Best Killboxes from the Comments Section - RimWorld Defenses

Best Killboxes from the Comments Section - RimWorld Defenses

ElanaOrama

1 год назад

21,967 Просмотров

I created this video because my original killboxes video got a ton of comments about various other killboxes/defenses people use. I wasn't able to use all the best ideas from the comments section, but I enjoyed testing out some of these options I'd never tried before! To see my original killboxes video, visit: https://www.youtube.com/watch?v=HXtQFCCqTFU

All my YouTube exclusive RimWorld content is on this channel, but I also stream RimWorld (and other games) live on twitch 4x a week at twitch.tv/elanaorama and upload my VODs to youtube.com/@elanaoramaVODs -- make sure you follow both of my other channels!

Shoutout to P-Music for the awesome music mod: https://steamcommunity.com/sharedfiles/filedetails/?id=725130005

Thank you for watching!
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Комментарии:

Paolo Gomez
Paolo Gomez - 30.09.2023 21:16

very informative. first time watching you, and quite happy with the presentation the showcase of k.b's are awesome. though i have to mention i was kinda a little bit too happy with your voice. you do sound like loise from family guy

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Kinmitsubatchi
Kinmitsubatchi - 22.09.2023 12:07

As people have said already there are some known improvements to some of these ideas, but I love your experimental method, vocal delivery, video/sound capture and editing, keep making videos!

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Vianney B.
Vianney B. - 16.09.2023 11:42

Thanks for the video!

There is an even more efficient burnbox you can use. Someone mentioned how just one wood burns as long as any stack of wood, but you don't even need to close the doors on them and double the walls to prevent them from digging out. Kepp both doors open. If you build a long corridor with alternating barricades to slow them down as much as possible, they will persist in walking towards your entrance, and if they get too close, then close the door. Since they have an exit point, they will go back on their steps, but very slowly of course, and the heat will get them eventually.

I don't think I've ever used a burnbox, because it's a bit too easy for me. I'd rather have a traditional killbox or a trapped corridor. But I can imagine it to be very useful when playing against major raids in 500%.

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Blov Bluv
Blov Bluv - 31.07.2023 05:07

Try giving them collision, watch the vid from adamvseverything about that topic, this makes some designs a lot easier..

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bhall
bhall - 11.07.2023 02:34

I tried to watch but that fact that it's all done at night makes it too annoying to watch.

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Todd Boward
Todd Boward - 25.06.2023 10:42

Most of your issues with the freezer box and oven are user error. The oven and freezer require you to shut them in from both sides. 😂😂

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TheLoyalOfficer
TheLoyalOfficer - 13.06.2023 09:52

That corner stab thing is a cheesy exploit.

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Spoonwood
Spoonwood - 17.02.2023 12:53

I do a traditional style semi-circular shooter killbox with about 20 tile range for the shooters (the center row has five stone blocks, and then semi-circles out to the edges... trying to keep the range about 20 tiles for the shooters). The idea is range for the shooters to not get hit, especially if fighting centipedes. But, the entrance has fences alternating, then a line of barricades 6-8 tiles or so before the entrance point with a 2 tile entrance point with barricades on it too. The shooters cover is a stone (or maybe later plasteel) block with barricades on each side. Of course, preferably that's granite, then limestone. I also have a spot for my emp grenadier with melee support (in biotech, that's mech support), with the stone/barricades on side pattern. Additionally, I have some spots like 10 or so tiles in for militors (with cover). Finally, and here's the improvement on the traditional killbox I think, I put as many (or large amount of) traps inside the killbox in the space between the entrance point and the shooters cover (but not at the exact entrance point). This way, the shooters can shoot first, and if that isn't enough and the raider starts charging, then they become likely enough to hit a trap. The traps inside the killbox I think improve it, since traps only get used if fire isn't enough first. Just standard wood traps, but with more difficult raids stone, steel, or plasteel traps could help, and maybe even some IEDs instead (think I saw disnof use IEDs inside of the killbox... just not too close to the shooters).

I've also thought about using a frag grenadier on the other side of the emp grenadier, but haven't tried it.

Though, I can't say how well such a killbox would do against such a large yittakin raid. I think I'd want turret support for this colony. I'd definitely want militor and other mech support. Cleansweepers, agrihands, constructoids, etc. all help out early, and scythers and others later.

But, I've also found that getting up heavy smgs can drastically improve one's firepower.

I've also seen chain shotguns do loads of damage in smaller killbox setups via Scout Games and veeque.

Edit: I had a breach raid with a rocket launcher. I sent out a scyther to attack that guy, and used it on the lone scyther. That's a lot better than him using it on 5 colonists!

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Bleu Squid
Bleu Squid - 17.01.2023 01:47

It looks like the cooler hallway is open to the outside world, so isn't showing any cooldown when you moused-over it. What if there were popped-open doors at either end, so it counted as a room? It's not really feasible, given the electricity consumption for that many coolers, but it'd be interesting to see.

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The Voyeurtaz
The Voyeurtaz - 17.01.2023 01:09

Objects placed in kill boxes only slow walking speed if placed in nonadjacent tiles. IF they are placed in adjacent tiles (i.e., in every tile) walking speed reverts back to one (full speed). To effectively slow down raiders, place objects on every other tile.

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