RimWorld

RimWorld

KalkiKrosah Feb 10, 2017 @ 6:18am
How do you make an efficient kill zone?
Just curious on what all of you do when making an efficient kill zone. What materials, what dimensions, turret placements, weaponry choices and stuff like that. Maybe we can teach each other something new.

And if you want to post screens hots you are more than welcome to.
Last edited by KalkiKrosah; Feb 10, 2017 @ 6:19am
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Showing 1-11 of 11 comments
dwobwinkle Feb 10, 2017 @ 6:53am 
I'm not an expert, but one thing for sure is good trap placement. Make a 2 wide hallway. Make one side of it a dumping stockpile for rocks and the other side steel traps. Your people will walk over the stockpile because they're scared of the traps, but enemies will all run over the traps to avoid slowing down for the stockpile. I used to do a zig zag but enemies would miss half the traps so it was a waste of resources
KalkiKrosah Feb 10, 2017 @ 7:35am 
Originally posted by dwobwinkle:
I'm not an expert, but one thing for sure is good trap placement. Make a 2 wide hallway. Make one side of it a dumping stockpile for rocks and the other side steel traps. Your people will walk over the stockpile because they're scared of the traps, but enemies will all run over the traps to avoid slowing down for the stockpile. I used to do a zig zag but enemies would miss half the traps so it was a waste of resources

I usually make a double door entrance through my wall which is 2-3 tiles thick. Then I make a 1 tile long hall way and line the whole thing with steel deadfall traps. I generally extend the hallway out far enough that enemies do not have any walls to hide behind. Usually 15 tiles is long enough. The Raiders for some reason prefer to take the hallway instead of beating down the door.

At the end of that hallway is my graveyard with all my sarcophagus lined up to act like pseudo sandbags. Makes burying dead bodies pretty simple. And for some reason the AI likes to try and burn them down, which gets rid of the corpses and also saves them from targeting more important stuff, like my solar panels.
Last edited by KalkiKrosah; Feb 10, 2017 @ 7:39am
Leg Day Feb 10, 2017 @ 7:52am 
Does walling off vulnerable passes work in the long run or will they target/dig to get to my base? Does that work to get them to choke point?
Grimelord82 Feb 10, 2017 @ 8:35am 
I have literally invested in deadfall traps once, and I wasn't impressed.

But I nearly always start the game with a survival rifle, a pistol, and two pawns who can actually hit targets (EDB Prepare Carefully mod). Usually start with one pawn with a decent melee skill to hold chokepoints.
If they sit behind a wall and ping at raiders as they come in, it works pretty well.

Always utilize the extra range whatever weapons you have give you in comparison to the enemy. Survival rifle has a range of 37, half again as far as any bow, so that's the minimum where your killzone should start compared to your defensive position if that's the weapon you've got. If you get outranged by a sniper, retreat so he chases, then go back to original cover.

I can usually break early pirate raids with just that, which gives me more guns and maybe a bad personal shield. Always good to have shotguns or a mini-gunner behind your melee line though.

Killzones should always be built around terrain that slows movement if possible. Swamp, shallow water, etc. The longer they take to get to you, the more you shoot them.

Sometimes you can use killzones though...
Don't go after even one scyther with fewer than three pawns with surival rifle range weapons, helments and some form of torso armor. You can surprise them around a corner with several melee masters too. Sniper rifles are the weapon of choice. Centipedes are easy with survival rifles, either by kiting or shooting from cover.

@LegDay - absolutely wall off routes you don't want things coming in, but make some rock doors for yourself there so you can move about freely. Make it at least 2 spaces thick out of rock. Sappers + raids with them will nearly always give up and just come to your front access like normal raids. Or wander around in confusion.

Improvised Turrets are mostly for drawing aggro in my opinion, and need someone in a shield on repair duty. They make raids stand and fire/seek cover once the raider is within weapon range but ONLY ONCE the turret starts firing. So you could build a couple to set up crossfire with your pawns, and only let them attack once the raid gets in range of the pawns.

If you like mods, Medieval Times gives some neat defensive options and buffs melee quite a bit. Better armor (maybe too cheap compared to vanilla), better weapons, actual defenses like a buildable moat, wood barricade traps. Even catapults and murder holes as manned turrets!
A fully armored knight CAN take on a scyther and win more often than not.
There's a barbred wire mod as well, which slows things down without providing cover.
Jacki Feb 10, 2017 @ 8:44am 
Originally posted by Leg Day:
Does walling off vulnerable passes work in the long run or will they target/dig to get to my base? Does that work to get them to choke point?
With this base they always go into main entrance area/killbox, except for sappers:

http://steamcommunity.com/sharedfiles/filedetails/?id=860978424

Theres a way around the base in southern direction.
I think the enemies choose the easiest way to your base entrance door. I like to leave a path from outside the defensive system directly to the entrance (no doors, walls, whole outdoor area isn't considered a room. So enemies, when they have to decide which way to go - through a 4-layered stone wall or right to the entrance, they always choose the long and seemingly easy way.
Sappers on the other hand check your whole perimeter for weak spots and you have to adapt.
Last edited by Jacki; Feb 10, 2017 @ 8:51am
corisai Feb 10, 2017 @ 8:54am 
Originally posted by Jacki:
Sappers on the other hand check your whole perimeter for weak spots and you have to adapt.

Sappers tend to avoid turrets range. You can abuse it - place some turrets across your walls, leaving "safe spot" just in front of your inner defence bunkers. Of course - no turrets in that bunker, but it's much better then fight in plain area or near your solar&wind gens.
Last edited by corisai; Feb 10, 2017 @ 8:55am
Jacki Feb 10, 2017 @ 9:08am 
Originally posted by corisai:
Originally posted by Jacki:
Sappers on the other hand check your whole perimeter for weak spots and you have to adapt.

Sappers tend to avoid turrets range. You can abuse it - place some turrets across your walls, leaving "safe spot" just in front of your inner defence bunkers. Of course - no turrets in that bunker, but it's much better then fight in plain area or near your solar&wind gens.
the weird thing with this base is that sappers only try to go through the wall on the left if they'Re spawning west. Sappers from other directions 90% go straight into the box, in a quite literal sense... :) BTW: I have so much resources, energy and manpower left that fighting near the (easy replacable) solar gens is a nice challenge, where I can sacrifice the useless colonists that slow down my pc...
Last edited by Jacki; Feb 10, 2017 @ 9:10am
ministrog Feb 10, 2017 @ 10:17am 
As far as I can tell, Sappers and "Smarter than average" raiders do remember trap locations and other places from previous failed attempts (e.g. heavily turreted kill zones). The 'smarter' ones have a few extra tricks up their sleeves like send solo raider run laps around your base, smacking a door or wall once or twice. Of course, mountain bases counter them hard, but infestation is a thing in Rimworld. In fact, those solo runners alway retreat back to their larger group so they can flank anyone you send their way.

Out of the Regulars, Sappers and 'Smarter' raiders, the Sappers give alot of players trouble. This is especially the case early on in the game. They lock onto a room that's impressive (magically lol), and run in a straight path to said room. They'll blast whatever resistance they come across. It doesn't matter if it's 1-tile or 7-tiles, they'll bomb through walls or dig through mountains.

One way to counter sappers is save up 500 - 1000 silver and get yourself a rocket launcher. DO NOT CHEAP OUT AND SETTLE FOR AWFUL GRADE. In fact, don't use anything that's labeled awful in general. Always have a multiple entrances to your base, and quietly run your mobile sam site over to where they're milling around. You should aim at the ground in the middle of the group at max range. It doesn't hurt to shoot from cover incase the snipers see your pawn. Mortar support while you're doing this also helps. Who knows, maybe they'll hit someone.

Insanity lances are always welcome to any defence. It's literally the 'I win' item that kills a single target almost without fail (psychic deaf raiders is a thing).
Jacki Feb 10, 2017 @ 10:26am 
Originally posted by ;135508662495099552:
Insanity lances are always welcome to any defence. It's literally the 'I win' item that kills a single target almost without fail (psychic deaf raiders is a thing).
Animal Pulsers are useful too if you don't own animals..
CoffeeDeamon Aug 12, 2017 @ 3:48pm 
actually if you do a little fast prepwork and anestasize your own animals, the pulser won't affect'em :P
Any other good threads from six months ago CoffeeDeamon ?
Last edited by [B&E] Killer Pineapple; Aug 12, 2017 @ 4:52pm
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Date Posted: Feb 10, 2017 @ 6:18am
Posts: 11