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500 LIKES FOR PART 2!!!
Ответитьhave 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
ОтветитьMy 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!
time immemorial not immortal
Ответитьhaha funny! XD i will do all! thanks!
ОтветитьI was surprised by you having rocks in the kill box shown as rock chunks provide cover to pawns behind them
ОтветитьI 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.
ОтветитьSeems like drop pods are the only way my enemies know how to attack. No point in trying to defend externally.
ОтветитьI'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)
Ответить*Sees stonehearth representation*
Me: :O
edit: spelling
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.
This is all assuming I have a mountain base.
Ответить"Walls make rimworld great again " 😂 😂 😂
Lol.
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.
ОтветитьMortars 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
Darkness doesn't affect accuracy anymore.
ОтветитьThat's a FUNNY looking smile face
ОтветитьTry to watch a simple guide. Get spammed with pointless images.
Ответитьcorridor 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.
ОтветитьWhat a useless video. You make a video about "Rimworld" base defense then throw a billion mods into it.
ОтветитьNew player here. Love your vids!
ОтветитьThe 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
I'm pretty shoot shooting accuracy is no longer affected by light/darkness
ОтветитьA 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
ОтветитьOne 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.
ОтветитьMy 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
ОтветитьEmbrasures mod, son.
Embrasures mod.
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.
ОтветитьDev mode moment
ОтветитьOr just forget about base defence and die like me
ОтветитьOgres have layers... like an onion. i once heard lol
Ответить@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.
ОтветитьI'm sorry but I was looking for a video that was helpful and useful, not silly and humorous.
ОтветитьKillboxes 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.
ОтветитьBoomrats 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.!!
I like the tips but the way you explain them is too chaotic. I understand you want to put some humour into the mix but, atleast for me, it came at a cost of getting a headache. I couldn't finish the video.
ОтветитьNice video
ОтветитьDoes noobert play stonehearth?
ОтветитьTHIS video IS RUBBISH
ОтветитьThe 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!!!
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 have used a method of scattering turrets all over the map overlaying fire. Killbox is my last line of defense.
ОтветитьSeige.
Deliver your boomalope via pod launcher.
Enjoying the content so far 👌🏿
ОтветитьUnless you got CE in wich case a single pkm will shred anybody and incendiary mortars are nukes
ОтветитьIf 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
half your videos are worthless animation/photos . get to the point
ОтветитьVideo would be more useful if it showed more game play instead of the constant clip art editing.
ОтветитьADHD editing to the max!
ОтветитьI got a mod that lets me build vanilla natural stone walls. High health limestone walls now.
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