Remember to roof over the shelves holding your mortar shells, otherwise lightning can hit them and detonate them. I had an antigrain shell struck by lightning once and it took out half my colonists.
If through some off-chance you see this, you can lay down a crop field of dandelions to bait raiders. They'll burn the dandelions and you can get a free hit or two.
@@radiofrog If you are using *Combat Extended* there is also that flower that has a lot of oil in it and ignites on its own if it's hot enough... and if they decide to burn it, it will burn stronger for a while I think, buying you a bit more time... but yeah.
1. Non sapper raids can be dealt with with sufficient stone/steel traps (depending on your resources). 1 trap per 3 people in the last raid is enough to usually deal with the next raid without your colonists getting involved. Best setup is in a 1 square wide hallway with no doors blocking access to the inside of the base, but doors in the walls of that corridor every 4th tile so your colonists can reset the traps without walking over traps. Look at your keyboard, traps are on a, d , g, j, L, '. you'd need a door at x, n, ? to be able to reset them with qwerty...zcvbm,. being walls. The non sappers will enter this hallway and if it's long enough, enoguh of them will die to traps to rout the raid without your colony getting involved. Other than traps, the enemy should have a no door way to enter your base. 2. Sappers can be dealt with with a spaced wall and enough turrets inside the wall, so long as no turret AOE covers your trap corridor. Sappers will no enter the AOE of a turret if they can avoid it, so they won't sap your walls if there's a non turret area they can enter. The turrets do not need to be powered, them existing is enough. 3. Sieges can be dealt with with a sniper rifle or setting a boomalopes allowed area to be inside their setup zone. Once they hostile, they stop the siege, and default to 1 (or 2 if they have sappers) above. Setting an animal area in their area is a much easier and more reliable way to force animals into fighting than to train them for release and releasing them since buggy AI.... 4. Enemy drop pods in your base is the only threat you'll have mostly because your colonists are crappy at fighting if you use 1-3 above and you will wipe when this happens, so it's best not to be this much of a cheeze monkey.
@@camo_kamikaze1598 I think you missed the point I was trying to make. If you do steps 1-3, then your toons and you will be very ill equipped to deal with the drop pod raids. Your toons will have exactly what they started with combat wise, and your own microing skills might be rusty since the only microing you had to do was to get people inside and wait. Maybe move an animal area to the siege spot to force them out of siege mode... Drop pod raids are a hard counter to the cheese defences you can set up to deal with all the other events which of course means no combat experience for you or your toons, so the wipe is so much more likely to happen.
Also it's good to have this kind of defence as shown below: T - Spike trap W - Wall S - Sandbag B - Brawler O - Shooter F - Firefoam popper F BO OO OB TSWWSWWSWWST (you pervert, i know what you're thinking of). Anyway, It is very useful to have brawlers or at least 2 good melee combat pawns with shield belts. When enemies are coming closer they usualy avoid sandbags and flank the wall for melee combat. That's why you use brawlers on the edge to stop them. Also the firefoam popper is extremelly useful to prevent you catching fire when you fight against Mechanoids with Inferno cannon for example, place it, trigger it and stay safe. If your pawn gets direct hit from an Inferno cannon, it will still catch fire but will not spread further, Just make sure to have heat protection, use Devilstrand. BTW, the Boomalope transport pod was interesting, I didn't thought about that.
Mechanoids? In my very first game, disaster was started by innocent "one of the boomrats self-tamed". Months later .... ok, i have 8 boomrats (not knowing about zones and management) ... then one boomrat went crazy and exploded causing nice chain reaction.
a thing to note about doubling up stone doors. You should always put a gap between them. If they are back to back, a pawn has to stand inside the first door while they open the second. This leaves them open to attack. I've had pawns get downed just as the finished opening the second door so the raider can just waltz on in. If you leave a gap between the doors, the pawn can open the first one, step forward then open the second while the first closes. This halves the time the colonist is exposed while opening the door. If you are really rich, my favorite door tactic is two stone doors then a third door of steel on the outside. That way, the pawns can use the quick but frail steel door to get to safety fast then the slow and sturdy stone doors keep the raiders out once the expendable steel door breaks. It doesn't matter that steel can be broken more easily. Its only purpose is to delay the raiders long enough for your pawn to get though the stone door. Another thing. Always block off the two tiles diagonally next to your doors. Either inset your doors into the wall or have the wall jut out bit next to the door. This stops multiple raiders from being able to bash your door down at once.
@@brekezek I have all the tables cooking/research/crafting/art/tailoring in one room with a big storage and with a 12 people colony you won't really have to worry about 1 guy who needs to cut some stones
About defense: The most common practice I use is a hallway. Place traps on every other block in the hallway and place doors every 5 blocks, between the traps so you can bypass the traps safely and rearm them as needed. This also keeps your base open, forcing enemies to funnel into the opening. Sappers however to defeat this defense and will need to be targeted or counter built. After sappers have raided you, build defences on the breached wall. This way in future sapper raids if they break through they are met with a backup kill box. And the non-sappers will break from the group to die in your kill hall. Lastly is that the kill hall should end in a defendable killzone so that when larger groups zerg through the traps their weakened forces are met with aggressive fire from your colonists.
Sappers are the easiest thing to beat. You can just put turrets behind your walls and then don't power them... The sappers will treat unpowered turrets the same way as any other turret. This will cause them to path around to your kill box. Pretty easy. It costs some steel and a few components. Not that hard. Otherwise, yes. Your tunnel method is the best, and has no real counter.
Your kill tunnel method is the best by far. You just take out the traps and put in sand bags, then you can make a cook room and give all the raiders heat stroke. This incapacitates them instead of killing them. They can then be captured and recruited, and there are no permanent side effects once they recover, so yes... The tunnel method is the best by far.
200 man raids become a blessing at that point because you can literally choose only perfect pawns to join you. You incapacitate so many of them, then just throw in a molitov when you want the rest to go away.
Your bunker design can be heavily improved. Attackers get a debuff to hit when your colonists are in darkness, and a second sandbag they "lean over" also improves their chances of not getting hit. A bunker with the following layout gives Mechanoid Lancers a 2% chance of hitting, at least in my game W = wall, S = sandbag, C = colonist, D = door, with a roof over it and no lightsource, your colonists get maximum protection from projectiles WWW WC D S S W WC D S S W WC D WWW
Emp gernades + animals. Make all ur animals go to a specific square with an allowed area and start emp barraging them while ur animals handle the melee
I've never played RimWorld before, but I just want to take tips to make my experience better, and not die quickly to any raiders. The game looks cool though, and I can't wait to get it!
Ha you didn't mention the best defense. The door trick with three melee units lined up on your side of an open door(or gap). Only one enemy can enter melee range at a time but all of your melee units can hit them. You also put a wall just behind the enemy side of the opening so they can't shoot inside without walking right up to the gap forcing them to approach. Your gunners behind the melee trio get close range nonsense (Shotguns/SMGs). You can also micro manage a grenadier to help diminish larger waves. This trick works well into the end game if you keep upgrading equipment. A melee pawn with nimble and tough is ideal for the center role. I usually reroll a pawn until I get one of these to begin with.
This is pretty much a must for mountain base infestations. I've seen many videos where people are using an open layout, and it has its advantages for speed + temperature control but I don't do it. For bedrooms and non-critical areas it helps to use strongest non-flammable walls and doors possible (even taken out this will weaken the insects a lot making wasting them easier). Wood furniture, wood or carpet floor if you wish, nothing too expensive. Keep an incendiary IED in the room. Bugs spawn, they burn to death. It's a waste of kibble meat and insect jelly but late-game infestations are too deadly otherwise. This is not a good strategy for example in the hyperweave or drugs stockpile rooms so using the door with 3 of the best armed and armored melee + heavy shooters behind, while flanking the bugs with pawns from the other side can wreck otherwise brutal raids.
the micro grenadier is the thing that saving me from my usual infestation. ... cuz i got an infestation every-single-week. and i dont even talk about landing mecha..... and im not even mid game, i still have 7 colonist ^^'
Hey doxscund. Hope your day is going well. I do respect the content creator of this video, but I think I can help you out. You should search "Francis John 55" in RUclips. Should be everything you need to know about kill boxes. It is not the same format as this video, but I really like Francis John. Hope it helps.
For my outer walls, I always use three layers. This gives me more time to prepare whenever sappers arrive. One time, sappers only tunneled up until the second layer and then gave up. They then proceeded to my maze and, eventually, killbox. No colonists were injured during the raid. There was one that got injured with a bruise because she was chasing down the last remaining raiders attempting to flee.
Wow I'm revisiting rimworld and forgot everything and I just wanna give you a thumbs up on how well done this video is. You've definitely earned yourself a sub
@Brandon Atwell you don't. That was mistake in the early part of the video. He fixed the error later in the video when he tells you to scorch the earth and remove the rocks and slag to prevent enemy cover.
@@camcooper8673 I've been playing quite a while and I still clicked it. I just like Rimworld. I spent the better part of my bath watching barky videos to see if there is a mod I'm unfamiliar with. There isn't...
I literally leave a one square wide path funnel open to my base filled with traps. Raider AI just sends em all through to die in there. I only put one guy on watch during raids, just so he can clean the mess right away and secure the loot. 😁 Works early and mid game with ease. I mix up the traps so i occasionally get prisoners to collect. Make sure to put a door in between every pair of traps, so your colonists can rebuild them without having to go over the own traps to do so.
This is a decent video, but I think adding in a little section about how to best sea with mechs might be useful, as they’re absolutely the biggest case of dead colony in the mid/late game.
providing a bunch of killbox designs would be great, maybe start with bunker-type ones that require more colonists and less turrets so its not as expensive then move it up to lines of turrets or whatnot. i saw one design where there would be an opening near the entrance so colonists could sit there and throw grenades or emp nades at the entrance
Watched a couple of your vids, good stuff. I was just wondering why you removed the roof above your turrets? darkness provides a defensive bonus, my early game strat usually involves walls with sandbag gaps like you showed, but add a roof overhanging and it helps more than you might think. Still good stuff
For the outer walls to counter sappers where I dont have my funnel, I keep 1 space inbetween each layer of wall. So it would be Outer traps, Wall, traps, wall, traps, wall, and then inner traps. Since you cant place traps right next to eachother, I leave a space of 1 inbetween them, and then place the next layer to cover the empty space. Having 4 layers of traps means about 2 traps per potential sapper tunnel, which typically kills any sapper before they breach. I also prefer the steel traps as they are cheap, very quick to build, and do alot of damage.
Small Tipp at 2:16 remove the lamp, if your colonists stand in the dark the enemy have i think a -10% chance to hit you because the target "your colonists" stands in the dark. the same applays for the opposit so make sure the enemy stands in a bright/lighted area to increas the hit chance for your colonists.
Build a long hallway with an open door at the end and a short hallway with a closed door as the entrance to your base. Fill the long hallway with spike traps. Your pawns will use the shortest route while raiders will always go straight for the open door through the long hallway. This will suit the vast majority of early game nuisances without having to defend.
I usually go for a bunker as soon as possible, which is of the sandbag-wall-sandbag variety, usually with some way to funnel them in front of them. I should get me some mortars. Ships have been a nuisance and those mechanoids would be shredded by my killbox if they go out
I have 20 colonists in a pretty rich colony and I've yet to lose anybody, on the second hardest difficulty, cassandra. I haven't built any turret, mortar, trap, or killbox, and all of my weapons are pretty mediocre (some even still use great bows and autopistols). All I do is make sure I funnel only one enemy at a time in a L shaped corridor with a stone chunk by the corner, and I keep 10 animals as tank right in front of 6-10 colonists. Animals are also great to stop prison breaks, since they rarely kill. And, actually, they survive almost always even against mechanoids. Just make a single tile allowed area for the animals are you're all dandy, you don't even need to train them. Be careful, though, it can be a bit finicky at times. And mating/sleeping during raids happen frequently.
2:43 “Make sure to make your traps outta stone, because wood is highly flammable and you’ll have to remake them.” Oh, you poor soul, how ignorant truly is bliss. Back then were the glory days, b4 all the psychic stuff :|
still a new player but this helped me out alot. i think Cassandra has a date with randy random. im only at 6 colonist and she sometimes send waves of 8+ raiders with assault rifles / incindiary launchers / etc. that shit had me restart 4 times already xD
Raiders and their tech isn't determined by the amount of colonists you have, it is determined by your colony's "wealth". It's kind of a complex mechanic (lots of numbers, you can check on wiki), but basically the better your colony's living conditions are, the worse the raids are gonna get.
The surroundings of my bases are spike trap filled mazes, most raids end without a single shot fired. As a bonus it gives me a steady supply of fresh animal meat, the downside is you pretty much need a pawn whose full time job is to reset traps.
Or even better: Just build the whole colony inside a mountain, with long narrow hallways so if an infestation appears there are bottlenecks everywhere and you can yeet fire at it. You also only have to defend one side of the colony because it's physically impossible to attack from somewhere else
Dang it! I chose a tile without any significant terrain features, so i had to build walls all around. It looks neat like a fortress but it was pain in the butt
About kill boxes, I have a method to mine due to an old colony that over used one of the ruins in their camp. So, build a rectangular structure at least 5 blocks wide internally. Make the opening on one of the short sides in the center. Now make the opposite end a bit wider by 1-2 blocks and have enough room for 1-3 pillars in the room. What this does is give you an odd shaped building where you can load in all your colonists and have them kill off any aggressors who enter in through the open front. This is usually a small structure within you colony so sappers will usually take the front door as they have already breached and the structure itself if not obscured from entry. The better part is that it is easy to upgrade and add on to as your colony grows. I usually have 1-3 turrets inside to fire alongside my colonists and due to the tight choke point the turrets are rarely damaged. Now the wide entrance to this room, the 2 open spaces beside the door are for melee fighters. This has them draw agro from faster units, protecting your shooters from interruption. It also placed the fighters close enough to deal with any straggling shooters from using the walls adjacent to the entrance as cover. This simple funnel is very effective and great for dealing with large numbers and tanky opponents.
About the melee stopping cover at entrance. You can make the entrance between 2 diagonal walls. This may allow melee fighters to attack between the walls without exposing themselves, if that still works. ■■ ■■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
Bit late to the party, but one of the most hilariously stupid but effective ways to kill raiders is single tile farms, covered on 3 sides by a stone wall, and an ied on the only open side. Raiders will run up to burn the single rice plant and set off off the ied. Its actually more cost efficient than a spike trap, since those cost 150 stone/450 work units, and this only costs 50 steel and 30 chemfuel.
I tend to just do the balls out blitz. There's a raid lads! Grab your guns, everyone but Jerry! Jerry! Smash. *the three raiders see 10 frothing berserkers charge at them, with one absolute unit of a madlad charging into mellee rainge with a FUCKING CHAINSAW*
i like to pretend i'm a damn good tactician, but i did not know you could use transport pods in map, let alone think of sending boomalopes! that is mint.
PsyGuy Yggdrasil I use granite doors on the prison and in my underground base.. Of course I also have wooden furniture a nice incendiary IED for any bugs that decide to drop in from the ceiling
Remember to roof over the shelves holding your mortar shells, otherwise lightning can hit them and detonate them. I had an antigrain shell struck by lightning once and it took out half my colonists.
L
F
This comment perfectly sums up everything Rimworld is. A destructive weapon in a chaotic world with wacky consequences.
Ouch, just imagine that happen in my colony.
Or just store your ammunition inside the base or just not use mortars
If through some off-chance you see this, you can lay down a crop field of dandelions to bait raiders. They'll burn the dandelions and you can get a free hit or two.
lol that's great adivce, thanks. Baiting raiders is an amazing tactic and one that should be mentioned more often imo
@@radiofrog If you are using *Combat Extended* there is also that flower that has a lot of oil in it and ignites on its own if it's hot enough... and if they decide to burn it, it will burn stronger for a while I think, buying you a bit more time... but yeah.
Why not use food crops? It should also bait the raiders and it’ll be mildly productive rather than not productive at all
Could this be paired with the roof trap?
@@mackenziebarr1320 No since they won't grow under a roof, unless you use a grow light which is too much of an investment for my liking.
1. Non sapper raids can be dealt with with sufficient stone/steel traps (depending on your resources). 1 trap per 3 people in the last raid is enough to usually deal with the next raid without your colonists getting involved. Best setup is in a 1 square wide hallway with no doors blocking access to the inside of the base, but doors in the walls of that corridor every 4th tile so your colonists can reset the traps without walking over traps. Look at your keyboard, traps are on a, d , g, j, L, '. you'd need a door at x, n, ? to be able to reset them with qwerty...zcvbm,. being walls. The non sappers will enter this hallway and if it's long enough, enoguh of them will die to traps to rout the raid without your colony getting involved. Other than traps, the enemy should have a no door way to enter your base.
2. Sappers can be dealt with with a spaced wall and enough turrets inside the wall, so long as no turret AOE covers your trap corridor. Sappers will no enter the AOE of a turret if they can avoid it, so they won't sap your walls if there's a non turret area they can enter. The turrets do not need to be powered, them existing is enough.
3. Sieges can be dealt with with a sniper rifle or setting a boomalopes allowed area to be inside their setup zone. Once they hostile, they stop the siege, and default to 1 (or 2 if they have sappers) above. Setting an animal area in their area is a much easier and more reliable way to force animals into fighting than to train them for release and releasing them since buggy AI....
4. Enemy drop pods in your base is the only threat you'll have mostly because your colonists are crappy at fighting if you use 1-3 above and you will wipe when this happens, so it's best not to be this much of a cheeze monkey.
drop pod raids are chaotic, but thats where great micro comes in handy
@@camo_kamikaze1598 I think you missed the point I was trying to make. If you do steps 1-3, then your toons and you will be very ill equipped to deal with the drop pod raids. Your toons will have exactly what they started with combat wise, and your own microing skills might be rusty since the only microing you had to do was to get people inside and wait. Maybe move an animal area to the siege spot to force them out of siege mode...
Drop pod raids are a hard counter to the cheese defences you can set up to deal with all the other events which of course means no combat experience for you or your toons, so the wipe is so much more likely to happen.
Also it's good to have this kind of defence as shown below:
T - Spike trap
W - Wall
S - Sandbag
B - Brawler
O - Shooter
F - Firefoam popper
F
BO OO OB
TSWWSWWSWWST
(you pervert, i know what you're thinking of).
Anyway, It is very useful to have brawlers or at least 2 good melee combat pawns with shield belts. When enemies are coming closer they usualy avoid sandbags and flank the wall for melee combat. That's why you use brawlers on the edge to stop them.
Also the firefoam popper is extremelly useful to prevent you catching fire when you fight against Mechanoids with Inferno cannon for example, place it, trigger it and stay safe. If your pawn gets direct hit from an Inferno cannon, it will still catch fire but will not spread further, Just make sure to have heat protection, use Devilstrand.
BTW, the Boomalope transport pod was interesting, I didn't thought about that.
Mechanoids? In my very first game, disaster was started by innocent "one of the boomrats self-tamed". Months later .... ok, i have 8 boomrats (not knowing about zones and management) ... then one boomrat went crazy and exploded causing nice chain reaction.
booob
try the sandbag funnel + 3v1 melee with chain shotgunners behind
Booob
Yeah that’s a good defense for how the melee enemies seem to path in a kill box
The lategame section could have used a bit more love, like mentioning a lategame killbox and perhaps which shell to use when
karibu1404 2.0 killboxes are so ugly.
@@danwilliams8194 add sculptures? 🤷
@stg ah yes, the walk-in auschwitz setup
@@letroll8954 you don't want your -organ donors- guests to get cold
For me killboxes are so ugly and cheap, I hate using them, but they are helpful
everything was good then the boomalope came
... *Then the Winged Hussars arrive!*
*Climbing down the mountain side...*
Ono not a flying boomalope
@@Petq011 Holy shit I had the same idea when i read this comment and was about to say this. that being said...
*THEN THE WINGED HUSSARS ARRIVED*
@@arkonez6730 True. They don't come often, but when they do... Oh my. :D
a thing to note about doubling up stone doors. You should always put a gap between them. If they are back to back, a pawn has to stand inside the first door while they open the second. This leaves them open to attack. I've had pawns get downed just as the finished opening the second door so the raider can just waltz on in. If you leave a gap between the doors, the pawn can open the first one, step forward then open the second while the first closes. This halves the time the colonist is exposed while opening the door.
If you are really rich, my favorite door tactic is two stone doors then a third door of steel on the outside. That way, the pawns can use the quick but frail steel door to get to safety fast then the slow and sturdy stone doors keep the raiders out once the expendable steel door breaks. It doesn't matter that steel can be broken more easily. Its only purpose is to delay the raiders long enough for your pawn to get though the stone door.
Another thing. Always block off the two tiles diagonally next to your doors. Either inset your doors into the wall or have the wall jut out bit next to the door. This stops multiple raiders from being able to bash your door down at once.
‘Make all things out of wood”
‘Decorate all rooms with jade and marble statutes’
Me: why is everything on fire?!?!?
But stone is so cheap...
@@WeirdOne19142 requires one more step from the stonecutter, basically a half-time job. Plus making space for its workshop
@@brekezek I have all the tables cooking/research/crafting/art/tailoring in one room with a big storage and with a 12 people colony you won't really have to worry about 1 guy who needs to cut some stones
@@brekezek the stone bench can go outside,
@@jamesdeegan7365no, the stone bench gets a streamlined zoning system in a well lit shop under a mountain.
Next to my slave camp/emergency organs
About defense:
The most common practice I use is a hallway. Place traps on every other block in the hallway and place doors every 5 blocks, between the traps so you can bypass the traps safely and rearm them as needed.
This also keeps your base open, forcing enemies to funnel into the opening. Sappers however to defeat this defense and will need to be targeted or counter built. After sappers have raided you, build defences on the breached wall. This way in future sapper raids if they break through they are met with a backup kill box. And the non-sappers will break from the group to die in your kill hall.
Lastly is that the kill hall should end in a defendable killzone so that when larger groups zerg through the traps their weakened forces are met with aggressive fire from your colonists.
Sappers are the easiest thing to beat. You can just put turrets behind your walls and then don't power them... The sappers will treat unpowered turrets the same way as any other turret. This will cause them to path around to your kill box. Pretty easy. It costs some steel and a few components. Not that hard. Otherwise, yes. Your tunnel method is the best, and has no real counter.
Your kill tunnel method is the best by far. You just take out the traps and put in sand bags, then you can make a cook room and give all the raiders heat stroke. This incapacitates them instead of killing them. They can then be captured and recruited, and there are no permanent side effects once they recover, so yes... The tunnel method is the best by far.
200 man raids become a blessing at that point because you can literally choose only perfect pawns to join you. You incapacitate so many of them, then just throw in a molitov when you want the rest to go away.
Your bunker design can be heavily improved. Attackers get a debuff to hit when your colonists are in darkness, and a second sandbag they "lean over" also improves their chances of not getting hit. A bunker with the following layout gives Mechanoid Lancers a 2% chance of hitting, at least in my game
W = wall, S = sandbag, C = colonist, D = door, with a roof over it and no lightsource, your colonists get maximum protection from projectiles
WWW
WC D
S S W
WC D
S S W
WC D
WWW
meanwhiles...
A vet like me has 831 hours on the game still struggling with Mechanoids
Yea i just lost a colony of 18 because of 2 centipedes. Ty combat extended. Atleast 12 had AP ammo but didnt do shit ;_;
EMP GALORE! Next time ambush the damned robots with hellfire of EMP slugs! Works well for me all the time
Emp gernades + animals. Make all ur animals go to a specific square with an allowed area and start emp barraging them while ur animals handle the melee
Thanks! I just got wiped three starts in a row and this is incredibly helpful!
I've never played RimWorld before, but I just want to take tips to make my experience better, and not die quickly to any raiders. The game looks cool though, and I can't wait to get it!
Ha you didn't mention the best defense. The door trick with three melee units lined up on your side of an open door(or gap).
Only one enemy can enter melee range at a time but all of your melee units can hit them. You also put a wall just behind the enemy side of the opening so they can't shoot inside without walking right up to the gap forcing them to approach.
Your gunners behind the melee trio get close range nonsense (Shotguns/SMGs). You can also micro manage a grenadier to help diminish larger waves.
This trick works well into the end game if you keep upgrading equipment.
A melee pawn with nimble and tough is ideal for the center role. I usually reroll a pawn until I get one of these to begin with.
This is pretty much a must for mountain base infestations. I've seen many videos where people are using an open layout, and it has its advantages for speed + temperature control but I don't do it. For bedrooms and non-critical areas it helps to use strongest non-flammable walls and doors possible (even taken out this will weaken the insects a lot making wasting them easier). Wood furniture, wood or carpet floor if you wish, nothing too expensive. Keep an incendiary IED in the room. Bugs spawn, they burn to death. It's a waste of kibble meat and insect jelly but late-game infestations are too deadly otherwise. This is not a good strategy for example in the hyperweave or drugs stockpile rooms so using the door with 3 of the best armed and armored melee + heavy shooters behind, while flanking the bugs with pawns from the other side can wreck otherwise brutal raids.
the micro grenadier is the thing that saving me from my usual infestation. ... cuz i got an infestation every-single-week. and i dont even talk about landing mecha..... and im not even mid game, i still have 7 colonist ^^'
I would like to know more about kill boxes but a much better improvement since last upload. Good job
Hey doxscund. Hope your day is going well. I do respect the content creator of this video, but I think I can help you out. You should search "Francis John 55" in RUclips. Should be everything you need to know about kill boxes. It is not the same format as this video, but I really like Francis John. Hope it helps.
@@WeirdOne19142 Thanks I appreciate it. Hope you're doing well also.
For my outer walls, I always use three layers. This gives me more time to prepare whenever sappers arrive. One time, sappers only tunneled up until the second layer and then gave up. They then proceeded to my maze and, eventually, killbox. No colonists were injured during the raid. There was one that got injured with a bruise because she was chasing down the last remaining raiders attempting to flee.
Be me:
Luck at fighting and shooting
Litteraly no cover yet still alive
Everything made out of wood
Zzztt and say goodbye to your base
@@wikipediamagnify happens multiple times had to reload a save over 100 times
Me: 350+ hours on rimworld
Also me: watches the whole video
I believe I have 1000+ and still watched the entire video. :D
But then again, I'm kind of an airhead...
Wow I'm revisiting rimworld and forgot everything and I just wanna give you a thumbs up on how well done this video is. You've definitely earned yourself a sub
I have almost 1000h, why the heck I clicked on this and why I have watched the whole thing :P
VerdGehirn I have a lot too but rimworld is full of hidden details
Saaaaame,1000+ hours and I watched it too lol you never know what you can learn from someone
Same man. I have 900 something hours and I still watch tutorial videos just in case I might learn something
@Brandon Atwell you don't. That was mistake in the early part of the video. He fixed the error later in the video when he tells you to scorch the earth and remove the rocks and slag to prevent enemy cover.
@@camcooper8673 I've been playing quite a while and I still clicked it. I just like Rimworld. I spent the better part of my bath watching barky videos to see if there is a mod I'm unfamiliar with. There isn't...
shapeshifting bunkers, nice
Noice, this is high quality stuff. I hope to see the next episode.
if you live in a forest, trees are super useful as cover and flanking points. raids become xcom stages
A very nice and concise guide, thank you.
throwing a boomalope at the raiders is such a big brain move
5:50 wow thats actually extremely genius
I literally leave a one square wide path funnel open to my base filled with traps. Raider AI just sends em all through to die in there. I only put one guy on watch during raids, just so he can clean the mess right away and secure the loot. 😁
Works early and mid game with ease. I mix up the traps so i occasionally get prisoners to collect. Make sure to put a door in between every pair of traps, so your colonists can rebuild them without having to go over the own traps to do so.
2:30 Long trap filled corridors into the killbox are hecking slow to rearm with stone traps and wood literally grows on trees unlike stone.
I have over 1k hours in rimworld but still just really enjoy these videos
This is a decent video, but I think adding in a little section about how to best sea with mechs might be useful, as they’re absolutely the biggest case of dead colony in the mid/late game.
I have over 400 hours in this game and this is the first time i have ever seen something like the roof trap this is absolutly amazing.
Thank you Junior!
providing a bunch of killbox designs would be great, maybe start with bunker-type ones that require more colonists and less turrets so its not as expensive then move it up to lines of turrets or whatnot. i saw one design where there would be an opening near the entrance so colonists could sit there and throw grenades or emp nades at the entrance
Watched a couple of your vids, good stuff. I was just wondering why you removed the roof above your turrets? darkness provides a defensive bonus, my early game strat usually involves walls with sandbag gaps like you showed, but add a roof overhanging and it helps more than you might think. Still good stuff
BZerk222 keeping the roof also helps prevent the need to replace the barrel so often
Darkness hasn't had any effect on shooting accuracy for a long damn time now, way before this comment was made.
Wow ... those are some really good ideas. Thx
This is so good! Really good strategy for war baby.
For the outer walls to counter sappers where I dont have my funnel, I keep 1 space inbetween each layer of wall. So it would be Outer traps, Wall, traps, wall, traps, wall, and then inner traps. Since you cant place traps right next to eachother, I leave a space of 1 inbetween them, and then place the next layer to cover the empty space. Having 4 layers of traps means about 2 traps per potential sapper tunnel, which typically kills any sapper before they breach. I also prefer the steel traps as they are cheap, very quick to build, and do alot of damage.
Small Tipp at 2:16 remove the lamp, if your colonists stand in the dark the enemy have i think a -10% chance to hit you because the target "your colonists" stands in the dark. the same applays for the opposit so make sure the enemy stands in a bright/lighted area to increas the hit chance for your colonists.
Build a long hallway with an open door at the end and a short hallway with a closed door as the entrance to your base. Fill the long hallway with spike traps. Your pawns will use the shortest route while raiders will always go straight for the open door through the long hallway. This will suit the vast majority of early game nuisances without having to defend.
@5:52. Entire raiding army is like, "Oh fu*K its a boomalope 💥 💥 💥 💥
Oh fugggg a gougar :DDDDD
I usually go for a bunker as soon as possible, which is of the sandbag-wall-sandbag variety, usually with some way to funnel them in front of them. I should get me some mortars. Ships have been a nuisance and those mechanoids would be shredded by my killbox if they go out
Ah, yes. Shapeshift bunkers. Perfect for disguising them as other things, without having to do any physical changes to them.
And then when you least expect it, it changed into a giant dinosaur
Very informative. Thanks!
wow! a brand new video!
Ah yes, sending a Kamikaze boomalope into the middle of the siege camp. Excellent strategy.
Great vid, I love Rimworld
I have 20 colonists in a pretty rich colony and I've yet to lose anybody, on the second hardest difficulty, cassandra. I haven't built any turret, mortar, trap, or killbox, and all of my weapons are pretty mediocre (some even still use great bows and autopistols). All I do is make sure I funnel only one enemy at a time in a L shaped corridor with a stone chunk by the corner, and I keep 10 animals as tank right in front of 6-10 colonists. Animals are also great to stop prison breaks, since they rarely kill. And, actually, they survive almost always even against mechanoids. Just make a single tile allowed area for the animals are you're all dandy, you don't even need to train them. Be careful, though, it can be a bit finicky at times. And mating/sleeping during raids happen frequently.
2:43 “Make sure to make your traps outta stone, because wood is highly flammable and you’ll have to remake them.” Oh, you poor soul, how ignorant truly is bliss. Back then were the glory days, b4 all the psychic stuff :|
still a new player but this helped me out alot. i think Cassandra has a date with randy random. im only at 6 colonist and she sometimes send waves of 8+ raiders with assault rifles / incindiary launchers / etc. that shit had me restart 4 times already xD
Raiders and their tech isn't determined by the amount of colonists you have, it is determined by your colony's "wealth". It's kind of a complex mechanic (lots of numbers, you can check on wiki), but basically the better your colony's living conditions are, the worse the raids are gonna get.
Great video. I hope you make some new ones that deal with better base defense layouts.
The surroundings of my bases are spike trap filled mazes, most raids end without a single shot fired. As a bonus it gives me a steady supply of fresh animal meat, the downside is you pretty much need a pawn whose full time job is to reset traps.
IED roof drop is awesome
Very helpful, thanks!
nice tips
Thank you
Thanks for the video
Boomalope thing was genius
Or even better: Just build the whole colony inside a mountain, with long narrow hallways so if an infestation appears there are bottlenecks everywhere and you can yeet fire at it. You also only have to defend one side of the colony because it's physically impossible to attack from somewhere else
Is Rimworld a multiplayer game? Or is it just a single-player game?
it is singleplayer but there are workshop mods for multiplayer
Great video!!
Nice video, kinda works with combat extended
Dang it! I chose a tile without any significant terrain features, so i had to build walls all around. It looks neat like a fortress but it was pain in the butt
About kill boxes, I have a method to mine due to an old colony that over used one of the ruins in their camp.
So, build a rectangular structure at least 5 blocks wide internally. Make the opening on one of the short sides in the center. Now make the opposite end a bit wider by 1-2 blocks and have enough room for 1-3 pillars in the room.
What this does is give you an odd shaped building where you can load in all your colonists and have them kill off any aggressors who enter in through the open front. This is usually a small structure within you colony so sappers will usually take the front door as they have already breached and the structure itself if not obscured from entry.
The better part is that it is easy to upgrade and add on to as your colony grows. I usually have 1-3 turrets inside to fire alongside my colonists and due to the tight choke point the turrets are rarely damaged.
Now the wide entrance to this room, the 2 open spaces beside the door are for melee fighters. This has them draw agro from faster units, protecting your shooters from interruption. It also placed the fighters close enough to deal with any straggling shooters from using the walls adjacent to the entrance as cover. This simple funnel is very effective and great for dealing with large numbers and tanky opponents.
About the melee stopping cover at entrance. You can make the entrance between 2 diagonal walls. This may allow melee fighters to attack between the walls without exposing themselves, if that still works.
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I thought you should roof over your bunker? im not sure but there was an added debuf on the enemy when you are under a roof section
use steel spike traps they basically one shot.
Thanks for not promoting killboxes
I've already done all of those on my early plays
For the RUclips gods
I usually don't build turrets because I feel that if destroyed they will cost me too much dear resources to replace them. Am I wrong?
Bit late to the party, but one of the most hilariously stupid but effective ways to kill raiders is single tile farms, covered on 3 sides by a stone wall, and an ied on the only open side.
Raiders will run up to burn the single rice plant and set off off the ied.
Its actually more cost efficient than a spike trap, since those cost 150 stone/450 work units, and this only costs 50 steel and 30 chemfuel.
OH GOD IM ALMOST DONE EDGING
I thought this was Rainman for a second.
awsome
How to build a choke point when your base is in the middle of the map with no mountains
I played the beta a lot and could handle most things but the latest mech events with the shield and proximity sensors are a real problem to me
can we see a late game defense guide i don’t know how to layout my defenses
And here I am just building 32 uranium slug turrets and a 80 spike traps long open route 😂
I tend to just do the balls out blitz. There's a raid lads! Grab your guns, everyone but Jerry! Jerry! Smash. *the three raiders see 10 frothing berserkers charge at them, with one absolute unit of a madlad charging into mellee rainge with a FUCKING CHAINSAW*
Any defense tips on sappers?
4 layer wall
Install turrets all throughout your base
Is there a reason why you use sandbags rather than barricades?
This was back in 1.0
@@juniorthejust Ah, ok. Is there any advantage to using sandbags over barracades or is it just a resources/work hours thing?
Barricades are better than sandbags, it’s just a resource preference.
You have any plans to release an update for this since the new expansion released?
Ok going to release a review about the new dlc
i like to pretend i'm a damn good tactician, but i did not know you could use transport pods in map, let alone think of sending boomalopes! that is mint.
All hail hellbox
supermega
I just build a cook box using stone walls and wood floors, and cook them crisp outside raw inside, so I can earn some money from them later.
I make roof traps in front of my defenses, letting the wall almost destroyed, them destroying it with gunshots
I really don't survive for long without a killbox
yes please post poisonship video.
You need to talk more about the late game.
I went to the end of the game with just swordsmen behind an open door with settlers using shotguns behind.
make a couple of chinese killboxes, about 3/4 should do the trick
Just one is enough if you have a mountain base
this boi be using non-wood doors smh
They are lit on fire if used as part of your walls.
PsyGuy Yggdrasil I use granite doors on the prison and in my underground base.. Of course I also have wooden furniture a nice incendiary IED for any bugs that decide to drop in from the ceiling
How to defend against drop-pod raids?!?
turrets
Mm....Kenshi has the best killboxes of any game ive ever played
RPS Corp Kenshi's base building fun but the raids are a little bit clunky in its current state imo
@@vaarelsauce I wouldn't know, I've always used one of the bigger mods that makes raids make more sense
This is all still true for 1.1, right?
Orbital boomalope strike
I like mountain bases for 1 reason
WE BE DWARVES
You guys use strategy? Me just using heavy armor and machine gun as soon as possible every run, especially when you using Combat Extended.
Bro, you trying to show off but you ain't even playing the same game
I heard people were using hungry rats as a defense anyone would like to tell me more about it ?
defense? oh yeah *makes trap tunnel*