbital cannon (yellow pulsing circle) world event will annihilate terrain almost instantly but can very very easily damage your mechs and hurt your pilots in the cramped environments (setting a minimum range limit in the garage will help, but not fully, prevent this from happening).
Railguns are just expensive cannons and when you've got a couple of them (or if you've crafted a huge one after completing the bunker (green pulsing circle) world event) you can chew through the spawner very quickly once it's in your line of fire.
After the spawner is dead you just take your time mopping up the turrets, grab your resources and continue towards the middle of the base.
It's also generally good to avoid the centipede bosses that roam the base but if you have the gear to take them on the resources they drop are bonkers. You just need some heavy armor piercing weapons (cannons, railguns, tesla missiles) to break away it's armor while focusing it's head with direct targeting (middle mouse button by default).
The final boss in a base can be really rough though, especially if you brought missiles for terrain clear. This is where I wished that we either had a way to manually control a mech or disable/enable weapons for certain scenarios. Firstly you need energy shields and C-ram point defense. The boss shoots missiles and spawns enemies that shoot balls of energy damage at you. Shields easily trivialize these attacks but can't survive the boss' big "light cone attack" You have to either hide in the nooks around the room during it's "light cone attack" (which cooks your pilots if you just face tank it) or let the tentacles that it spawn attack and leave a wall that you can hide behind. Since the attack doesn't do damage so it's safe as long as no one get's isolated on the other side of the wall. Then you just take turns peeking and laying fire into it until it dies.
The resources you can get will catapult production especially if you are able to kill the centipede boss. It's very worth it if you've got the right loadouts.
Oh, lmao year old post. I was wondering why the recent posts were from the 2nd when the post was made on the 4th. Point's still stand though for anyone passing through.
I never knew you could do that! That's super useful. Rocket Barrage build here I come!
In last update creator added brief moment before battle, when mechs dont start shooting. I believe that's specially for rocket barrage guys to put down their most hot barrels.
Rocket barrage is crazy. You position yourself right, switch on that big rocket launcher and just turn this narrow underwater cave into a spacious one.