Ranged wardens should attack when the prisoners are blocked by melee wardens so they can attack from a distance without much danger, and their weapons won't land in the enemy hands so easily. There is a large variety of assault rifles, some with a very high rate of fire and low damage, and others that slowly do massive damage. Surround the camp with fire. Pirates or Outlanders can come with all-melee charges, with most enemies wearing shield belts. If you have your own mortars, you can use them to fire back at the raiders. In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. Choose the right time to pull them out, using your best-protected colonists, and don't let anyone near at other times. Note that sieges always come with 2 mortars. This way, kiters can distract a group of enemies by leading them around the map, while chipping away at their health. Sights: Iron Sights Faction: Helghast/Stahl Arms 10 manhunter elephants vs 3 armored brawlers and 4 armored gunners; all colonists are downed while all elephants remain standing. You need to be up close and personal to use this gun effectively. If they have a better target with less possible friendly fire, they may attack them instead. Frag grenades are unlimited and work well if you have the courage to send someone to close range. They may explode when destroyed, taking out a sizeable group of animals who won't run away from exploding turrets, switching to another target only after the turret is no more. How to play and effectively use every weapon in Killzone 3. There are many animals that are good for this purpose. Alternatively, simply have a builder build a wall behind the door, totally preventing manhunters from entering even if they break the door. Manhunter packs are a decent source of meat for your colony. Firing straight at a raider in cover; 1 stone chunk blocks 40%. To get the maximum out of this gun, infiltrate the enemy bases and then pick them one by one. Shield belts, drawing enemy fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in. Disable 'Fire at will' when the enemies are closing in so they won't switch targets, potentially causing friendly fire. You can either kill them directly or wait for blood loss to take its toll. Melee weapons can help fight off enemy brawlers, or disrupt enemies behind cover. Class: Close Quarter Firearms Note that this doesn't appear to work to funnel sappers into killboxes. Sights: Holographic Reflex Sight Kiting is a possibility due to their slower speeds, provided they continue to chase down your colonists. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS. If you have larger bases, you can build indoor defensive positions along crucial corridors, but take care not to let the enemy use them. Each armor must level up individually and unlock their own weapons. You may need to forbid doors to prevent them from walking through the firefight into a hospital. It does have a weak spot that can affect the operator, however. Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while. These include the air tortoise, acid gun, and burner. Rocketeers are a priority target that need to be rapidly eliminated as soon as they enter. A way to deal with this is to lure them into close range. Psychic lances can be used from absolute safety and have a relatively low cost. The VC9 is ideal for taking down enemy vehicles and entrenchments. If they manage to run past your barrage of gunfire to engage your ranged soldiers, they may receive more injuries from friendly fire in the ensuing chaos than the attackers themselves. Each kind has its own statistics, and can be roughly grouped as follows: Mad animals can strike your colony in several ways. assault rifle), while a fast moderate-range weapon (e.g. Note that if you have a deep drill near the walls of a room it is possible for the insects to spawn outside the room. Training weapons Note that where possible, training weapons should be used as they are less likely to ... Baton and Unarmed Defense Techniques 3 ... officer with a kick or an edged weapon. They can also shut down dangerous enemies such as rocketeers. Class: Close Quarter Firearms Have your colonist throw the molotovs through an open doorway in order to protect the colonist from the heat. Directly charge into the fray with your shielded fighters, such that any rockets fired at them will likely hit other enemies as well. The weapons are broken up into 7 distinct groups (8 or more in EDF 2 and several more in 2025), each with their own strengths and weaknesses. To defend against this, have a second line of defenses inside your base so you can deny the drop-podders easy entry into your base. Slow and clunky but extremely well-armored, the ISA Exoskeleton is equipped with a heavy machine gun and a rocket launcher. Enemies can be lured closer to your base by keeping your colonists out of sight, then swarming out to attack once they draw closer to your base. Note that enemy melee rushes are not to be countered by your own melee rush; there is a much more effective tactic detailed below. While it is still a bearable problem if their shields are up, once the shields are down you will need to manually retarget to prevent friendly fire. Faction: ISA The animals on the map, tamed or not, can be used to your advantage. A tight volley can devastate mortar camps, forcing them to either attack or flee outright. This causes losses to both groups of enemies, making it easier to pick off the stragglers. Faction: ISA This will eventually force them out to attack after suffering from heavy losses. Friendly fire is a serious issue in hand-to-hand combat, as you can easily hit your own fighters. Melee rushes can work alone, especially with quality equipment; well-equipped melee rushes can hold off an attack and cause raiders to flee despite being slightly outnumbered. They can swarm any attackers, and you can leave colonists back at base for work. Shooters can fight off small animals quite easily with melee, so have them fight back instead of letting the animal chew them to death. Faction: Helghast/Stahl Arms Their mortars won't be ready as well. Class: Vehicles Faction: ISA Raiders spawn with randomized equipment depending on their weapon and clothing budget and their raider type. Mercenary slashers will always come in shield belts and only they do so. This is especially so if the animals are small such that they deal little damage before being killed, one after another. 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