Mastering Advanced Defense Tactics in Stranded: Alien Dawn Guardians

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  • Опубликовано: 15 ноя 2024

Комментарии • 34

  • @TacticatGaming
    @TacticatGaming  Год назад +1

    If you enjoy the video, please leave a like to help with the algorithm.
    Series this design is based on - playlist - ruclips.net/p/PL2TcWyPmHq_vCNLzRSKD4izoD7ffzr9J8

  • @Arkantos
    @Arkantos 10 месяцев назад +3

    I miss when Rimworld was like this, nowadays it's impossible to play except on a mountain, it's enemies arriving from space in the middle of your base or enemies destroying everything in a straight line, it seems that the Rimworld developer doesn't accept when players think super effective strategies.

  • @sitechca70
    @sitechca70 Год назад +2

    Wow, omg, this is truely on another level. Thank you!

  • @jzahnen4753
    @jzahnen4753 Год назад +6

    Just finished my insane chaos guardians scenario. I used the cheat mod to test and design different builds before I started the game. Some of my take aways...
    Before the enemy enters my "kill box" they go through a "missile box". Instead of a tunnel made of two walls imagine a square that surrounds the missile targeting area with an entrance and exit that are 3 tiles wide. This causes the enemy to path through the square in a tight line that the missiles can bombard without damaging any walls.
    The missile turrets are placed in a staggered line leading away from their target area so that they explode in a staggered staccato to maximize knockdowns, increase explosion uptime, and clump the enemy more.
    My killbox is actually a two tile wide 1 story flat "building" with double stairs leading up to it both outside and back down on the inside. This way the enemy has to path along the roof parallel to the laser turrets. Most enemies do not have the range to attack back PLUS this gives them zero cover. You can even turn this into a zig zag maze to increase their pathing time but I found that to be unnecessary. I found enemies cannot use ladders or elevators so it must be stairs, and the stairs must be built in pairs so enemy mechs can path up and down them. This made it so most of the time my turrets never even got attacked.
    Machine gun turrets just aren't worth it IMO. Similar DPS but longer tracking and more bursty damage makes them worse against smaller units (especially fliers) while being equal against big targets. Plus the shorter range meant they got attacked more often. I don't use them anymore. Laser turrets are also great against fliers so I don't use flak cannons anymore.
    Be sure to place lights in the kill area. Both darkness and fence cover have huge effects on hit chance.
    Using the cheat mod you can see your "EP" which is the point system the game uses to purchase units for raids. By the end of the game I had ~45k EP. 29k of that was from resources. So very similar to rimworld keeping your wealth low has the largest impact on reducing raid sizes by a large margin. The next biggest contributor was "buildings" at 14k. Turrets and mechs are in this category. Unsurprisingly turrets and military mechs are also worth a lot more than other buildings. The last bit was 400 from time, 320 from survivors, and 1200 from a category called "bonus" which I didn't experiment with as it was so small. Aside from your first couple of raids where nearly all your EP comes from survivors, buildings and resources are the best ways to control raid size.
    The best two ways to control resources I've found are not salvaging enemy mechs if you don't need the stuff and managing crop size with "harvest until X". Power cells have a high spawn chance to value ratio so end up being one of the bigger wealth increasers from salvaging. Live off of hunting during your first winter instead of stockpiling is my strat of choice. The game gets easier as you progress so after that go ham.
    Grain is love, grain is life.
    I don't use defensive towers. I think they take too long to climb up and down from and if you need to get a survivor out of line of sight quickly this is a big problem. Instead my entire base is a 11x12 building that starts 20 meters away from the "killbox" wall which gets moved back to 45 meters as I get rail guns/laser turrets. The survivors shoot from the top story from behind a fence. This lets you put a roof over them and walls around them as well so fliers cant attack them from behind and now they path to the front of the base. And if they get hurt they can step back through the door behind them and are always near their beds/med bays.
    I stopped using the flying attack drones. They get shot down too easily I thought. This took time away from crafting/research labor to rebuild/repair them and during the mid game strained my resources.
    I'm torn between using battle bots and mobile turrets. I felt like Battle bots were more effective for their EP cost most of the time, but if something goes wrong and things get hairy then mobile turrets can take a beating that battle bots just cannot. They can give you a lot more time to get things under control. And IMO being prepared for worst case can be better than having consistency.
    Some things I learned from this video I want to incorporate...
    Spacing out the compartmentalized walls... In my designs the walls were always just 1 tile apart - I never tried spacing them out. On occasion I would have a siege mech (these specifically) try to break through somewhere. Makes me wonder if having enough space for them between the layers would help reduce this.
    After replacing the starter fences I went the entire game with only 2 walls between the base and outside made of wood. I used actual walls and never used the defensive fortification variety. Wonder what kind of effect this had. I only had 2 raids break through the back of the base, but may have gotten lucky. My largest raid was around ~600 and the game ended at 3 years and 6 days. A 3rd layer might help, and may be required later.
    I had my service, harvest, and transport bots in the back of the base, not the front near the defenses. Next time Ill put them closer to the front to help with pathfinding. Mostly this effected fliers who would run past my garrisoned bots and kill them on occasion. During testing I also tried not drafting my survivors and letting my defenses take care of things once they were strong but as you mentioned this caused issues with pathfinding and made the enemies try to break through walls much more often. Also, In my testing Hope is by far the most important pathfinding target. The majority of raiders are trying to get to Hope.

    • @sitechca70
      @sitechca70 Год назад

      A lot of info here. Thank you for adding to Tacticat's guide.
      I don't quite understand the missile kill box concept. A square with entrance and exits sounds like a tunnel? The problem I have (and I think so did Tacticat) is that the exploding missiles also blow up our own walls.
      So your tunnel is blocked by a 1-story flat-roof room and the enemy walks over the ceiling instead of destroying it? Didn't know that.

    • @jzahnen4753
      @jzahnen4753 Год назад +1

      @@sitechca70 Perhaps I could have explained the missile box better. First imagine a square. Then draw a circle inside that square that is just small enough to not touch the square.
      That's basically the missile box. The square is the walls which surround the circle and the circle is the missile turret target area. That way no walls are damaged. The walls (aka Square) needs an entrance and an exit of course. So you delete 3 sections of walls on opposite sides of the square. The only path the enemies can take is from one to the other, which goes right through the center of the circle.
      This missile box is placed outside of my "bridge of doom", usually right before the stairs leading up. So the enemy raid has to path through the box, out the other side, up the first set of stairs, walk across the bridge/roof/wall (or whatever you want to call it), and then back down another set of stairs to enter the base.

  • @Cyber_Angel_1
    @Cyber_Angel_1 10 месяцев назад +4

    Hello everyone! I am totally new to this kind of game. I always thought this type of micromanagement game would be terrible for me. So I found myself strangely very excited for it after a trailer. So I bought it. And boy I am very surprised that I ended up adoring this game. I only have one big complaint. And was hoping someone has some advice. My big complaint is how terribly slow many things are produced. Salvaging, tailoring, the 3D Printers, Material Producing Machines, etc.. I am almost always running the game at max and I think it’s still too slow for my tastes. I am thinking maybe there is a mod for this or something else. Am playing it on a console but I would buy it for PC alone if there is a mod for this problem. Any suggestions would be greatly appreciated. And I wish you many happy Stranded years 😊.

    • @TacticatGaming
      @TacticatGaming  10 месяцев назад +1

      It gets easier with better crafters - hope can get a 3x crafting speed buff that makes her amazing

    • @cybbles
      @cybbles Месяц назад

      With the DLC there are many automation options. Also options before the start of the game - "Big Family" allows up to 8 people, one option lets everyone walk 50% faster, and if you level up the android Hope you can give her a 3x speed boost in one skill (I chose crafting). She is now the go-to for any crafting, delivery drones (1 or 2) take care of all "Delivery" tasks you assigned to people before (nobody delivers), and there's more robotic companions you can craft. As for mods, take a look!

  • @jamespipe8589
    @jamespipe8589 11 месяцев назад +1

    The win vid was the best!!

  • @zestfisher565
    @zestfisher565 Год назад

    Thank you! Time will tell how long this lasts, hopefully for a fair bit!

    • @TacticatGaming
      @TacticatGaming  Год назад

      It’s worked for me for a few years and only needed a few steps to work again lol

  • @jamiekellagher499
    @jamiekellagher499 4 месяца назад +1

    Your base makes mine look like a garden shed

  • @GameIsGame69
    @GameIsGame69 8 дней назад +1

    Very nice video an set up, what seed were you on?

  • @JerBear_IRL
    @JerBear_IRL 11 месяцев назад +1

    What measurements do you use for your base walls? Want to make sure I give enough room for the extra wall layers and also give myself enough room to have the base operate properly. Looks like your base wall is 50x50 (Max wall length in one go) Thanks in advance for the advice.

    • @TacticatGaming
      @TacticatGaming  11 месяцев назад

      Honestly i just kind of wing it, the main thing is you don't want enemies to be able to see in and attack objects

  • @amandak879
    @amandak879 11 месяцев назад +2

    Does the trees work as a cover for sight lines? Kinda like how you have your walls keeping the laser turrets from shooting untill you want them to?

    • @TacticatGaming
      @TacticatGaming  11 месяцев назад +2

      Yes and they also can prevent drop ships

    • @amandak879
      @amandak879 11 месяцев назад +1

      @@TacticatGaming that is such helpful news!!! Thank you

  • @Trifler500
    @Trifler500 11 месяцев назад +1

    Very cool. How do you decide whether you want laser or projectile turrets?

    • @TacticatGaming
      @TacticatGaming  11 месяцев назад +1

      Lasers have best distance so they go in the back , machine guns at the front with their range intersecting the opening

    • @Trifler500
      @Trifler500 11 месяцев назад +1

      @@TacticatGaming Cool. Thanks :)

  • @zhilong
    @zhilong 11 месяцев назад +1

    Thank you!

  • @Chuckthulu
    @Chuckthulu Год назад +1

    Do you think that leaving a path straight down the center without traps, just one tile wide, would string out the ball of robot doom? My thinking is you would have a line that would move in faster, but single file so they get destroyed while the majority are getting slowed by the traps?

    • @TacticatGaming
      @TacticatGaming  Год назад

      Needs to be wide enough for the larger units

    • @Chuckthulu
      @Chuckthulu Год назад

      @@TacticatGaming Sorry I think I was unclear. I don't mean having the alley they come to the base be 1 tile wide. Keep the alley the same. Just have 1 tile down the center that doesn't have traps. And the rest of the traps stay. Was wondering if the pathfinding would push some of them to line up and move more quickly (and then be taken out by the turrets) while their friends are stuck in the traps. So, a trickle is moving in faster at the beginning and getting wrecked. Then you may not have as much of a mass coming at once after the traps have been triggered.

    • @TacticatGaming
      @TacticatGaming  Год назад

      i want them to mass in because i have 14 rocket launchers - but yeah you could forgo the traps@@Chuckthulu

  • @MaroonGoone
    @MaroonGoone 10 месяцев назад +2

    Is this DLC on console yet?

  • @Cyber_Angel_1
    @Cyber_Angel_1 9 месяцев назад +1

    Hello TactiCat! And everyone in love with being Stranded 😂. I just got the Guardians dlc and really need some tips on the best way to fight the drones. They seem to be much worse than the flying insects, and they are in much less numbers. I don’t feel like going through a bunch of trial and error. So can my Stranded brothers and sisters please share their wisdom. Much appreciated.

  • @AstraViolet
    @AstraViolet 9 месяцев назад +1

    wtf? 400 bots at once? im at 80% sentience and 40 hours in on year 10 and never seen that many at once