RimWorld

RimWorld

If walls are 2 thick, will the raiders still attack them?
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Showing 1-14 of 14 comments
yes its just extra protection
Toxicwire† May 9, 2017 @ 6:09pm 
Originally posted by Este:
yes its just extra protection
What are some good defense techniques you use?
grapplehoeker May 9, 2017 @ 6:16pm 
Generally, raiders will only attack walls and doors if the destination to their target is impeded by them. If there is an open route to their destination then they will use it and ignore the walls. The exception to this is a raid involving Sappers who will seek alternative routes to their target and they will attack anything that impedes them by means of mining through rock or demolition of walls.
You can use this behaviour to your advantage. By leaving a gap in your perimeter wall, you can guide your raiders through it. This means that you have a means to direct the raiders to an entry point of your choosing and may take appropriate defensive measures. It also means that your perimeter wall only needs to be a single stoneblock thick as they will ignore it.
In the case of Sappers though, it won't matter how thick the wall is, they will demolish it.
Therefore, do not think of a wall as a defensive structure, but more as a guide to steer the raiders.
Last edited by grapplehoeker; May 9, 2017 @ 6:19pm
As for dealing with sappers, you can make a "weak spot" to your base that will in many cases make them go for that.
Since sappers are generally not a numerous you can generally fairly easily with some clever wall set up for cover and such take them out with minimal damage taken.

Not always 100% reliable, but it tends to work a fair bit of the time.
GreaseManelli May 9, 2017 @ 8:37pm 
Are colonists better off using pieces of walls to hide behind rather than sandbags? Like this (shooting east with * = colonist) -->

*[]
Not That Guy May 9, 2017 @ 8:40pm 
having them stand behind a wall when they move to one side to shoot put a sand bag on the square infront of them, then they get the cover of the wall and sand bags
Nightmyre May 9, 2017 @ 9:56pm 
using the kill-zones is pretty common, especially on higher difficulties. it does, though, feel a bit cheap admittedly.

either way, if the mobs are skipping your kill zone by going for your walls, just start poking them with snipers, and they'll start chasing your sniper instead, into your kill zone
[FuFo] Mortucus May 9, 2017 @ 11:00pm 
raiders will go for the fastest point of entry even if it menas mineing to you're base.
i build into mountians but i also turn off infestation
http://steamcommunity.com/sharedfiles/filedetails/?id=909875585
top left is sapper raids
bottom left is my killzone
i use mortars to hit the sapper crews when they try to hit the walls
Last edited by [FuFo] Mortucus; May 9, 2017 @ 11:03pm
Demon of Razgriz May 9, 2017 @ 11:29pm 
Apparently, the A17 update is going to make some changes to AI that will make kill zones a lot less effective. Can anyone confirm this? I just heard it, I didn't see any official documentation on it or anything.
MightyFox May 10, 2017 @ 2:45am 
Originally posted by -SG1-Shadowscall:
Apparently, the A17 update is going to make some changes to AI that will make kill zones a lot less effective. Can anyone confirm this? I just heard it, I didn't see any official documentation on it or anything.


Haven't seen anything in my playthroughts, but the only thing that will make kill zones less effective are either constant sappers, or seigers, both of which can be neutralized by building into a mountain. Regular raiders still have to get into your base in order to "raid", and if you only have one entrence, surrounded by turrets and traps, they have to get through it to get inside.

Now, it seems they are spawning more effective weaponry against static defenses (incindiary launchers, grenades, sniper rifles) but they still rush the gate just like they used to.

A 17 isn't officially out yet, so that could change, but so far I haven't seen anything to really worry about.
Bryan=0101 May 10, 2017 @ 4:12am 
Sappers will raiders prob not
Slye_Fox May 10, 2017 @ 5:26am 
http://steamcommunity.com/sharedfiles/filedetails/?id=788610933

Just terraform a deep water moat outside your walls.
grapplehoeker May 10, 2017 @ 9:01am 
Originally posted by MightyFox:
Haven't seen anything in my playthroughts, but the only thing that will make kill zones less effective are either constant sappers, or seigers, both of which can be neutralized by building into a mountain.
The best way to neutralise either of these is to rush out to meet and engage them. Especially so with siegers. It is very easy to kill them all or send them running by attacking them while they are still setting up. Turtling in your base, even in a mountain is the worst possible strategy against siegers imo.
Last edited by grapplehoeker; May 10, 2017 @ 9:02am
Ashardalon May 10, 2017 @ 9:11am 
Originally posted by grapplehoeker:
Originally posted by MightyFox:
Haven't seen anything in my playthroughts, but the only thing that will make kill zones less effective are either constant sappers, or seigers, both of which can be neutralized by building into a mountain.
The best way to neutralise either of these is to rush out to meet and engage them. Especially so with siegers. It is very easy to kill them all or send them running by attacking them while they are still setting up. Turtling in your base, even in a mountain is the worst possible strategy against siegers imo.
actually no, sinse they can also have snipers and/or doomsdayrokets
and unlike your colonists who need to restart aiming if they switch target
their snipers can 360noscope
this is often risky (and far away from the hospital) and completely unnecesary if under a mountain

until the dev undoes the "balancing" cheats that make the only option in fighting the ai pure cheeze and nothing else
sallying forth is the worst idea in the game
really wish we could go back to a14 combat mechanics :(
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Date Posted: May 9, 2017 @ 5:32pm
Posts: 14