Editing Defense structures

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 4: Line 4:
 
{{for|strategies against threats|Defense tactics}}
 
{{for|strategies against threats|Defense tactics}}
  
Raids are frequent and numerous as enemies don't journey towards your base from their "camp" but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking everything else into account, whereas hostiles only attack.
+
Raids are frequent and numerous as enemies don't journey towards your base from their "camp" but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking every thing else into account, whereas hostiles only attack.
  
 
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.
 
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.
Line 238: Line 238:
  
 
==== Burning floors ====
 
==== Burning floors ====
You can build flammable floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a {{Bad|{{%|{{Q|Burned floor|Move Speed Factor}}}}}} movement factor, and will persist until removed.
+
 
 +
You can build wooden floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a hefty movement penalty, and will persist until removed.
  
 
=== Traps ===
 
=== Traps ===
Line 244: Line 245:
 
==== Understanding A.I. ====
 
==== Understanding A.I. ====
  
Friendly AI will always prefer to move through doors and avoid traps, while enemies will prefer to go around structures by entering open spaces and are unable to see traps. (Note: Recent updates have removed the ability for spike traps to be placed within 1 tile of each other in any of the four cardinal directions)
+
Friendly AI will always prefer to move through doors and avoid traps, while enemies will prefer to go around structures by entering open spaces and are unable to see traps.
  
 
<center>[[File:Trap_choke.png|500px]]</center>
 
<center>[[File:Trap_choke.png|500px]]</center>
  
Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot pass doors unless they destroy them first, or they are being held open.
+
Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot open doors unless they destroy them first, or they are being held open.
  
 
==== Roof trap ====
 
==== Roof trap ====
Line 612: Line 613:
 
</gallery>
 
</gallery>
  
Entryways should be long, but not too long, corridors with [[sandbag]]s or [[barricade]]s every second tile to slow enemies. Do not place a continuous line of sandbags or barricades, as pawns only slow down when they are climbing on and off the two (similar to real life, as you can just run on the barricade after you climb on it). In between the spaces, spike traps can be placed to soften up the raiders (with doors adjacent to the sandbags so your colonists can replace them). At the end of the corridor, place a T-Shaped sandbag line (do not alternate with empty tiles like before), as pawns cannot stand on the sandbags and therefore are incapable of using the corridor exit walls as cover. [[IED trap]]s can be used, but should be used sparingly lest they blow up all the walls of the corridor.
+
Entryways should be long, but not too long corridors with [[sandbag]]s or [[barricade]]s every two tiles to stagger enemies. Do not place a continuous line of sandbags or barricades, as pawns slow down when they are climbing on and off the two (similar to real life, as you can just run on the barricade after you climb on it). In between the spaces, spike traps can be placed to soften up the raiders (with doors adjacent to the sandbags so your colonists can replace them). At the end of the corridor, place a T-Shaped sandbag line (do not stagger like before), as pawns cannot stand on the sandbags and therefore are incapable of using the corridor exit walls as cover. [[IED trap]]s can be used, but should be used sparingly lest they blow up all the walls of the corridor.
  
 
Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.
 
Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.
Line 626: Line 627:
  
 
=== Equipment ===
 
=== Equipment ===
Different equipment is necessary in different situations.  
+
Over time, killbox designs have gradually shifted from being up close and personal to having the entryway being much further away from the firing pawns. Different equipment is necessary in different situations.
 
+
==== Short-Range Killboxes ====
==== Short-range killboxes ====
 
 
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders.
 
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders.
  
* [[Chain shotgun]]s inflict extreme pain at killbox range, surpassing the DPS of every other weapon at short range or less.
+
*[[Chain shotgun]]s inflict extreme pain at killbox range, even surpassing the charge rifle in DPS if it makes its mark.
* [[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require large amounts of resources to craft ({{Required Resources|Minigun}}).
+
*[[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require ridiculous amounts of resources to craft (20 components and 160 steel).
* [[Charge rifle]]s and [[heavy SMG]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges.
+
*[[Charge rifle]]s, [[heavy SMG]]s, or [[assault rifle]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges.
* Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox.
+
*Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox.
* Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls.
+
*Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls.
 
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead.
 
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead.
  
==== Long-range killboxes ====
+
==== Long-Range Killboxes ====
 
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle "open to the field" while keeping the main 90 degree passage open to short range fire only.
 
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle "open to the field" while keeping the main 90 degree passage open to short range fire only.
  
* [[Charge rifle]]s are the best weapon{{Check Tag|Arguable}} for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed.
+
*[[Charge rifle]]s are the best weapon for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed.
* [[Heavy SMG]]s are excellent alternatives to charge rifles. Significantly cheaper but similarly skill friendly and with a solid DPS.  
+
*[[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy.
* [[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy. Higher skilled pawns are required to make use of their range however.  
+
*[[Heavy SMG]]s are excellent for low shooting skill pawns, albeit having a lower range. It has similar damage to the assault rifle, but is less accurate far away and has a much lower range than any of the three.
* [[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals.
+
*[[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals.
* Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade.
+
*Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade.
  
 
=== Turrets ===
 
=== Turrets ===
Line 719: Line 719:
 
#* The "escape exit" has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.
 
#* The "escape exit" has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.
 
# "Slowing down" corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.
 
# "Slowing down" corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.
# "Shooting range" corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangement).
+
# "Shooting range" corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangment).
#* Above, the "escape exit" corridor, filled with spike traps (doors allow replacing traps without having to walk on them).
+
#* Above, the "escape exit" corridor, filled with spike traps (doors allow to replace traps without having to walk on them).
 
#* Below, the "entrance to the base", also filled with traps.
 
#* Below, the "entrance to the base", also filled with traps.
 
# Part of the hall where colonists will shoot, taking cover with the wall corners. If the enemy has weapons with more range than colonists, they can hide behind the doors and pop out when the enemy is close enough.
 
# Part of the hall where colonists will shoot, taking cover with the wall corners. If the enemy has weapons with more range than colonists, they can hide behind the doors and pop out when the enemy is close enough.

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: