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So without reading or watching any guides whatsoever, my instinct was to make a very long (60-70) tile corridor and include alcoves at the top end for my 15+ pawns to shoot from, but I also put doors in the alcoves so that If they need to retreat, the enemy can't step into them! It has worked perfectly for a long time until something on the map must have changed and now they don't walk around to the corridor, they all scatter around the walls and dig at random sections of it. Which is an absolute nightmare to control or defend!
How thick should I make my walls so that they can't do this? And is it wise to put IEDs next to them? Also is there a trick to force them into the area you want beside just building and maintaining walls? Cheers
when you build walls around your base, and lets say you have a kill box on one end of the base. but you have to retrieve something outside the other end. do you go all the way around or do you have doors around your base that lead to the outside?
ОтветитьHow can you see that cover numbers? which mod is that?
ОтветитьAmazing tutorial. Thanks!
Ответитьholy shit, I can tell that you've played this game for a long time... Amazingly comprehensive tutorial!
ОтветитьThe fact that these tutorials still works after 2 years
ОтветитьThis is another tip for who ever finds this comment plant flowers in your killbox— it slows enemy’s down more than a solid floor and you will have way less mental breaks
ОтветитьI have question. I make killboxes, maybe bad but i make them. Problem is that enemies NEVER ENTER them but go somewhere and makes "new" way by breaking my triple granite wall. I don't know whats problem.
Ответитьлучши гайд
Ответитьrimworld no mans land, all we need now is flamethrowers and barbed wire
ОтветитьYo what mod changed that character UI thing? Pretty new to the game, so looking for good quality of life mods
ОтветитьOne thing I can recommend to solve the whole lagg issue surrounding the spreading out of enemies due to their combat stance is to place an unpowered turret somewhere around the entrance of the killbox and surround it with doors. The enemies will still "see" the turret and will get engaged in combat stance, spreading them out before they enter the killbox.
ОтветитьI play on mormal, and so far I had groups of like 1-5 riders some with shooting weapons but rather with primitive bows or clubs...
Ответитьidk how people can play a defensive building game like rimworld and think kill boxes are cheesy/exploitative
Ответитьcan we get an updated guide for 1.4? Love the video!
ОтветитьAre you Father Ted?
ОтветитьAm I the only Rimworld player that really dislikes the Assault rifle? I actually tend to use a lot of LMG's....first, people really underestimate the stun effect in combat. That stun gets kills. Then there's also the volley size. Assault rifle is tighter, but only fires like 3 bullets per burst. I find the front load of more bullets hitting enemies sooner results in more kills that the sustained dps of assault rifles. Plus they are better for hunting as well, more shots = faster leveling. I normally run lmg's primarily before the late game when I switch to charge rifles.
Ответитьnot as effective now with the sappers right?
ОтветитьSome things probably changed in new versions, but the basics are pretty sure the same. Thank you, I'll modify my killbox using these guide. I also used fences on the open ground to slow down enemies, not sure though if they provide any cover, need to check it.
Ответитьare the data said in video out dated or is it fine
ОтветитьNewbie question.
How do you force enemies to even enter the obvious murder conveyer instead of, say, going around your base and forcefully making another entrance? I'm very early in the game, have my whole base encircled by stone walls and got an open space behind sandbags in front of the only entrance. Sometimes enemies see that I have the cover and they do not (I manually removed all trees and stone chunks), so instead of engaging in a firefight they go around and punch a sidewall and I'm forced to go into close quarters skirmish.
is this still working?
ОтветитьI still have some problem with sapper, any solution for that?
ОтветитьWhy do they all funnel in that one spot?
ОтветитьSeriouse question: what pc specs would I need to have to play RimWorld without it chugging to 3fps during huge raid? I play a big world, and lately the huge raids is killing my enjoyment - but at the same time, I love those crazy raids as I live for those.
ОтветитьThis is a 2 year old video. I’m not 100% how much the game has changed since then. I’m very new to this game just got it today. I can’t wait to build a killbox.
ОтветитьWhy didnt you add two EMP grenades guys?
Ответить"Killboxes are against game mechanics."
I'll use bullshit to defeat bullshit. The game throws ridiculous shit at you sometimes. "It makes a good story" fuck you, it's my story.
rimworld combat is by far the worst part of the game, even with the pretty damn good medical system
ОтветитьAlso. Mechanoids tend to attack walls to breach thru, so killboxes are pointless in current game.
ОтветитьWhy you not considering bolt riffles? With 37 range with excellent quality they are amazing at any distance in any hands. 1.5 stopping power is an argument!
ОтветитьNot sure why people buy kill boxes, it ruines the game. It is like cheating. Do you like to cheat in every game?
ОтветитьI often like to build killboxes around lakes. This forces enemies to walk in shallow water or mud to go around deep water.
As a bonus missed bullets from your side are not hitting same area all the time so there is less need for plasteel walls.
But sometimes they simply stop looking for cover, stop and shoot.
I also like to reconnect damaged turrets to dead power to limit loses.
And it's good idea to have strong anti-melee option, for example fall back position with one door that is left open and plasteel walls next to it ;)
What is the mode for those barricades ?
Ответитьwhat happens if they drop-ship down inside the kill area or even behind your walls where you didn't think to protect yourself because you thought they are coming through the kill box area?
ОтветитьFantastic video.
Thank you for all the contribution!
Killbox masterclass! Excellent work, 750 hours in and I still hadn't figured out why I had to keep moving people to get them to target the entrance. Thanks for improving my game.
ОтветитьGreat tutorial!:)
ОтветитьIncredibly useful introduction to kill boxes. As someone who built a farming hotel on peaceful my first time through, I learned, and enjoyed,a lot of mechanics... but not combating raids. Having watched a ton of videos and hearing everyone mentioning kill boxes, I knew I wanted to be able to build them but didn't have much of a place to start.
Thank you for focusing on the logic of the choices you make -- that's a lot more helpful to me than "here's the perfect kill box design". I want to be able to logic my way through and customize, not just cut and paste, and this is a great introduction to what kinds of things to take into consideration.
I am curious why you don't use traps in your snaking phase. Do you consider them too resource-expensive to replace? Too dangerous for pawns to go in to replace? Are there other considerations?
killboxes rarly work. they just break the walls or wait outside now.
ОтветитьI'm sorry if I missed it in the comments or vid but I'm very new. How does one make enemies go to kill box? Is it walling off all of bass and leaving kill boxes open like no doors?
ОтветитьIs all of this based on vanilla or CE? I'd be curious how useful the LMG and HMGs are with the suppression mechanic especially since that's their real world purpose.
ОтветитьI sometimes use a "no man's land" around my base with choke points blocked up by melee pawns.
I dont personally like killboxes, but if you're inexperienced I would suggest learning how to fight without them, because you cant bring a killbox when you raid another settlement, and successful raids can be very rewarding.
My preferred method is to buy consumables like animal pulsers and berserk lances.
Also, a high level psycaster, I have never seen an ai pawn use a psycast outside of rimworld of magic, so no matter what you have a distinct advantage.
That said, a newer play wouldn't even survive most mid game raids without a killbox of some sort
Gread video, learning a few things to try on my setup. As for the SMG vs AR damage thing, it somewhat makes sense. Within their range, larger caliber smgs like the UMP pack quite a punch. .45ACP is a shorter range round, but hits like a truck, esp. with special ammo. AR ammo like 5.56 or 5.45 is a compromise. It's meant to be controllable on full auto, at longer ranges, so it relies on a fast, light round. It trades a lot of stopping power for lower recoil and longer range. If you look at the history of the m16/m4, and the complaints about it, one of them has always been poor stopping power vs other calibers.
ОтветитьHow do you show the percentage to hit?
ОтветитьOver 500 hours in the game and I still learn new things. This video is awesome, thank you. I subscribed immediately
ОтветитьHey people, I've come with a solution to bases without killboxes! Combat Extended
ОтветитьMy pawn keeps missing with charge rifles but hits a lot with assault rifles.. She's 19 in shooting.. (deadshot trait) What's going on here?
ОтветитьIf you put a barricade in front of the grenadier door it makes it a bit safer :D
ОтветитьThank you
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