安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Early game you can get away without them, because you can kite reasonably effectively, and there aren't enough enemies to cause a major problem. But late-game, when you're dealing with raids of 30-40 pawns, there's no real way to manage all of them, even if you do micro-manage to the extreme. You're inevitably going to eventually mess up, and it'll cost you.
1.0 is addressing this to a limited extent, by making it so that armor vastly decreases the chance of a shot causing damage - rather than simply reducing the damage, it let's you ignore it. But even with those changes, really, it's impossible to avoid the killbox route when the game is throwing so many enemies at you.
If you really want to avoid killboxes, what you have to effectively do is surrender the notion of actually having all your pawns be functional. You've got to be ready to have many of them die at unfortunate times, and in unfortunate ways.
I haven't tried playing like that, because I tend to get obsessed with my pawns, but it's something I'm probably going to experiment with in 1.0, when it's done being worked on. Especially with the armor rework.
I would agree with this completely if combat was the game. It's not though, combat is just one of the many facets of RimWorld, in some ways a minor one, to the point where a good number of people fully enjoy playing the game on peaceful. If you want more flexibility in defense, there's basebuilder, and mods. Ramping up the difficulty means you have to use the tools the game gives you to their full extent, and there aren't many options on how to do it because there aren't many tools available in the base game.
A lot of us always assumed that by the time the game came out there would be several major defense updates fleshing out the system and adding interesting turrets, traps, and other tools that would allow for more creative defenses. After several years the only thing that's really changed is traps have been flip-flopped between useful and useless several times, and one new turret was added, sort of. I think that kind of puts into perspective the importance of combat for the game.
It's really the opposite here. Instead of colonists being injured randomly, now they are outright dying randomly. It's even more risky to put colonists into any sort of combat situation in 1.0, nearly everything has the potential to instantly kill them at any point in the game.
It's still not too late to botch this up a bit as Tynan attempts to push it past the finish line, but here's hoping that's not ultimately the case. ;)
You don't have to have a killbox, in my experience, but you must be able to manipulate where the attackers can easily advance and where you can concentrate your fire.
The Firstest with the Mostest always wins. - Strategy maxim
If, however, you can't be the Firstest and can't have the Mostest, then you have to use "unconventional tactics."
The suggestion above, sniping at the enemy while causing them to ping-pong back and forth, can work as a guerilla tactic, but only because they can't open doors as easily as you can. If an enemy removes a door or blasts through it, that tactic is over with. It's still a good general plan, though, for whittling down the enemy. Not necessarily a victorious plan, but one that can enable an eventual victory.
In keeping with "Firstest the Mostest" miniguns are very nice, especially for inexperienced Firearm pawns. They shouldn't be aiming at enemies. Rather, manually aim past the enemy and, that way, only the implicit miss value will come into play, not their inabiltiy to target effectively, since they're not aiming at an enemy. But, a minigun's cycle time is pretty long and it fires for awhile, so those pawns wielding it using that strat need to be well protected.
Do all you can to "control" the battlefield and to pick it for yourself. You don't have to construct a killbox, but you need places where the enemy is likely to be funneled to and places from which you can defend effectively.
AFAIK, in the late advanced game, you need to have some sort of passive defense and generally protected areas in order to survive. You can try "Defense in Depth" which is especially useful for pod-based attacks. Build a protected bunker area from which you can attack most of the interior spaces where attackers would likely go inside your base's defenses. That's a fallback position you can use if things go pear-shaped.
Sooner or later you will get raid with ~8-10 tripple missile launchers. Guess what fate will wait your doors in that case?
No longer work in 1.0. :)
Maybe old trick with force attack animal sleeping spot still work - not checked it.
They will become... not-doors? :)
In that case, I'm dead. But, Rimworld is always trying to kill me, anyway, so what else is new? Maybe... maybe... Maybe I should get me some tripple-missle-launchers, too? THE ARMS RACE HAS BEGUN! <blows up own base, freezes to death, animals all go manhunter, last colonist killed by squirrel>
That's an idea, though, that hasn't been mentioned, but is really popular - Psychic Insanity Lances and the Animal inducer thingie. Stay safe in your base and just use these to drive raiders crazy, immediately take out radiers carrying dangerous weapons, and mop up with crazy animals while you stay safely inside... Never used the latter, myself.
Good idea. Not playing 1.0, but it'd be nice if that would work. In .18, I use this so my low-skill shooters can at least contribute measurably to ranged combat.
Pillbox>Killbox imo (idk if you want a mod or not)
They require power, but can be recessed (lowered so you can walk over them), or turned into embrasures, and all three modes can change to the other two. Super useful for ambushes or escape routes, of course
https://steamcommunity.com/sharedfiles/filedetails/?id=726884610
P.S. Due engine limitation they aren't 100% protection. Mostly 99.9%.