I remember my first mortar raid. I was so anxious to engage them before they start shelling my base. Turned out they had only had firefoam shells lmao XD
SUMMARY 1. Cover for you not for your enemies 2. Train and equip your troops 3. Wealth management 4. Learn the raiders 5. Choke points, choke points, CHOKE POINTS 6. Drugs ftw 7. MORTAR!!! 8. Backup is always appreciated (animals) 9. LONG LIVE THE EMPIRE 10. Ideologies start and end wars 11. Don't forget dryads and mechs 12. Vampires eat pigs
Way back before Royalty, before I watched any guides or tutorials, I noticed places where raiders liked to go for cover and started putting traps there. That was fun.
Everytime without fail when I get sieged they manage to perfectly dome one of my animals. It's never even a threatening one or anything, the most notable examples being a monkey that had both legs and an arm blown off, and a yorkshire terrier that lost basically every part of its head. Both somehow lived.
@@ExtremeMan10 Nope, bolt action rifles are best used with high shooting skill pawns, and at longer ranges. Heavy SMG is the king for low shooting skill pawns due to their high close range accuracy. Assault rifles and Charge Rifles are the best weapons to use in late game, particularly when Centipedes start to show up. Sniper Rifles are the king of kiting dangerous enemies, due to their high damage and long range. Combat shotguns are best used in a close range, mini killbox, but your pawns need to have good armour because they will be face-tanking, a lot. In late-game, you will need 2 or 3 melee specialists, with good armour, shield belts, and Monoswords, or Zeushammers if you don't have emp grenades. Plasteel Longswords or Uranium maces are a cheaper option too.
SMGs get increased accuracy the closer to the target you get. At close range you have 100%. So if you put these. Pawns just behind melee or chain shotgun users it easy exp. These aren’t meant to be long range but med/short range weapons which most early game combat usually is. Also these are prime for compact kill boxes.
Plant devilstrand directly around your base. You need it and they are fire resistant allowing you even more time to react should your fields get set ablaze.
9:00 I know you briefly wrapped up Biotech at the end, but wanted to drop this here. The Yttakin "Animal warcall" ability doesn't require line of sight and has a range of 50 tiles, making it a somewhat effective and safe way to trigger wild animals to counter sieges or break up raids from a safe distance. Granted, there's an element of luck, but keeping a few dangerous distractions around the map can have a massive impact when it counts.
i had a playthrough where i had tamed a couple Thrumbos and bred 56 of them. i let them roam the whole map. raids? what raids? oh the injured Thrumbo or 2. medical skill.
Due to the game’s mechanics, the best strategy is and always will be multiple prepared lines of defense. Defense in depth is a tried and true strategy, even in real life. Make sure you practice and have a plan before the big raids actually arrive.
I recently did a cannibal tribal playthrough on vanilla. I gave all my combat pawns excellent quality plasteel plate armor. First mechanoid raid the lancer shot straight through the armor and shot out my best pawn's spine despite being in cover.
Maybe try bioferrite armor next time, but yea you are not supposed to expect plate armor to be bulletproof, not to mention rimworld possibility system is always a gamble. Once I got a full flak armored pawn got 1 shot killed at his neck by a tiny mini mech turret from a long asss distance...
@gabestepstone5762 getting lots of bioferrite for armor is very difficult, imagine all the entities i have to capture, and the amount of space needed for containment cells
The Art of War is nowhere near 256 pages, it's very heavy on empty lines in between sentences, and one of the simplest reads you can find, you could read it in a day. It's also the single most referenced book people who don't read claim to have read.
@@anarchy_79 he was likely referencing the version of the book often sold in the United states, which is the version that is red by West Point graduates. In this version often has breakdowns and elaborations on each section of the original. Often overly elaborate ones.
I like to make a giant hole in my wall, with a tube shape outstretching with a no man’s land with mines, barricades, sand bags, and a giant machine gun
I survive fine without kill boxes. The thing is, if you make kill boxes, you get severe attacks from raids, as they come either with mortars, sappers or drop pods. What's better to do is make channels instead, where you channel fire. You can run away from mechanoids (insects, raiders, insert angry critter here), rather than being trapped in your own tomb. I always have some anti-mechanoid weapons available with some EMP shells for my own mortars for the clusters that appear. You start firing the EMP shells then make your attack with someone on point with an EMP launcher and a guy/gal with EMP grenades (if you are going for one of those nice unstable power cells 😁). Otherwise hit the big turrets with sniper rifles and the charge lance. When they take enough hits they explode having a chain reaction which normally wipes out all of the nearby turrets and units. You could take a guy/gal with a minigun, but with mechanoids they become vulnerable out in the open when taking long duration shots. With Royalty, you can abuse the soldiers sent to protect your colony in certain missions. If you left that ancient danger until later, you can send your Imperials first. They are normally better armed and armoured than your guys but they are great for many kinds of raid. When you go up ranks in Royalty, you can have a detachment of troops that you can call in by shuttle if you choose that as your reward. They have a cool down but they can come in very handy and the Empire doesn't seem to mind if they die horribly, hence the death acidifiers.
For people wondering how to counter Lancers easily, always make sure your colonists are behind some cover, even if its rock chunk. Thanks to this, the chance to blast away their limb or take them out in one shot decreases significantly.
@@molybdaen11Pikemen are most vulnerable to melee as well; I play with Biotech and my 3 Scythers literally destroyed AI Pikeman in seconds… backed by my own Pikeman of course. And a few modded militors with SMGs…
@@TaikaJamppa The great thing about mech warfare is that your own colonists are at low risk and the mechs themself could be easily repaired, even if they get destroyed.
A flull set of thumbrofur is as good as marine armor minus the speed debuff. You can get an infinite supply of it from trading horns for psychic lances and a small profit.
I always make a field of concrete outside of my defense line. No place for cover. As for what i do with the corpses? Animals need to eat too don't they? Keeping a small pack of predators inside the base helps in defense tremendously especially in drop pods attacks
CE fan here, that design at 6:15 is uhh, certainly interesting if I want my heads blown off, slug turrets love to kill your own more than raiders any day if you stand infront, but otherwise great showcase to help with the killbox issue
I know that in a radius of something like 6 blocks there are no friendly fire in vanilla. Is CE implemented this too or removed? Havent played with ce for a while
im not sure if that works with combat extended, with their whole projectile based system, at least your pawns hold fire if an ally is in the way!@@ClockworkOuroborous
I personally don't like to use killboxes at my runs, it ruins the game... fun, like it takes off one of the game Mechanic's. usually I carry on just like the start of the video showed. Thanks for this video Noobert!
Sometimes, against certain enemies like large groups of tribals, killboxes are the way to go, but most enemies can be successfully fought in the field, if you are using assault rifles to pick them off as they approach.
Its too much efforts and too much repetition in high level difficulty runs. You literally spend your "real life" days on the battlefield and healing wound. So generally I roleplay my firsy battles for some fun, then I killbox when It gets boring and I want to focus on other parts of the game (there are millions of other targets I put to myself every scenario other than fighting). So I would say that its a matter of style and tastes, everyone has his own way to play Rimworld
I'm sorry but I only make killboxes if they look nice and can be accomodated for aesthetically in my colonies. For example if I'm building a mountain base, having a killbox is fine because it looks cool and doesn't look unnatural. But if I build a tribal village where all the houses are normal and build a wall, I don't want a huge self-enclosed building sticking out like a sore thumb. Usually I'll built a sort of halfway point where it's not so much *a* killbox but multiple small ones that're like little gatehouses.
One thing I've started doing with sappers is have a trap room bedroom with the best furniture, build it away from the base or inside your kill box and they'll go after that. It doesn't always work but I've successfully directed a few sapper attacks that way.
This is all good and everything but the problems starts when you get 50, 70 then 100 then 200 people raids or 40+ nest infestation or 50 mechanoids with 5 auto-mortars. Small raids are a joke, medium are fun but at some points raids become unfair, tedious and boring.
Well, to have that raid level you would need a massive amount of wealth, so it's very fair that when you have more tech and literal cyborgs you atract more people to kill you.
Lol at what point do you get these massive raids? I have about 20 colonists suited up with marine armor and excellent quality assault rifles and any raid results in a few cuts and bruises.
I just stay dirt poor. Raids are only two or three raiders. Currently a dirtmole mountain base so i just stay in my caves during manhunter events. Starvation is a problem in winter however.
Hydroponics are the answer for mountain bases, but they are power hungry, use them in conjunction with solar panels to power the sun lamp, and you won't have any problems with starvation, so long as you maintain the power for the Hydroponics basins, and keep the room warm. Just turn off the sun lamp if you get hit with a solar eclipse, as the plants will be fine so long as the basins have power. The rule of thumb is 2 basins of rice for each pawn in your colony, if you are making meals, but can be made into fine meals for a mood buff if you have animals on the map.
1:20 ???? Sniper rifles are garbage. They shoot way too slow. Their dps is terrible. Assault rifles and hevay smgs are the bread and butter. Heavy smgs perform very well in the hands of low shooting skill pawns compared to other weapons, and Assault rifles are basically a range and dmg upgrade once a pawn is at about 10 shooting skill. It's also arguably better to stick with Assault rifles late game and spend resources giving pawns bionic eyes to improve aim instead of making charge rifles, bc of the range. Even more useful if you plan on micomanaging pawns in battle to stay out of enemies range.
I'll never underestimate pikemen after one of them oneshot my pawn from the other side of the map 😳 his brain turned into a fine mist and he was dead before I even realized he had been shot. Like I had set up a forbidden zone around the mech cluster but he was juuust within the pikeman's range... Truly one shot, one kill.
Dear Noobert, you forgot drop pod raids! Also I deal with mech cluster with a high shield with mortars, just make sure the mortar with emp shells shoot first ;)
chain shot guns are a good downing weapon, bulllets have big hit boxes and have low penatration so great for downing no to mid armor and the rate of fire is great for control
@@mdb45424 bruh. Let’s say something has exactly a 68% percent chance to hit. When you fire, the game rolls a dice. If you roll less than 68 on that dice than your shot is guaranteed to miss. If your shot misses the game rolls another dice to see if you hit a random object nearby. If there are four potential objects along the path it rolls a 0-4. If a 4 comes up than it hits the fourth object. If a zero comes up than the shot disappears. If the dice rolls a 4 than another dice is rolled to see if you hit the fourth object. If you roll a 50 on THAT dice then the shot also disappears. If you roll an 80 than the shot hits the 4th object. There is no such thing as a bullet hit box in this game. It’s all percentage based chance to hit specific objects or pawns.
@ekothesilent9456 execpt everything is a potential object, ever plant, every pawn, even chunks has hit points. The percentage is basically xcom chance to to. You think there is no bullet hit box because nothing is fast enough to get in their way.
@@mdb45424 you can literally read this information under the shooting skill. There is no bullet hit box. And there is no “in the way” aside from a guaranteed radius of 6 blocks with an additional 6 blocks of minimum distance required. Also no. Not everything is an object. You can’t shoot at plants for example and bullets can’t target them as potential stray targets. This list includes non-explosive items on the ground so almost every item, as well as all plants that aren’t trees and a few special pieces of furniture. I very clearly know what I’m talking about fam not sure why you disagree so hard.
@@ekothesilent9456 Well, it was OK. Gave me new ways to play a colony too. Now all my people can become young again without that slow bioformer capsules. Also it's a lot of fun to let zombies fight against siege attackers and mechanoids. Just a shame that you can not direct control them. Ghuls are a possibility but need heavy upgrades to become useful, like power claws and nuclear stomachs.
Dryads are busted, especially the clawers if you use them against strong tanky targets - the clawers hit as hard as thrumbos! While they can tear through mechanoids and other heavy armor like nobody's business they're squishy. Barkskins are well armored enough that they can deflect rifle bullets - this mkes them great melee blockers if you keep shooters behind them. As a bonus, standing behind them while being shot at can mean they take the hit instead!
@@deathdealer646 Manipulation is also important to the accuracy of weapons, so I'm guessing that darkness is bad for shooting too, unless you use the "Darkness" ideology, which gives a large accuracy boost for shooting in the dark, +25%., and an accuracy debuff for figting in light, -25%.
Letting factions fight it out is a very valid tactic. I swear my run is emotionally cursed though as everytime I get a raid or a trade caravan [or even children looking for handouts] I end up with the other around the same time. Keeping incoming allies alive for trade is very hit or miss but good for goodwill nursing the survivors. Just last night I had an infestation egg cluster pop up right in front of an incoming caravan and a 15 panther manhunter pack arrive on top of another. One before that was a devourer pack show up just before a trade caravan [followed by a pigmen raid right after] at the same time causing absolute chaos. She may be chill but phoebe chillax needs to learn some chill with deliberably killing my traders.
Dont use a killbox but you should count wealth? (Anyone who says people shouldnt use a killbox are just gate keeping elitists.) Dont use a killbox but you should use a door choke. (small killbox)
Just depends on difficulty tbh, I don't think most players can stop late game raids with high wealth without killboxes. The only people who are adamant about no killboxes either have never gotten to max raid points, or use broken mods that are incredibly overpowered such as vanilla psycasts expanded. Which is fine to use, but then they shouldn't talk down on killboxes for essentially doing the same thing, trivializing raids.
As far as I've seen, it's either a killbox, thick wall or long barricade along with tons of uranium slug turret. Thick wall can delay and split enemy forces(not for breachers), then you can concentrate all your pawns to take them out one by one. No matter killbox or not, you gotta build something to defend your base. I don't wanna build killboxes because they make combat looks a bit stupid but it's an effective and simple way for me to go. Devs did try to counter them by having different types of raid and stacking system. But people figured out how to trigger collision and still use killbox to fend off like 70% of the raids.
I have my advice just made a maze with iron and traps after that you ordered two or one of you pawns to lure the enemy while the others were ready with machine guns and gun don't forget the walls
Video from the category of useless guides. There is nothing here other than the most basic information. "Use cover, the best weapons and armor, different types of equipment, different tactics are needed against different enemies." Information for people starting the game for the first time or players with 0 IQ
Flame weapons are an absolute no-no, they do set enemies on fire so they don't fight back, but those enemies panic and run through your own colonists, setting them on fire too, and when they stop being on fire, they are behind your defenses. Grenades are the best way to deal with infestations, you won't get much insect meat, but you'll still get the jelly, most importantly, your colonists survive.
I'm a comm console abuser though. I always call reinforcements and emp mortars if mechs are present. I called 2 caravans to start assaulting the mechanoid siege then made them attack the caravans and called 1 reinforcement and then a raid showed up. It was like a world war 3 and all of my pawns were hiding in the building were the outside were hellscape. Mechs killed the caravans then the 50 raiders. Then I defeated the remaining mechs. But that wasn't planned at all and I already shitted myself I also use animal pulsars as they will be agro and attack the raiders.
One raid I had, defeated itself because of the shields. They landed right in front of my turrets thus they started to harass turrets immediately but turret shots triggered the shield packs and the raiders with rockets just exploded themselves while inside the shield and their fellow other raiders all together. When I managed to get my army in shape... they were already escaping with half of my turrets are destroyed
0:30 This is a bad design. turrets are exposed, and when turrets die, they explode, taking nearby colonists with them. Instead, put all colonists on one side, turrets on the other
@@bobowon5450 I know. Its cool that they can regenerate lost limbs too. Its just that they feel pointless in battle without mods. The claw dryads die to easy and the defense dryads make not enough damage.
This is all sound until Randy drops a bunch of raiders into the core of my base and the raid and my super structure base quickly turns into Fallujah if I'm not running mods.
i'm sorry but i found the video rather pointless. in my opinion it's a collection of generic advises for beginners and doesn't show any actual tactics that could really replace a killbox in defeating a serious raid, like kiting, using water defensively, hit&run with a triple wall. There was one interesting moment though on 6:10 where you said "enemies can be manipulated in various ways" and it showed non-retreating enemies running past colonists and turrets. Seriously, how was this done?
Thanks, interesting. I'd enjoy a video explaining tricks like that. The actual video is still good, perhaps i was ignorant calling it pointless. Just not what i expected from the "no killbox" title.
depends on your storyteller so it's hard to say exactly with the pawns. Max wealth in rimworld is 1mil, anything past that doesn't offer any more raid points. The pawn count is like a multiplier and depends on wealth. Pretty much each pawn has a certain amount of raid points associated with it, the more pawns you have the more raid points. But the more wealth you have, the more raid points each pawn is worth. So hoarding tons of pawns is the worst thing you can do for raid sizes until you reach 1mil, in which case you can do whatever you want because it will no longer get any harder.
Would love to see a Base Design Types to deal with all types of events! Personally, I like designing a layered defense, make a central building where colonists can survive for long periods. After that, build all misc. buildings city-style so they're not indoors all the time, then build walls surrounding it. After the walls, there's pillbox with turrets on every corner. If for some reason they take a beating and still break through one layer, there's another layer they have to breach. Also, thin corridors in the complex if they either (somehow) break through the outer layers or orbital-dropped. Conventional killzones on every single corner imaginable.
Lancers have been nerfed into the ground... Minigun Centipedes are still the scariest config of Mecha that shows up over and over again. And nothing in the base game actually hard counters them. EMP launchers could really use a AOE/r.o.f. Buff
I keep making killboxes as my base tend to become little islands outdoors, there is no good strategy besides of walling off a perimeter and making a killbox Maybe if i have a more mountainous map ill try to make more natural defenses instead of rely on kill boxes
My guy... how can anyone focus on what you are talking about when the background music is not so background music anymore? Either turn the music volume down or turn the volume of your voice up
I would gladly let go of killboxes if the enemies stopped comming in the dozends. A simple wall does not only makes you immune from manhunting animals but also buy you some time to equip your colonists, get them something to drink, a wake up drug or get dressed after the party. And pain is pretty useful when your stupid colonist decide to go on a mental break right when you make a suprise attack through the side door...
I make my bases in the form of a u-shaped wall with clear fields of fire up at the top. Instead of making my static defenses tough I make my colonists tough. And die anyway.
I always hated the concept of killboxes, it feels like it nullifies the point of the game. I just learned through many hours to prioritize armor, protecting the head and chest first.
I just got raided. They have three raiders with doomsday launchers and at four with triple rocket launchers. I have two pawns with the stun cycast and managed to juggle but there are still so many left. I think this colony is doomed.
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I remember my first mortar raid. I was so anxious to engage them before they start shelling my base. Turned out they had only had firefoam shells lmao XD
Rimworld logic
How courteous, they sent firefighters after your pyromaniac
exacly such a raid safte my chemfuel rifanerie from a slave that went insane
was this base or 'sometimes raids go wrong'?
A pyromaniac’s worst nightmare
I don’t make kill boxes… I simply create recreation rooms where my colonist get to train their shooting skill with a single file line of targets.
SUMMARY
1. Cover for you not for your enemies
2. Train and equip your troops
3. Wealth management
4. Learn the raiders
5. Choke points, choke points, CHOKE POINTS
6. Drugs ftw
7. MORTAR!!!
8. Backup is always appreciated (animals)
9. LONG LIVE THE EMPIRE
10. Ideologies start and end wars
11. Don't forget dryads and mechs
12. Vampires eat pigs
"Oh, man, that was one of our subscribers. Well, he's dead now."
02:00 Do you really need that 2000 Yayo?
Do i really need to answer that Question?
XD
I need it. For... projects
I prefer to be rich and raided daily then being poor and starve to death, thank you.
I don't NEED it I just like the smell of it.
What you don't die from not snorting it like normal clotrunner?
Way back before Royalty, before I watched any guides or tutorials, I noticed places where raiders liked to go for cover and started putting traps there. That was fun.
Everytime without fail when I get sieged they manage to perfectly dome one of my animals. It's never even a threatening one or anything, the most notable examples being a monkey that had both legs and an arm blown off, and a yorkshire terrier that lost basically every part of its head. Both somehow lived.
Big fan of using Heavy SMGs as my standard service weapon. Cheaper, quicker to produce and low-skill friendlier then Assault Rifles are.
Heavy SMG’s are my go to as well, they also do not require a hi-tech research bench.
But unless said pawn has 10 or more shooting ,they will miss regularly and its better to give them bolt action or shotgun.
@@ExtremeMan10 Nope, bolt action rifles are best used with high shooting skill pawns, and at longer ranges. Heavy SMG is the king for low shooting skill pawns due to their high close range accuracy. Assault rifles and Charge Rifles are the best weapons to use in late game, particularly when Centipedes start to show up. Sniper Rifles are the king of kiting dangerous enemies, due to their high damage and long range. Combat shotguns are best used in a close range, mini killbox, but your pawns need to have good armour because they will be face-tanking, a lot. In late-game, you will need 2 or 3 melee specialists, with good armour, shield belts, and Monoswords, or Zeushammers if you don't have emp grenades. Plasteel Longswords or Uranium maces are a cheaper option too.
SMGs get increased accuracy the closer to the target you get. At close range you have 100%. So if you put these. Pawns just behind melee or chain shotgun users it easy exp. These aren’t meant to be long range but med/short range weapons which most early game combat usually is. Also these are prime for compact kill boxes.
Instructions unclear, killbox created again
Plant devilstrand directly around your base. You need it and they are fire resistant allowing you even more time to react should your fields get set ablaze.
9:00 I know you briefly wrapped up Biotech at the end, but wanted to drop this here.
The Yttakin "Animal warcall" ability doesn't require line of sight and has a range of 50 tiles, making it a somewhat effective and safe way to trigger wild animals to counter sieges or break up raids from a safe distance.
Granted, there's an element of luck, but keeping a few dangerous distractions around the map can have a massive impact when it counts.
i conceal carry 4 yttakins
this tip is useless if you play on a biome like extreme desert or ice sheet
@@alanmamytov1372 this tip is very useful if you play on an actual liveable biome
@@JoeSmith-qy6qo i know i dont :)
@@alanmamytov1372 skibidi
“If you do not control the enemy, the enemy will control you” Miyamoto Musashi, A Book of Five Rings.
2:40 Squirrel: “ *CHARGE!, FOR GLOORRRRYYY!!!* “
The "you get to eat them when they die part" also applies to humans in most rimworld colinies
i had a playthrough where i had tamed a couple Thrumbos and bred 56 of them. i let them roam the whole map. raids? what raids? oh the injured Thrumbo or 2. medical skill.
Thrumbos are cool. Give them the battle boosters (Cyber fauna) and they are nearly unkillable.
Same, the best part was that I used the animal gear mod and just let my armored behemoths crush everything that looked at my base funny
Due to the game’s mechanics, the best strategy is and always will be multiple prepared lines of defense. Defense in depth is a tried and true strategy, even in real life. Make sure you practice and have a plan before the big raids actually arrive.
I recently did a cannibal tribal playthrough on vanilla. I gave all my combat pawns excellent quality plasteel plate armor. First mechanoid raid the lancer shot straight through the armor and shot out my best pawn's spine despite being in cover.
Did you really expect plate armor to stop a railgun
Maybe try bioferrite armor next time, but yea you are not supposed to expect plate armor to be bulletproof, not to mention rimworld possibility system is always a gamble.
Once I got a full flak armored pawn got 1 shot killed at his neck by a tiny mini mech turret from a long asss distance...
@gabestepstone5762 getting lots of bioferrite for armor is very difficult, imagine all the entities i have to capture, and the amount of space needed for containment cells
Play with combat extended, Cover height makes a difference there
Charge lance can potentially shoot through basically any non-modded armor. Including excellent cataphract.
i'm never late for my noobert videos 😈
Me neither
But i am 😂😂😂😂
Better late than never🍷
But I am.
The Art of War is nowhere near 256 pages, it's very heavy on empty lines in between sentences, and one of the simplest reads you can find, you could read it in a day. It's also the single most referenced book people who don't read claim to have read.
@@anarchy_79 he was likely referencing the version of the book often sold in the United states, which is the version that is red by West Point graduates. In this version often has breakdowns and elaborations on each section of the original. Often overly elaborate ones.
@@alericantonelli4656 I see! Thanks for the additional info!
I like to make a giant hole in my wall, with a tube shape outstretching with a no man’s land with mines, barricades, sand bags, and a giant machine gun
I survive fine without kill boxes. The thing is, if you make kill boxes, you get severe attacks from raids, as they come either with mortars, sappers or drop pods. What's better to do is make channels instead, where you channel fire. You can run away from mechanoids (insects, raiders, insert angry critter here), rather than being trapped in your own tomb. I always have some anti-mechanoid weapons available with some EMP shells for my own mortars for the clusters that appear. You start firing the EMP shells then make your attack with someone on point with an EMP launcher and a guy/gal with EMP grenades (if you are going for one of those nice unstable power cells 😁). Otherwise hit the big turrets with sniper rifles and the charge lance. When they take enough hits they explode having a chain reaction which normally wipes out all of the nearby turrets and units. You could take a guy/gal with a minigun, but with mechanoids they become vulnerable out in the open when taking long duration shots.
With Royalty, you can abuse the soldiers sent to protect your colony in certain missions. If you left that ancient danger until later, you can send your Imperials first. They are normally better armed and armoured than your guys but they are great for many kinds of raid. When you go up ranks in Royalty, you can have a detachment of troops that you can call in by shuttle if you choose that as your reward. They have a cool down but they can come in very handy and the Empire doesn't seem to mind if they die horribly, hence the death acidifiers.
**whenever I see killboxes design**
"Brotha eww! what's that? Brotha eww!"
For people wondering how to counter Lancers easily, always make sure your colonists are behind some cover, even if its rock chunk. Thanks to this, the chance to blast away their limb or take them out in one shot decreases significantly.
Lanzers are vulnerable to close combat. They are the reason why i always have 2 melee specialists in my colony.
@@molybdaen11Pikemen are most vulnerable to melee as well; I play with Biotech and my 3 Scythers literally destroyed AI Pikeman in seconds… backed by my own Pikeman of course. And a few modded militors with SMGs…
@@TaikaJamppa The great thing about mech warfare is that your own colonists are at low risk and the mechs themself could be easily repaired, even if they get destroyed.
A flull set of thumbrofur is as good as marine armor minus the speed debuff. You can get an infinite supply of it from trading horns for psychic lances and a small profit.
If you are using vanilla vehicles expanded, aito garage doors can be opened/closed remotely, and are pretty valuable tools for controlling raiders
No matter what, i will always be here
I always make a field of concrete outside of my defense line. No place for cover. As for what i do with the corpses? Animals need to eat too don't they? Keeping a small pack of predators inside the base helps in defense tremendously especially in drop pods attacks
CE fan here, that design at 6:15 is uhh, certainly interesting if I want my heads blown off, slug turrets love to kill your own more than raiders any day if you stand infront, but otherwise great showcase to help with the killbox issue
I know that in a radius of something like 6 blocks there are no friendly fire in vanilla. Is CE implemented this too or removed? Havent played with ce for a while
The radius is much tighter for pawns, but the turrets absolutely *do not care* and will eviscerate you first chance@@shehdhdh
This is why I run a 'no friendly fire' mod
im not sure if that works with combat extended, with their whole projectile based system, at least your pawns hold fire if an ally is in the way!@@ClockworkOuroborous
I personally don't like to use killboxes at my runs, it ruins the game... fun, like it takes off one of the game Mechanic's.
usually I carry on just like the start of the video showed.
Thanks for this video Noobert!
Sometimes, against certain enemies like large groups of tribals, killboxes are the way to go, but most enemies can be successfully fought in the field, if you are using assault rifles to pick them off as they approach.
Its too much efforts and too much repetition in high level difficulty runs. You literally spend your "real life" days on the battlefield and healing wound. So generally I roleplay my firsy battles for some fun, then I killbox when It gets boring and I want to focus on other parts of the game (there are millions of other targets I put to myself every scenario other than fighting). So I would say that its a matter of style and tastes, everyone has his own way to play Rimworld
I'm sorry but I only make killboxes if they look nice and can be accomodated for aesthetically in my colonies.
For example if I'm building a mountain base, having a killbox is fine because it looks cool and doesn't look unnatural.
But if I build a tribal village where all the houses are normal and build a wall, I don't want a huge self-enclosed building sticking out like a sore thumb. Usually I'll built a sort of halfway point where it's not so much *a* killbox but multiple small ones that're like little gatehouses.
One thing I've started doing with sappers is have a trap room bedroom with the best furniture, build it away from the base or inside your kill box and they'll go after that. It doesn't always work but I've successfully directed a few sapper attacks that way.
This is all good and everything but the problems starts when you get 50, 70 then 100 then 200 people raids or 40+ nest infestation or 50 mechanoids with 5 auto-mortars. Small raids are a joke, medium are fun but at some points raids become unfair, tedious and boring.
Well, to have that raid level you would need a massive amount of wealth, so it's very fair that when you have more tech and literal cyborgs you atract more people to kill you.
Lol at what point do you get these massive raids? I have about 20 colonists suited up with marine armor and excellent quality assault rifles and any raid results in a few cuts and bruises.
My favorite siege was the one when i hit with my mortar the stash where they keep their shells. Ended very fast. 😂
I just stay dirt poor. Raids are only two or three raiders. Currently a dirtmole mountain base so i just stay in my caves during manhunter events. Starvation is a problem in winter however.
Literally: we dont need raiders to kill us, the hunger does that
@@fish5671 we didn't make it. But the good news is I started a new colony.
Hydroponics are the answer for mountain bases, but they are power hungry, use them in conjunction with solar panels to power the sun lamp, and you won't have any problems with starvation, so long as you maintain the power for the Hydroponics basins, and keep the room warm. Just turn off the sun lamp if you get hit with a solar eclipse, as the plants will be fine so long as the basins have power. The rule of thumb is 2 basins of rice for each pawn in your colony, if you are making meals, but can be made into fine meals for a mood buff if you have animals on the map.
@@wolfen210959 that was the plan, but I never made it that far.
Noobert you and your team make succes good content about Rimworld! Thank you guys!
Our pleasure!
Always make my sandbags from human leather. I like to think it inspires some kind of emotion to both sides lol
Devilstand is better since its resistant to burning. Human leather should be used for chairs and clothes.
@@molybdaen11 sandbags are all resistant to burning, so don't waste good devilstrand and use human leather.
@@LucasSilvero24 Honestly, in the new DlC I have way more entity leather which I can not sell anyway.
Thanks Noobert! Love the new video!
People that have defenses looks cool as possible even though it's impractical
👇
1:20 ???? Sniper rifles are garbage. They shoot way too slow. Their dps is terrible. Assault rifles and hevay smgs are the bread and butter. Heavy smgs perform very well in the hands of low shooting skill pawns compared to other weapons, and Assault rifles are basically a range and dmg upgrade once a pawn is at about 10 shooting skill. It's also arguably better to stick with Assault rifles late game and spend resources giving pawns bionic eyes to improve aim instead of making charge rifles, bc of the range. Even more useful if you plan on micomanaging pawns in battle to stay out of enemies range.
Can you make a 1.5 begginers guide pls?
100% on my to do list i will get to it in the coming weeks after dlc drops
I'll never underestimate pikemen after one of them oneshot my pawn from the other side of the map 😳 his brain turned into a fine mist and he was dead before I even realized he had been shot. Like I had set up a forbidden zone around the mech cluster but he was juuust within the pikeman's range... Truly one shot, one kill.
You owe us a stream
XD we be streaming tonight. i am swamped with work atm
i might be in the stream!
Thanks for that! Busy catching up on last stream!
Mr Petro never miss a video
I really like luring animals into the caravans and mopping up after or luring raiders or mech attackers into animals or traders.
Dear Noobert, you forgot drop pod raids! Also I deal with mech cluster with a high shield with mortars, just make sure the mortar with emp shells shoot first ;)
"ribworld" very fun reference.
it's Ribaorld now
@@dependent-ability8631 Yes but it's.. different.
I have a base with the glitter tech auto motors and the enemy get spawn killed
chain shot guns are a good downing weapon, bulllets have big hit boxes and have low penatration so great for downing no to mid armor and the rate of fire is great for control
Bullets don’t have hit boxes my guy. It’s simply a solid percentage chance to hit.
@ekothesilent9456 ... then explain how they can damage buildings and things not selected. Percent chance to hit would be akin to hit scan
@@mdb45424 bruh.
Let’s say something has exactly a 68% percent chance to hit. When you fire, the game rolls a dice. If you roll less than 68 on that dice than your shot is guaranteed to miss. If your shot misses the game rolls another dice to see if you hit a random object nearby. If there are four potential objects along the path it rolls a 0-4. If a 4 comes up than it hits the fourth object. If a zero comes up than the shot disappears. If the dice rolls a 4 than another dice is rolled to see if you hit the fourth object. If you roll a 50 on THAT dice then the shot also disappears. If you roll an 80 than the shot hits the 4th object. There is no such thing as a bullet hit box in this game. It’s all percentage based chance to hit specific objects or pawns.
@ekothesilent9456 execpt everything is a potential object, ever plant, every pawn, even chunks has hit points. The percentage is basically xcom chance to to. You think there is no bullet hit box because nothing is fast enough to get in their way.
@@mdb45424 you can literally read this information under the shooting skill. There is no bullet hit box. And there is no “in the way” aside from a guaranteed radius of 6 blocks with an additional 6 blocks of minimum distance required. Also no. Not everything is an object. You can’t shoot at plants for example and bullets can’t target them as potential stray targets. This list includes non-explosive items on the ground so almost every item, as well as all plants that aren’t trees and a few special pieces of furniture. I very clearly know what I’m talking about fam not sure why you disagree so hard.
I need to get back into Rimworld, I haven’t played in a while. I also accidentally deleted all my mods by accident :(
Perfect for the new DLC on 11 of april 2024.
@@molybdaen11the DLC was super dissapointing.
@@ekothesilent9456 Well, it was OK.
Gave me new ways to play a colony too.
Now all my people can become young again without that slow bioformer capsules.
Also it's a lot of fun to let zombies fight against siege attackers and mechanoids.
Just a shame that you can not direct control them.
Ghuls are a possibility but need heavy upgrades to become useful, like power claws and nuclear stomachs.
@@molybdaen11the content is good for one or two runs. Then it becomes repetitive
I lure things to take cover in little cover spots I build with sandbags and a roof then I damage the columns until I can easily shoot them out
Awesome stuff, thanks Noob!
Can't wait for more streams!
I gotta respect recommending he art of war
Dryads are busted, especially the clawers if you use them against strong tanky targets - the clawers hit as hard as thrumbos! While they can tear through mechanoids and other heavy armor like nobody's business they're squishy. Barkskins are well armored enough that they can deflect rifle bullets - this mkes them great melee blockers if you keep shooters behind them. As a bonus, standing behind them while being shot at can mean they take the hit instead!
does darkness level still efect accuracy im seeing mixed things online?
From what I've read it doesn't affect accuracy anymore but does affect movement speed and manipulation. (Dark = slower moving)
@@deathdealer646 Manipulation is also important to the accuracy of weapons, so I'm guessing that darkness is bad for shooting too, unless you use the "Darkness" ideology, which gives a large accuracy boost for shooting in the dark, +25%., and an accuracy debuff for figting in light, -25%.
Letting factions fight it out is a very valid tactic. I swear my run is emotionally cursed though as everytime I get a raid or a trade caravan [or even children looking for handouts] I end up with the other around the same time. Keeping incoming allies alive for trade is very hit or miss but good for goodwill nursing the survivors. Just last night I had an infestation egg cluster pop up right in front of an incoming caravan and a 15 panther manhunter pack arrive on top of another. One before that was a devourer pack show up just before a trade caravan [followed by a pigmen raid right after] at the same time causing absolute chaos.
She may be chill but phoebe chillax needs to learn some chill with deliberably killing my traders.
Dont use a killbox
but you should count wealth? (Anyone who says people shouldnt use a killbox are just gate keeping elitists.)
Dont use a killbox
but you should use a door choke. (small killbox)
Just depends on difficulty tbh, I don't think most players can stop late game raids with high wealth without killboxes. The only people who are adamant about no killboxes either have never gotten to max raid points, or use broken mods that are incredibly overpowered such as vanilla psycasts expanded. Which is fine to use, but then they shouldn't talk down on killboxes for essentially doing the same thing, trivializing raids.
@@ragegaze3482 I don't use killboxes because lorewise it's dumb, so there you have another reason.
"Gate keeping elitists" who hurt you bro? It's a sandbox story teller game, telling that you shouldn't use killboxes is as valid as using them.
As far as I've seen, it's either a killbox, thick wall or long barricade along with tons of uranium slug turret.
Thick wall can delay and split enemy forces(not for breachers), then you can concentrate all your pawns to take them out one by one.
No matter killbox or not, you gotta build something to defend your base. I don't wanna build killboxes because they make combat looks a bit stupid but it's an effective and simple way for me to go. Devs did try to counter them by having different types of raid and stacking system. But people figured out how to trigger collision and still use killbox to fend off like 70% of the raids.
@@LucasSilvero24 I dare you to post a video of a 150+ enemy raid with no killbox.
I have my advice just made a maze with iron and traps after that you ordered two or one of you pawns to lure the enemy while the others were ready with machine guns and gun don't forget the walls
2:19 Thanks! I love these Qoutes Cant wait to read the entire book of War by this legend of a man! - Sun tzu Probably!
Video from the category of useless guides. There is nothing here other than the most basic information. "Use cover, the best weapons and armor, different types of equipment, different tactics are needed against different enemies." Information for people starting the game for the first time or players with 0 IQ
Well, yeah, so?
I tell you what, im looking forward to the new DLC adding a flamethrower. Should help with those pesky infestations popping up in my mountain bases
Flame weapons are an absolute no-no, they do set enemies on fire so they don't fight back, but those enemies panic and run through your own colonists, setting them on fire too, and when they stop being on fire, they are behind your defenses. Grenades are the best way to deal with infestations, you won't get much insect meat, but you'll still get the jelly, most importantly, your colonists survive.
Ah yes... killboxes for 100+ enemies
While my Rim can barely handle 50 :'v
I'm a comm console abuser though. I always call reinforcements and emp mortars if mechs are present. I called 2 caravans to start assaulting the mechanoid siege then made them attack the caravans and called 1 reinforcement and then a raid showed up. It was like a world war 3 and all of my pawns were hiding in the building were the outside were hellscape. Mechs killed the caravans then the 50 raiders. Then I defeated the remaining mechs. But that wasn't planned at all and I already shitted myself
I also use animal pulsars as they will be agro and attack the raiders.
One raid I had, defeated itself because of the shields. They landed right in front of my turrets thus they started to harass turrets immediately but turret shots triggered the shield packs and the raiders with rockets just exploded themselves while inside the shield and their fellow other raiders all together. When I managed to get my army in shape... they were already escaping with half of my turrets are destroyed
Even though no one harmed... Still it sucks for the construction pawns to repair all that equipment
0:30 This is a bad design. turrets are exposed, and when turrets die, they explode, taking nearby colonists with them. Instead, put all colonists on one side, turrets on the other
Anyone tested if firewalls(planting single row of trees to set on fire) still work in 1.5?
as i like to say, every door's a killbox if youre brave enough
wait the dark environement still helps?
Dryads go very under rated. They've carried runs for me
Sadly they can not be upgraded in vanilla.
They are good to produce food and wood without a greenhouse though.
@molybdaen11 I don't have any mods that effect them. Having a couple of expendable front liners makes many raids far easier
@@bobowon5450 Expendable? Well I guess if you just breed them it's ok.
I usually try to keep everyone alive, at least the main characters.
@molybdaen11 the dryads always come back so long as the tree is maintained.
@@bobowon5450 I know. Its cool that they can regenerate lost limbs too. Its just that they feel pointless in battle without mods.
The claw dryads die to easy and the defense dryads make not enough damage.
One extra tipp:
Summon the undead if a raid happens
This is all sound until Randy drops a bunch of raiders into the core of my base and the raid and my super structure base quickly turns into Fallujah if I'm not running mods.
i'm sorry but i found the video rather pointless. in my opinion it's a collection of generic advises for beginners and doesn't show any actual tactics that could really replace a killbox in defeating a serious raid, like kiting, using water defensively, hit&run with a triple wall. There was one interesting moment though on 6:10 where you said "enemies can be manipulated in various ways" and it showed non-retreating enemies running past colonists and turrets. Seriously, how was this done?
High value furniture
Thanks, interesting. I'd enjoy a video explaining tricks like that. The actual video is still good, perhaps i was ignorant calling it pointless. Just not what i expected from the "no killbox" title.
How much does wealth and number of pawns affect the raidsizes?? It would be good to know exactly...
A lot. 🎉
depends on your storyteller so it's hard to say exactly with the pawns. Max wealth in rimworld is 1mil, anything past that doesn't offer any more raid points. The pawn count is like a multiplier and depends on wealth. Pretty much each pawn has a certain amount of raid points associated with it, the more pawns you have the more raid points. But the more wealth you have, the more raid points each pawn is worth. So hoarding tons of pawns is the worst thing you can do for raid sizes until you reach 1mil, in which case you can do whatever you want because it will no longer get any harder.
Would love to see a Base Design Types to deal with all types of events!
Personally, I like designing a layered defense, make a central building where colonists can survive for long periods. After that, build all misc. buildings city-style so they're not indoors all the time, then build walls surrounding it. After the walls, there's pillbox with turrets on every corner. If for some reason they take a beating and still break through one layer, there's another layer they have to breach.
Also, thin corridors in the complex if they either (somehow) break through the outer layers or orbital-dropped. Conventional killzones on every single corner imaginable.
"Let's talk about our patreon..."
*skips the ad
"That carries the risk of death."
I was very confused.
what if I have 10 pawns and 20 centipedes show up in a breaching raid? they don't wait for me to fully get geared up
Ohh no one was on guard no internal security what so ever?.
i don't use killboxes, i use something i call "THE W A L L" basically a gigantic several tile thicc wall of guns and cannons aiming in one direction.
The best weapon to use against mechanoids is the breach axe.
Trigger happy supremacy
When raids start being seen as free meat caravans you know you play to much Rimworld.
you may want to mention Anomaly since this is advertised as 1.5+...
Lancers have been nerfed into the ground... Minigun Centipedes are still the scariest config of Mecha that shows up over and over again. And nothing in the base game actually hard counters them. EMP launchers could really use a AOE/r.o.f. Buff
I keep making killboxes as my base tend to become little islands outdoors, there is no good strategy besides of walling off a perimeter and making a killbox
Maybe if i have a more mountainous map ill try to make more natural defenses instead of rely on kill boxes
once I got like 80 imps tribal raid. I summoned apocriton mech army, it landed right next to them and completely obliterated the tribal😂
Yo aun estoy aprendiendo a jugar asi que nunca he visto una invasion tan grande como esas.
My guy... how can anyone focus on what you are talking about when the background music is not so background music anymore? Either turn the music volume down or turn the volume of your voice up
I give them camel leather sandbags. To even the odds.
2:25 Someday I will read it.
I would gladly let go of killboxes if the enemies stopped comming in the dozends.
A simple wall does not only makes you immune from manhunting animals but also buy you some time to equip your colonists, get them something to drink, a wake up drug or get dressed after the party.
And pain is pretty useful when your stupid colonist decide to go on a mental break right when you make a suprise attack through the side door...
song in the beginning??
I make my bases in the form of a u-shaped wall with clear fields of fire up at the top. Instead of making my static defenses tough I make my colonists tough. And die anyway.
3:24 I see what you did there
Did he even mention thge turrets? I either missed it or they are so useless that they arent worth mentioning?
I always hated the concept of killboxes, it feels like it nullifies the point of the game. I just learned through many hours to prioritize armor, protecting the head and chest first.
easiest way to deal with sieges is to counter mortar or rush em down
I just got raided. They have three raiders with doomsday launchers and at four with triple rocket launchers. I have two pawns with the stun cycast and managed to juggle but there are still so many left. I think this colony is doomed.
O vídeo com tradução em português e tudo.🤌❤🇧🇷
You guys are using Killboxes?
video sucks. nothing but basic common knowledge
1:57 Yes. Yes I do.
Don't judge me...
🤣