Editing Smokepop pack
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Smokepop packs are fast to research and cheap to craft, especially if you already have [[boomalope]]s or [[Research#Biofuel Refining|Biofuel Refining]]. The [[chemfuel]] cost isn't too expensive, and even in the extreme [[biome]]s, a [[hydroponics]] room should give plenty of extra supplies. | Smokepop packs are fast to research and cheap to craft, especially if you already have [[boomalope]]s or [[Research#Biofuel Refining|Biofuel Refining]]. The [[chemfuel]] cost isn't too expensive, and even in the extreme [[biome]]s, a [[hydroponics]] room should give plenty of extra supplies. | ||
− | Smoke is very useful against turrets, such as in a [[mechanoid cluster]]{{RoyaltyIcon}} - smoke completely negates their ability to target and fire. Other pawns can then destroy it, hit it with EMP weapons, or handle other threats. However, turrets easily outrange your colonists, and 3 charges is not likely to be enough to approach in melee. You can have your pawns use walls | + | Smoke is very useful against turrets, such as in a [[mechanoid cluster]]{{RoyaltyIcon}} - smoke completely negates their ability to target and fire. Other pawns can then destroy it, hit it with EMP weapons, or handle other threats. However, turrets easily outrange your colonists, and 3 charges is not likely to be enough to approach in melee. You can have your pawns use walls to their advantage, use [[locust armor]]{{RoyaltyIcon}} or the skip [[psycast]]{{RoyaltyIcon}} to bring important pawns in (EMP, smoke, or just high firepower), bring multiple smoke packs, or simply take the hit. Turrets are less accurate from further away, meaning that you should save smoke charges until you get closer. |
Against humanoid raiders, smoke is more useful if your pawns are largely melee or otherwise low range group. They can allow colonists to approach enemies, which is very effective against tight groups of enemies with few or no brawlers of their own, which may include [[Raider#Siege|sieges]]. A melee alternative is the [[shield belt]], which fully eliminates damage until it runs out. However, smokepop works after [[EMP]] attacks and applies to all pawns in an area, as opposed to needing one shield belt per colonist. Smoke will also apply to animals, which can be very useful in melee combat. Finally, only one colonist needs to wear a smokepop belt, meaning the rest can stick with a shield. | Against humanoid raiders, smoke is more useful if your pawns are largely melee or otherwise low range group. They can allow colonists to approach enemies, which is very effective against tight groups of enemies with few or no brawlers of their own, which may include [[Raider#Siege|sieges]]. A melee alternative is the [[shield belt]], which fully eliminates damage until it runs out. However, smokepop works after [[EMP]] attacks and applies to all pawns in an area, as opposed to needing one shield belt per colonist. Smoke will also apply to animals, which can be very useful in melee combat. Finally, only one colonist needs to wear a smokepop belt, meaning the rest can stick with a shield. |