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Se quiser ver algumas gameplays sem killbox, pra ver como é possível, de uma olhada no meu canal.
Se quiser ver umas plays com killbox aqui no Brasil tem o canal do Arkantos.
Jogue como achar mais divertido.
Killbox:
- Killboxes is generally boxing in your colony, and funneling enemies through an open space.
- Simplest Kill boxes use terrain, like mountains, to funnel enemies through the openings, and gun down them as they try to force their way into your base.
Complexity can range up.
Other types include:
- Trap Boxes
- Gas Boxes
- Stone Incinerators
and so on.
My favorite is having a stone incinerator with 2 "open" doors. They will funnel in, and attempt to go through. I have a 3x3 at the end, and I launch incendiary 'nades at them.
They ignite, and the way temperature works, the insides temperatures will spike massively, but overtime will drop.
This will cause severe burns, and hyperthermia. A lot of the Floor is also Wood. So it quickly ignites.
Gas Boxes are cool as well, since they don't require another colonist. Just corpses, toxic fallout (biotech dlc), and gas weapons.
Gas the entrance up, and have some gun down people as they come through. Occasionally put someone that's immune, waster/mechanoid at the entrance to body block people coming out.
```Eventually, they succumb.```
Second, if your walled base is too wide and they need to walk a long way to get to the killbox entrance (say they spawn on the north and the entrance is to the south) they may decide that the shortest path is to break through anyway. This is generally solved by doubling the wall thickness. I never had any occasion of regular raid trying to break through a double wall, but I like to triple it for good measure.
Do note that sappers and breachers will ignore killboxes and break your walls.
For the killbox design itself, I like to have two part of it as shown in the image.
https://steamcommunity.com/sharedfiles/filedetails/?id=3237340836
First is the firebox. It consist of the maze, the fuel (straw matting), the unpowered turret, and the barricades near the inner side. There's a held-open door at the entrance and exit, and everything is roofed beside the turret so it wouldn't burn. The maze is to delay the raiders long enough for you to draft someone, pick up a molotov or a fire bow, and set the inner side straw on fire. The door will treat the box as an indoor room despite being held open, and temperature will rise much faster than it can disperse. Eventually they'll all burn to death, saving you the issue of cleaning up the corpses.
The turret is to stop the enemies from clumping up in large number on single tile, it's mostly only relevant against mechanoids because anything else will straight up burn. The barricade is to deny the enemies any cover by forcing them to walk all the way into the open inner side. I probably should fully cover that section with barricades but it's working pretty well anyway.
If you spot the hole leading to a single wall on the inner side, it's for quick deconstructing in case there's downed enemies that I want as prisoners. Removing the wall turns it into outdoor and immediately equalize the temperature, though do be careful of any active flame.
The second part is the gun range, largely tailored for mechanoids. On the north side is a closer and smaller defensive compound where grenadiers and shotguns can fire from, while having enough room for a mass of melee to stand behind them and skip-kidnap any centipede that gets in. The wooden walls prevent the slug turrets from firing into my own line when I do so. At the southern side is the turret nest, serving as extra firepower and distraction. At southwest is the longer firing line, where people with assault rifle and minigun can sit and unleash hell. If the terrain is better it could've be built closer for charge rifle range, but AR and miniguns are good enough for the most part.