
Always manually assign targets to all your pawns, it is absolutely necessary to make sure pawns are splitting their fire, rather than overkilling the one or two closest raiders. The most important thing is proper micro. Also, one or two spare triple rocket launchers.

I keep a small stock of them near the front line, so I can switch my snipers onto them if needed. Combined with a properly built killzone, and good micro, they're incredible. You need some miniguns to deal with rushes. Also, eventually, you'll have the supplies to make them, since you'll get to the point where plasteel is relatively less limited than steel. You can also scavenge a lot of them off raider corpses, so getting a decent supply isn't too difficult. They are also, I think, the best weapons for stopping a charge before it hits your sandbag line. They are unfortunately pretty useless against hordes, so it's good to have something to switch them out for.Ĭharge rifles are a must to deal with infestations. It is the first thing I start putting components and steel towards, after my colony has been stabilized. For mechs, You need MASSIVE numbers of sniper rifles, in order to deal with them quickly, and at range, before they take down your shield users. Friendly fire is a HUGE issue with miniguns, so I pull my minigun users out of combat if the enemy starts to get too closeĮventually I end up with 1/2 sniper rifles 1/2 charge rifles and a decent number of miniguns, plus the occasional non-violent or brawler colonist with personal shields. As your colony grows in size, you'll want to employ at least a couple of minigun users to deal with big balls of infantry or manhunters. The minigun should be thought of as an Area-of-effect weapon and the shooting skill of the user is less important due to the 'forced missed radius' property of the minigun. The perfect use for colonists with the 'trigger-happy' trait.


Sniper duty is good for any colonist where you don't want to risk injury to them (due to them having high essential skills like medicine or cooking).

Once the enemy takes the bait, pull your snipers further back than your other colonists and they'll be less likely to take harm while still doing damage. They're often necessary to bait enemies into a kill zone where your other gunners lie-in-wait. Sniper rifles don't have great DPS but are still a must-have weapon for any colony that has more than a couple of gunners. I prefer the assault rifle over the charge rifle mainly because of its superior range, but it's accuracy is also a good reason. Charge rifle has higher DPS but that's only if your fighting at charge rifle distances. It's all situationally dependent but here are the best guns and what situation they're good for.Īssault Rifle and Charge Rifle should be tied for 'best main weapon' but I like the AR more than the CR.
