I am surprised you didn't talk more about sappers, They look for weak spots in walls... however you can protect those walls and dictate where the sappers attack or dig in by putting unpowered turrets on the inside of the walls. The sappers can actually sense the turrets and wont dig in that area if there is one.
Killboxes can take care of the big part of raiders, but a lot will find ways to go past it. The best so far has been the bunker in a choke point for me, and building choke points in my base. Someone might wonder why there is a wall outcrop every 5 tiles in my hallways, but once the insects show up... they will understand.
After years in game and you reach millions of wealth, killboxes, fences, traps or mines became ineffective with hundreds of raiders/bugs/mechs. You will need better weapons like nuclear warheads, gauss guns which can pierce though multiple targets or any kind of weapon that damage AoE.
Unless it got fixed, you can put a parameter around your base of turrets, but leave a slice uncovered (a la your kill box entrance) to funnel sappers in with the rest of the lambs. The sapper AI will do it's best to avoid turrets, thus you can exploit that.
I only use turrets and traps early game. I have a double kill box with an open door leading around the base. Enemies target the bedrooms so they keep moving. I use embrasures mod for the main kill box and barricades for the 2nd one so they still have a path. Sandbags will slow them down but I space them out 1 at a time so it splits people up. And pile them up when they get into range so they stand on top of the bags. Turrets guard the base for air drop raids. Most important part is location. I have the best location possible. Boreal forest. Ocean to the the right. Mountain to north and south. Swamp in front of my kill box. Acts as a moat
Embrasures are cheaty as hell and make defense quite a bit easier than it should be! ... What? Of course I use them. Did you not hear me just describe why I would? I thought that was clear.
@@gekkobear2 they make total sense to have embrasures. Even medival and bronze eras they had fortifications or windows for archers and range fighters to shoot out of. We use bunkers in world wars. Everything is mechanized today It's only cheaty because the developer didn't put them in
A little confused.. in my experience if you have as much of a maze you've shown here... they will dig through walls and go AROUND instead of spending days walking through it. And this was done with I believe minimum 5 thick solid walls constructed on any possible path other than my maze.
Making a long, long maze like path into your base is still the best long enough that it takes raiders days to traverse littered with plenty of corpses since observing rotting corpse is a stackable debuff add the debuffs for levels of starvation and fatigue and they'd be more likely to have mental breaks and give up (plus if any die from fighting each other you get more corpses)(BaRKy has an old video on this)
And don't forget to make sure to use your foes against themselves! For instance, if there's a dormant mech cluster laying around, try and attack it during a raid so that it'll fight the raiders, rather than your colonists! If you're lucky, they might even take each other down.
@@Noobert It is quite useful if you're the kind to try for the hardest difficulties. Just take a look on how Crusha of Man makes use of them in his quite absurd Naked Ice Sheet challenge!
A good defensive trap if you have the Vanilla expanded Power mod you can build helixien gas vents inside a zig zag maze. Wait until the mob is about half way into the maze then turn on the gas. They won't survive long enough to get back out.
My fav tactic is to have 2 colonies with +-same power and with drop pods. If one of your colonies is close to fall you can 1. evac or 2. use your second colony as support.
corridor with sandbags and opens doors to allow raiders in , then heaters/coolers to give hypothermia or heatstroke , and an autobong to slow them down further , increasing the chances of downing them. you can toggle the doors on/off to let them in and then close them for your temperature related trap to be enclosed. also gives the advantage of imprisoning them since this weed and heat combo basically drains their consciousness percentage.
Honestly I just found your channel today and it is, in my opinion better than some of the more popular rimworld youtubers that I’ve been watching over the past few months. I honestly thought you had more subscribers after watching your first video. Keep up the good work
I personally enact a trench warfare doctrine, down to using the trench warfare part of the vanilla expanded security addon, and as many mortars, manned and automatic, as i can reasonably use. I also tend to make what i call "fool's cover"; purposefully good cover (stone barricades), with a line of chemfuel barrels behind it. Some poor bandit thinks theyre safe behind cover, only to get shredded and ignited. I trap my corpse stockpile in a similar way, placing it in the raid entryway, surrounded by chemfuel barrels. When the raid comes in, the barrels are shot at, burning down the corpse stockpile and killing the invaders, either through heatstroke or direct burns. (I coined this tactic in a permanent toxic fallout world where most corpses were unbutcherable) My most recent colony has also had a ban on automated turrets. Its actually really fun when you have to decide where your defenders shoot from. And drop pods are no problem; my colonists are all trained to fight at close to mid range; were not trapped with them, theyre trapped with us.
Sappers will choose an opened door instead of digging through the wall if they have a path to your base through that door. You can lure them in a killbox without turret that way. Raiders wear low shield pack these days so colonist should get a few to protect themselves. Zap an enemy with insanity lance sometimes make their friends blasting them with deadly rockets.
@@Noobert ... it's the same feeling when you wake up in the morning listening to the sound of explosion in the insect hive because you planted some bombs while they sleep.
One of my current strategies since I don’t really want to build a killbox has been to always have tree sowing so that I can line my many layered walls with tons of spike traps. Yes they don’t work that well against centipedes but I have so many lining my walls that centipedes will eventually die. This has fended off every raid that isn’t a siege or sapper raid quite well. And with a large enough walled area I can poke my colonists out of one of the doors to get kills here and there when I think that the raid is thin on one side of my walls.
I was having a rough run one game, it seemed Randy had it in for me. Most of my pawns were out of action; and I assumed I was doomed. So I did the only thing I could do. I claimed the walls of the ancient danger and painted "Gekko's sweet loot here, keep out" on the walls. It seems my loot stockpile was full of mechanoids? Weird. Thank goodness the next raid cleared those out for me before running away.
What's that? Did I lose the contents of the ancient danger to all the fire the raiders used? Well, yeah. But I wasn't living through that raid of molotov throwers either. Small price to pay.
The fucking quality and editing on this is absurd, this dude putting in major major work ,damn. Just mad props, subbed for sure, bugging a new rimworld friend to do the same. Cause under 6k subs is criminal. With this level of quality it's only a matter of time. Great video, and useful info too. Just, fuck
The first sitch is how I lost my first colony. The Minutemen were overrun by being worn down by the insects…and the survivors didn’t stand a chance…royalty had me summon reinforcements and miraculously I survived. Then another faction raided me….my first colony, and first failed run….as the death of the minuteman took hold, the survivors escaped into the wilderness. Only to starve and be stabbed to death by drugged tribals…. Long Live The Minutemen!!!
I got a mod that adds glitterworkd raiders that send orbital strikes that completely destroy your base if it's not inside a mountain, right before they send 200 drop pods to finish off your survivors. No matter how good my defenses are these raids usually end my colonies 100 percent of the time
It all comes down to what type of playstyle you go for if you play standard then your networth shoudnt be over 500k so all of this stuff may work hoever if you plaing an endles colony with 10m+ networth even kill boxes may be insuficient.
This is the first video of yours I have seen, and this is absolutely amazing Noobert! The editing and comedy with the information is just astounding, fantastic job!! Sub earned!
As someone who is super paranoid when it comes to defense I have fall back upon fall back positions literally, if a carpenter comes along they will have to go through at least 2 walls each 1 being 2 blocks thick. I am literally prepared for the worst. Also any ideas how to take down mechanoids cruisers? I am VERY VERY worried since there are already 3 on my world and I wanna blow em up and take their components.(I also do not want to face upgraded mechanoids.)
I remember ending a siege in 1 minute: I was just absolutely lucky to hit a munition with my mortar shot. It exploded, downing 4 out of 7 Siegers. The rest just ran away. The luckiest day on Rimworld.
@@Noobert any chance you have done a advanced guide for rim world mod that allows you set your work schedule/ priorities from 1 to 9 and even allows you set time for when a colonists works on something?
My newest colony got raided and my colony is built into a mountain right next to an ancient danger so when the team of sappers tried to breach they breached the ancient danger and 2 scythers and a centipede destroyed the raid but the raider were able to destroy the centipede and one scyther and I got 5 new slaves
I'm late, I usually use disruption to deal with sieges, having a sniper or two, especially if one has careful shooter is really good for sieges, you can target just about anyone of them, but you must instantly kill them, this forces them to abandon the building process and change to a normal raid, you can either take them on in the fields or run back to your walls 😂 jump packs become extremely useful here too
surprised you didn't end with "If everyone is dying and it looks horrific, take a few pawns and leave". If you have enough time to crack an ancient danger, you have enough time to flee the map.
My best strategy so far has been having my psycasters skip the groups around to break them up as they come through the door. Bc some of them just don't want to line up! I really need to build a kill box soon..m
I gotta ask those 3d models you used at the start of the video where did it come from? They are familiar to me but I cant seem to find the name of it anymore but i did know that it was an early alpha game that was incomplete.
how to survive after all your defenses have failed you and all your pawn are either dead or wounded ... you just request help from the empire and if they don't come to save the day you just wait for another raid to finish the first
one thing that should not be forgotten is that you can actually leave your base behind when you get overwhelmed as long as you dont play with timed thread increase only loosing your base can loose you enough wealth to recover elsewhere and return after the raiders left as such a bug out room with enough transport pods to yeet yourself out already loaded with fuel and essentials is not a bad idea alternatively and in early game a multi walled and doored room in the back corner of your base from which you can dig outside while the enemy tries to break a set of 4 stone doors can let you safely reach the maps edge
My first time dealling with sappers, they drilled into my animal pin and set it on fire. My second time with sappers THEY DRILLED INTO MY ANIMAL PIN AGAIN jt had a bigger wall too! And then shot at all my animals!
have used IED + pillar super confirmed go for the softest thing you can make it from then attack it by hand a few times so the durability is still there but 1 well placed bullet will bring down the house save the components for emp IEDs and firefoam IEDs this way if you gotta watch something burn you can try lobbing a grenade / bullet down range in an attempt to stop the fire from coming closer to your compound also maybe helpful maybe not invest in 2 guns a masterwork - legendary charge lance and sniper rifle put em on your pawns with trigger-happy and train em at a wall with a trash smg to bring up shooting this way you are being a little more preventive than the person saying "i wont be raided today" that extra point in shooting maybe just maybe will save your colony from getting a man in black plus it trains your construction i still remember .19 where i was running around smoothing montains and laying bricks to construct a multi-analyzer cause i was solo
I use CE (Combat Extended) and spike traps r so broken that 1 wood spike trap can do over 200 damage to a man in power armor at best. 30 damage at worst.
Mortars are cool and all when dealing with a siege but have you ever gotten a marine from the empire, had a pawn with a summoning ability (from a mod) to cause chaos and destruction in the siege camp I summoned a monster in the middle of their camp shot down a few of them and forced them to do a normal raid it was glorious we even got a pretty useful unit
A thing i recommend to do is a megastructure whit all you need in it and later a wall whit 3 blocks of separation from the megastructure so if you add mods you can make more rooms in the exterior of the megastructure without being whit no defense
If I have 4 pawns, who have 1 lmg, 1 auto pistol, one bolt and one revolver and I have no killbox, if say.. a forest fire burned down an ancient danger wall and let out 4 mechanoids, what should i do? help this really happened to me
@noobert do you have any advice for how to deal with post 1.3 breach raids that make you want to carve your eyes out due to the massive statistical likelihood (90 % odd apparently) that they occur after a certain wealth point? Especially considering sappers and breachers are different.
I'm a year late, but in terms of killboxes, how do you prevent the enemy from just attacking your walls? If I make my walls out of wood, they just brute force through, and I don't have steel to spare to make killboxes at every side of my base (I don't have a mountain to live in, so I have all four sides exposed)
Make a single killbox and make it worth their time, so the AI will prioritize your killbox instead of your house. In my first game I had batteries inside the killbox so the raiders will see them as an easy way to kill you by leaving your house unpowered. Little do they know, that's the only place where I have defenses.
Now, this is only a budding plan but I really wonder how this works. This is a wild -plan- delusion from an amateur (tutorial game died and this is my first real game) who has a fantasy for incredibly over engineered defenses, it's a long way down. The killing floor is wide, really wide. Wide enough for an amateur level shooting pawn to not hit a structure with a mortar. Mid part: _The killing floor_ I plan to have roof traps all over the area, slug uranium turrets on the left side and autocannons on the right (entry via north), all turrets measured to be placed in its effective range, mortars raining down into the area (not wide enough an antigrain to be used safely though). Exit points on the upper left and right side (across the field from the "Inner/below"). No floors so nobody gets a nice walking speed buff. I'm wondering if I should put doors infront of the turrets and open them when the raid comes. I think I should do half-&-half, half of the turrets are open and the other half not. Inner/below: _Where my pawns will take position._ Walls and barricades alternate (2 walls and a barricade on either side) shaped into a hemisphere, this in a way allows me to have 2 pawns peaking from the same side of wall with no risk of friendly fire. Doors behind all the cover and a hospital no further than 40 units from it's furthest manned position. I'm still wondering if I should put small sentries infront of the cover at the cost of my pawns being unable to provide overlapping fire when enemies come too close (walls on the side of it would prevent them from firing from one end of the hemisphere to the other). I also have a tortoise as bait for the raiders. In the middle and it's lowest point of the hemisphere, the door can be left open and create a melee "killbox". So my pawns can retreat and reposition to the melee killbox. Upper/Entryway: _A snaking maze laced with traps and obstacles to slow them down._ I don't plan to lace every single available space with traps due to costs and safety reasons. The entry point of the maze is a hallway from the right side, completely filled with things to slow them down (I noticed that if these "obstacles" are adjacent to each other, they only slow them down on the entry but then walk at normal speed for any adjacent ones). The entry of the hallway is immediately infront of the upper right exit of the killing floor giving ease of taking retreating enemies. This extensive and all but man, I lack the ability to deal with drop pod raids effectively at all. I usually force them to NOT equip Armour 24/7 and armour takes awhile to equip. I plan to having flak armour (quickest armour to equip) in the middle/most active area so I can immediately get my pawns some armour and if possible, send some other ones to get the heavy armour incase it's serious. My 2 block wide hallway isn't spacious but I have some protruding walls and sandbags occasionally.
Boomrats in the walls. Mining the whole wall would be a bit much. Maybe between the last wall and your base. But letting Boomrats await a breach in the first wall(s) sounds like !!fun.!!
Everytime I make a killbox they just go to the other side of my wall and start destroying it. I don't get how these people make killboxes and get all the people to go in it?
The game AI needs to see that the killbox is the only entrance into your base. Make sure the rest of your base is fully walled in and leave a gap at the back of your killbox that the poor stupid raiders can believe is the "easy" way into base-- that will bait them to where you want them to go.
The best defense is building in the corner between a mountain range and ocean so u only have to fight battles on two fronts, Early Mid game it helps massively against raids if u build a defensive perimeter wall with one open door 13 tiles away from your defensive position to funnel enemies one by one into your chain shotgun pawns
Me play rimworld with CE have raid 15 centipedes drop middle of my base and with storyteller Igor Invader: You don't have tip to fight again 15 centipedes in middle my base.
Rampaging elephant is scarier than centipede I think. One elephant is enough to take two centipede down. Give them some love with animal armor mod easy mechanoid fix even better if you have pack of them like 10 of them.
500 LIKES FOR PART 2!!!
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Brb, going to build a bedroom at the end of my killbox
Lmao
There is nothing that rimatomics warhead can't stop
Lmao. Making guide for that mod rn
Lmao
Zlevels?
I am surprised you didn't talk more about sappers, They look for weak spots in walls... however you can protect those walls and dictate where the sappers attack or dig in by putting unpowered turrets on the inside of the walls. The sappers can actually sense the turrets and wont dig in that area if there is one.
that just didnt worked for me 2 minutes ago. they went for the walls guarded by turrets 😞
@@данет-э5лthat’s probably because it was the least defended.
Killboxes can take care of the big part of raiders, but a lot will find ways to go past it. The best so far has been the bunker in a choke point for me, and building choke points in my base. Someone might wonder why there is a wall outcrop every 5 tiles in my hallways, but once the insects show up... they will understand.
After years in game and you reach millions of wealth, killboxes, fences, traps or mines became ineffective with hundreds of raiders/bugs/mechs. You will need better weapons like nuclear warheads, gauss guns which can pierce though multiple targets or any kind of weapon that damage AoE.
I once solo raided a 14 pawn pirate base with an animal pulser. It was hilarious 😂
Thats how its done hahaha
Unless it got fixed, you can put a parameter around your base of turrets, but leave a slice uncovered (a la your kill box entrance) to funnel sappers in with the rest of the lambs. The sapper AI will do it's best to avoid turrets, thus you can exploit that.
Yes yes yes
The best base defence is trained melee colonists wielding maces.
I only use turrets and traps early game.
I have a double kill box with an open door leading around the base.
Enemies target the bedrooms so they keep moving.
I use embrasures mod for the main kill box and barricades for the 2nd one so they still have a path.
Sandbags will slow them down but I space them out 1 at a time so it splits people up. And pile them up when they get into range so they stand on top of the bags.
Turrets guard the base for air drop raids.
Most important part is location.
I have the best location possible. Boreal forest. Ocean to the the right. Mountain to north and south. Swamp in front of my kill box. Acts as a moat
Beautiful
Embrasures are cheaty as hell and make defense quite a bit easier than it should be!
... What? Of course I use them.
Did you not hear me just describe why I would?
I thought that was clear.
@@gekkobear2 they make total sense to have embrasures. Even medival and bronze eras they had fortifications or windows for archers and range fighters to shoot out of. We use bunkers in world wars. Everything is mechanized today
It's only cheaty because the developer didn't put them in
@@stevenldoe7838 and he really should have..... its such a basic and simple defense. i dont play without them, seems silly...
A little confused.. in my experience if you have as much of a maze you've shown here... they will dig through walls and go AROUND instead of spending days walking through it. And this was done with I believe minimum 5 thick solid walls constructed on any possible path other than my maze.
Making a long, long maze like path into your base is still the best long enough that it takes raiders days to traverse littered with plenty of corpses since observing rotting corpse is a stackable debuff add the debuffs for levels of starvation and fatigue and they'd be more likely to have mental breaks and give up (plus if any die from fighting each other you get more corpses)(BaRKy has an old video on this)
This is a very good tactic yes. Psycological warfare. Also a bunch of burning tables at one end and close of the other. Burn them alive
And don't forget to make sure to use your foes against themselves! For instance, if there's a dormant mech cluster laying around, try and attack it during a raid so that it'll fight the raiders, rather than your colonists! If you're lucky, they might even take each other down.
Thats more of a last hurrah attempt haha
@@Noobert It is quite useful if you're the kind to try for the hardest difficulties. Just take a look on how Crusha of Man makes use of them in his quite absurd Naked Ice Sheet challenge!
Ive seen that series good one
A good defensive trap if you have the Vanilla expanded Power mod you can build helixien gas vents inside a zig zag maze. Wait until the mob is about half way into the maze then turn on the gas. They won't survive long enough to get back out.
My fav tactic is to have 2 colonies with +-same power and with drop pods. If one of your colonies is close to fall you can 1. evac or 2. use your second colony as support.
Darkness doesnt affect shooting accuracy/chance anymore, but it does slow down movement speed
Dangit
corridor with sandbags and opens doors to allow raiders in , then heaters/coolers to give hypothermia or heatstroke , and an autobong to slow them down further , increasing the chances of downing them. you can toggle the doors on/off to let them in and then close them for your temperature related trap to be enclosed. also gives the advantage of imprisoning them since this weed and heat combo basically drains their consciousness percentage.
very cool, I haven't tried heaters because I was afraid they'd set themselves on fire tbh
Honestly I just found your channel today and it is, in my opinion better than some of the more popular rimworld youtubers that I’ve been watching over the past few months. I honestly thought you had more subscribers after watching your first video. Keep up the good work
Thanks a bunch mate. Its my dream to maoe videos like this. Hopefully ibcan do it all the time in the future
Never clicked on a notification so fast
XD
Useful as always
Praise the youtube algorithm good
Yes good algo
I personally enact a trench warfare doctrine, down to using the trench warfare part of the vanilla expanded security addon, and as many mortars, manned and automatic, as i can reasonably use.
I also tend to make what i call "fool's cover"; purposefully good cover (stone barricades), with a line of chemfuel barrels behind it. Some poor bandit thinks theyre safe behind cover, only to get shredded and ignited.
I trap my corpse stockpile in a similar way, placing it in the raid entryway, surrounded by chemfuel barrels. When the raid comes in, the barrels are shot at, burning down the corpse stockpile and killing the invaders, either through heatstroke or direct burns. (I coined this tactic in a permanent toxic fallout world where most corpses were unbutcherable)
My most recent colony has also had a ban on automated turrets. Its actually really fun when you have to decide where your defenders shoot from.
And drop pods are no problem; my colonists are all trained to fight at close to mid range; were not trapped with them, theyre trapped with us.
actually thats pretty clever wit hthe chemfuel barrels
Question. How many hours do you have?
@@Noobert 601. Rookie numbers, ik. Especially given there were some idle hours there
still a lot
I love your editing. This is much better than those boring monotone tutorials on the other channels
Why thank you haha
The thing about darkness, is myth don't work anymore
Unless your working with children or in a decrepit unfamilliar place
Sappers will choose an opened door instead of digging through the wall if they have a path to your base through that door. You can lure them in a killbox without turret that way. Raiders wear low shield pack these days so colonist should get a few to protect themselves. Zap an enemy with insanity lance sometimes make their friends blasting them with deadly rockets.
When someone has doomsday launcher............
@@Noobert ... it's the same feeling when you wake up in the morning listening to the sound of explosion in the insect hive because you planted some bombs while they sleep.
@@namvo3013 lmao. boom boom go alien chicken
One of my current strategies since I don’t really want to build a killbox has been to always have tree sowing so that I can line my many layered walls with tons of spike traps. Yes they don’t work that well against centipedes but I have so many lining my walls that centipedes will eventually die. This has fended off every raid that isn’t a siege or sapper raid quite well. And with a large enough walled area I can poke my colonists out of one of the doors to get kills here and there when I think that the raid is thin on one side of my walls.
I was having a rough run one game, it seemed Randy had it in for me. Most of my pawns were out of action; and I assumed I was doomed.
So I did the only thing I could do. I claimed the walls of the ancient danger and painted "Gekko's sweet loot here, keep out" on the walls.
It seems my loot stockpile was full of mechanoids? Weird. Thank goodness the next raid cleared those out for me before running away.
What's that?
Did I lose the contents of the ancient danger to all the fire the raiders used?
Well, yeah. But I wasn't living through that raid of molotov throwers either.
Small price to pay.
Very small price to pay. I hate molotov throwers
The fucking quality and editing on this is absurd, this dude putting in major major work ,damn. Just mad props, subbed for sure, bugging a new rimworld friend to do the same. Cause under 6k subs is criminal. With this level of quality it's only a matter of time. Great video, and useful info too. Just, fuck
thanks a bunch for sharing the channel around mate. ill take all the help i can get.
I'm pretty sure darkness doesn't affect accuracy anymore.
yeah its changed haha
The edits are hilarious and amazing! 4:10 had me dying!!
XD glad you liked it
The first sitch is how I lost my first colony. The Minutemen were overrun by being worn down by the insects…and the survivors didn’t stand a chance…royalty had me summon reinforcements and miraculously I survived. Then another faction raided me….my first colony, and first failed run….as the death of the minuteman took hold, the survivors escaped into the wilderness. Only to starve and be stabbed to death by drugged tribals….
Long Live The Minutemen!!!
Can't tell if actual colony or beginning of fallout 4 meme. I love it.
I got a mod that adds glitterworkd raiders that send orbital strikes that completely destroy your base if it's not inside a mountain, right before they send 200 drop pods to finish off your survivors. No matter how good my defenses are these raids usually end my colonies 100 percent of the time
Wtf is that mod?
@@Noobert it is called "Glitter Tech" by Sam_
Lmao
ehh, just use a nuke mod and nuke em
I see you are a mod conisure as well
Indeed
Like I'm gonna take tips fron a Noob named Ert. *continues scribbling notes in a hypocritical frenzy*
Lmao. I like the name haha
I've never played a single minute of Rimworld in my life but this is pretty good content and your editing is top notch. Keep going.
Lmao thanks mate
@@Noobert just started yeaterday evening. I'm overwhelmed by the amount of things to do in this game :D
It all comes down to what type of playstyle you go for if you play standard then your networth shoudnt be over 500k so all of this stuff may work hoever if you plaing an endles colony with 10m+ networth even kill boxes may be insuficient.
Yeah that's def fair
This is the first video of yours I have seen, and this is absolutely amazing Noobert! The editing and comedy with the information is just astounding, fantastic job!! Sub earned!
Yes one more for the list
@@Noobert *Fear intensifies*
@@SomebodytoRemember XD
How do ye have 3.8 k subs? You're great, everything 's here, laugh, tips, memes, drama.
well if ya believe it. we had 600 subs a month ago
As someone who is super paranoid when it comes to defense I have fall back upon fall back positions literally, if a carpenter comes along they will have to go through at least 2 walls each 1 being 2 blocks thick. I am literally prepared for the worst. Also any ideas how to take down mechanoids cruisers? I am VERY VERY worried since there are already 3 on my world and I wanna blow em up and take their components.(I also do not want to face upgraded mechanoids.)
I remember ending a siege in 1 minute: I was just absolutely lucky to hit a munition with my mortar shot. It exploded, downing 4 out of 7 Siegers. The rest just ran away. The luckiest day on Rimworld.
You friend deserve award for amazing showman ship or just how you talk you deserve a award
Awwww
@@Noobert any chance you have done a advanced guide for rim world mod that allows you set your work schedule/ priorities from 1 to 9 and even allows you set time for when a colonists works on something?
My newest colony got raided and my colony is built into a mountain right next to an ancient danger so when the team of sappers tried to breach they breached the ancient danger and 2 scythers and a centipede destroyed the raid but the raider were able to destroy the centipede and one scyther and I got 5 new slaves
sounds like it worked out great haha
I'm late, I usually use disruption to deal with sieges, having a sniper or two, especially if one has careful shooter is really good for sieges, you can target just about anyone of them, but you must instantly kill them, this forces them to abandon the building process and change to a normal raid, you can either take them on in the fields or run back to your walls 😂 jump packs become extremely useful here too
surprised you didn't end with "If everyone is dying and it looks horrific, take a few pawns and leave". If you have enough time to crack an ancient danger, you have enough time to flee the map.
True hahq
I love your crude editing.
Calling in for reinforcements from allied factions can also help save a doomed colony.
"I will send sappers to smash your bed tonight." OOF
Yup
My best strategy so far has been having my psycasters skip the groups around to break them up as they come through the door. Bc some of them just don't want to line up! I really need to build a kill box soon..m
Wooden floors in killbox. 0% flammable walls in killbox.
Light the wooden floor on fire and close the entrance and exit doors. Watch them burn.
I gotta ask those 3d models you used at the start of the video where did it come from? They are familiar to me but I cant seem to find the name of it anymore but i did know that it was an early alpha game that was incomplete.
I have used a method of scattering turrets all over the map overlaying fire. Killbox is my last line of defense.
Enjoying the content so far 👌🏿
how to survive after all your defenses have failed you and all your pawn are either dead or wounded ...
you just request help from the empire
and if they don't come to save the day
you just wait for another raid to finish the first
Lmao
Lmao
one thing that should not be forgotten is that you can actually leave your base behind when you get overwhelmed
as long as you dont play with timed thread increase only loosing your base can loose you enough wealth to recover elsewhere and return after the raiders left
as such a bug out room with enough transport pods to yeet yourself out already loaded with fuel and essentials is not a bad idea
alternatively and in early game a multi walled and doored room in the back corner of your base from which you can dig outside while the enemy tries to break a set of 4 stone doors can let you safely reach the maps edge
ive done that plenty of times. try again at least I still have my skills
Well well well, these are some good tips.
Thanks a bunch. The team worked hard
I can tell. Keep up the good work man
thanks mate
My first time dealling with sappers, they drilled into my animal pin and set it on fire.
My second time with sappers THEY DRILLED INTO MY ANIMAL PIN AGAIN jt had a bigger wall too! And then shot at all my animals!
I was surprised by you having rocks in the kill box shown as rock chunks provide cover to pawns behind them
New player here. Love your vids!
have used IED + pillar super confirmed go for the softest thing you can make it from then attack it by hand a few times so the durability is still there but 1 well placed bullet will bring down the house save the components for emp IEDs and firefoam IEDs this way if you gotta watch something burn you can try lobbing a grenade / bullet down range in an attempt to stop the fire from coming closer to your compound also maybe helpful maybe not invest in 2 guns a masterwork - legendary charge lance and sniper rifle put em on your pawns with trigger-happy and train em at a wall with a trash smg to bring up shooting this way you are being a little more preventive than the person saying "i wont be raided today" that extra point in shooting maybe just maybe will save your colony from getting a man in black plus it trains your construction i still remember .19 where i was running around smoothing montains and laying bricks to construct a multi-analyzer cause i was solo
Modular base design is nearly impenetrable. I add embrasures with turrets and mortars to make it a giant pillbox.
Best base
Thank you Noobert! And thanks for the info on the video, I didn't realize sappers attack beds.
No problem mate
I use CE (Combat Extended) and spike traps r so broken that 1 wood spike trap can do over 200 damage to a man in power armor at best. 30 damage at worst.
I havent see a wooden trap work that well in ce before. Im going to have to pay closer attention
R.I.P. Stonehearth
Ikr
Ace mod i heards pretty good tho
Mortars are cool and all when dealing with a siege but have you ever gotten a marine from the empire, had a pawn with a summoning ability (from a mod) to cause chaos and destruction in the siege camp
I summoned a monster in the middle of their camp
shot down a few of them and forced them to do a normal raid
it was glorious we even got a pretty useful unit
A thing i recommend to do is a megastructure whit all you need in it and later a wall whit 3 blocks of separation from the megastructure so if you add mods you can make more rooms in the exterior of the megastructure without being whit no defense
I usually dont accept my title ceremony for awhile so I can call in an elite force from the empire to save my colony
if enemy have explose weapon like grenade to destory my wall what can i do? they wont go inside killbox plz give some tip
If I have 4 pawns, who have 1 lmg, 1 auto pistol, one bolt and one revolver and I have no killbox, if say.. a forest fire burned down an ancient danger wall and let out 4 mechanoids, what should i do?
help this really happened to me
I did a killbox but raiders always mining from my walls or the doors which i put for my colonists.
Danged sappers
@@Noobert do you have any solve for this?
Turrets within the base.
Also watch my 50 to ips for beginners vid
@noobert do you have any advice for how to deal with post 1.3 breach raids that make you want to carve your eyes out due to the massive statistical likelihood (90 % odd apparently) that they occur after a certain wealth point? Especially considering sappers and breachers are different.
is your music background a remix of Suzy by Caravan Palace? it sounds very similar to Suzy
idk
@@Noobert here's the original song, I think it is :) ruclips.net/video/1RaKSRU60bw/видео.html
Base went boom boom hehe 0:24
Lol
Great information for a newb (me) and very funny. What more could you want?
Idk XD
I'm a year late, but in terms of killboxes, how do you prevent the enemy from just attacking your walls? If I make my walls out of wood, they just brute force through, and I don't have steel to spare to make killboxes at every side of my base (I don't have a mountain to live in, so I have all four sides exposed)
Make a single killbox and make it worth their time, so the AI will prioritize your killbox instead of your house.
In my first game I had batteries inside the killbox so the raiders will see them as an easy way to kill you by leaving your house unpowered. Little do they know, that's the only place where I have defenses.
Now, this is only a budding plan but I really wonder how this works. This is a wild -plan- delusion from an amateur (tutorial game died and this is my first real game) who has a fantasy for incredibly over engineered defenses, it's a long way down.
The killing floor is wide, really wide. Wide enough for an amateur level shooting pawn to not hit a structure with a mortar.
Mid part:
_The killing floor_
I plan to have roof traps all over the area, slug uranium turrets on the left side and autocannons on the right (entry via north), all turrets measured to be placed in its effective range, mortars raining down into the area (not wide enough an antigrain to be used safely though). Exit points on the upper left and right side (across the field from the "Inner/below"). No floors so nobody gets a nice walking speed buff.
I'm wondering if I should put doors infront of the turrets and open them when the raid comes. I think I should do half-&-half, half of the turrets are open and the other half not.
Inner/below:
_Where my pawns will take position._
Walls and barricades alternate (2 walls and a barricade on either side) shaped into a hemisphere, this in a way allows me to have 2 pawns peaking from the same side of wall with no risk of friendly fire. Doors behind all the cover and a hospital no further than 40 units from it's furthest manned position.
I'm still wondering if I should put small sentries infront of the cover at the cost of my pawns being unable to provide overlapping fire when enemies come too close (walls on the side of it would prevent them from firing from one end of the hemisphere to the other). I also have a tortoise as bait for the raiders.
In the middle and it's lowest point of the hemisphere, the door can be left open and create a melee "killbox". So my pawns can retreat and reposition to the melee killbox.
Upper/Entryway:
_A snaking maze laced with traps and obstacles to slow them down._
I don't plan to lace every single available space with traps due to costs and safety reasons.
The entry point of the maze is a hallway from the right side, completely filled with things to slow them down (I noticed that if these "obstacles" are adjacent to each other, they only slow them down on the entry but then walk at normal speed for any adjacent ones). The entry of the hallway is immediately infront of the upper right exit of the killing floor giving ease of taking retreating enemies.
This extensive and all but man, I lack the ability to deal with drop pod raids effectively at all. I usually force them to NOT equip Armour 24/7 and armour takes awhile to equip.
I plan to having flak armour (quickest armour to equip) in the middle/most active area so I can immediately get my pawns some armour and if possible, send some other ones to get the heavy armour incase it's serious.
My 2 block wide hallway isn't spacious but I have some protruding walls and sandbags occasionally.
Is this a reupload? or were those memes put in the video in 2020? from 2008+?
Yes XD
Im new to this game and you have been so usefull :D how are you not bigger?!?
Working on it. Join the discord to get more tips haha
I got mech prodded early on and it had some kinda mortar, so I told them to pick up everything and we left
Fair decision
Boomrats in the walls.
Mining the whole wall would be a bit much. Maybe between the last wall and your base.
But letting Boomrats await a breach in the first wall(s) sounds like !!fun.!!
Rage comics what a throw back
Yeah man
Unless you got CE in wich case a single pkm will shred anybody and incendiary mortars are nukes
it's not the info... it's the presentation... brilliant.
Everytime I make a killbox they just go to the other side of my wall and start destroying it. I don't get how these people make killboxes and get all the people to go in it?
Furniture
The game AI needs to see that the killbox is the only entrance into your base. Make sure the rest of your base is fully walled in and leave a gap at the back of your killbox that the poor stupid raiders can believe is the "easy" way into base-- that will bait them to where you want them to go.
There's only one lunch after a raid: Long pig bacon!
Just how do I get my colonist through the trap in to my base?
As one layer and still a father kind of guy I do indeed know what you mean
XD hahaha
What if i have a castle with a moat which forces 1 entry
The best defense is building in the corner between a mountain range and ocean so u only have to fight battles on two fronts,
Early Mid game it helps massively against raids if u build a defensive perimeter wall with one open door 13 tiles away from your defensive position to funnel enemies one by one into your chain shotgun pawns
had to check upload year because of the rage memes
Rip
Can you do a factorio like setup?
Your usage of memes is impeccable
Me play rimworld with CE have raid 15 centipedes drop middle of my base and with storyteller Igor Invader: You don't have tip to fight again 15 centipedes in middle my base.
Emp grenades from two people nom stop. And two melee fighters will clear out centipedes real good
Rampaging elephant is scarier than centipede I think. One elephant is enough to take two centipede down. Give them some love with animal armor mod easy mechanoid fix even better if you have pack of them like 10 of them.
Slap that reset save
yeah sure killbox is the best
There are other ways yes
@@Noobert i use rimatomics and funny guns
Omg hahaha
Ur indeed a chad haha
@@Noobert
The virgin vanilla
-weak turrets
-stupid guns
-not funny combat
The Chad Mods
-Powerful Turrets
-Nice Guns
-Funny combat
Or just use Turtle Friendly Raids mod
XD
"Walls make rimworld great again " 😂 😂 😂
Lol.
First tip: walls
As heard: wealth
Seems legit
Lmao
Seems like drop pods are the only way my enemies know how to attack. No point in trying to defend externally.
I'm pretty shoot shooting accuracy is no longer affected by light/darkness
12:03 got me 😂😂😂
That's a FUNNY looking smile face
Do a tactics video for defense and attacking. My fiancee she needs help
Sure thing friend
Why defend the base when you can equip your colonists with 7 OrbitalBombardment and flattenboth the earth and your enemies :)))