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报告翻译问题
I can summon elementals and shoot fireballs, heal pawns, etc.
But even without mods I'm not a huge fan of meta gamey kill boxes. I'll end a run before they are needed. Now just simple defenses are fine but trying to exploit npcs to go a certain way for maximum kill efficiency isn't why I like playing this game. I like doing rp type of bases, so I utilize ideology a lot for building specific rps
I typically just deal with threats as they come, since nothing is usually too tough on the difficulties I play at least.
STEP 1
Shotgun Tunnel on the first structure into 4 dotted wall cover
Only really need to Kite into the wall cover and use that, before the shotgun tunnel gets used in year 2/3 depending if rush guns
Survive year 1
Sniper RnG working well on the wall cover for me
bonus points
X sniper
X revolver X revolver
X Knifeman
In 2 tile wide shotgun tunnel
Absolutely shredding everything on Blood and Dust for first 2 years
Reason? I like to play the game in a relaxed manner, never played higher difficulties above rough.
I am really bad at seeing the risks in combat, so often things come out of left field.
Though sometimes dont play with a killbox.
The most interesting raids are sapper and sieges. Because i have to think of defensive contingiencies and i love making contigiency plans
Anomaly drastically reduces the amount of sappers/breachers
You don't need killboxes for sappers/breach raids, and they typically make up less than 20% of the raids you see (even without Anomaly), so it's not particularly relevant.
What I do is I use classic medieval style of defending that gives me advantageous positions to kill attackers. Think like bastions.
My most common strategy is bunkers and walls. I create 'killing fields' which allow my pawns to be spread out a bit more. Oddly I don't have screenshots. I don't have anything against walls and gates. That is a design thousands of years old. I just dont do the weird long snakey paths. Just make them need to cross fields.
A killbox imo implies that one uses the limitations of the game to do most of the work. VS strategy to focus on improving pawn survival.
There are degrees of killbox, from truly basic setups like just a few sandbags or walls you use depending on which way the enemy is coming from, to more advanced setups that can exploit game mechanics.
Generally speaking, if you play the game on anything above basebuilder and don't use specific mods, then you probably have a killbox as it more or less becomes a necessity. Standing in an open field or behind random trees and shooting enemies as they come to you usually isn't viable (until very late game and very specific setups).
The "killbox" term has existed since very early alpha, long before many of the later exploits became known or popular, or were even a thing. You will hear the term a lot in guides and videos, you will see people mention them a lot, the vast majority of the time when somebody says a killbox in relation to rimworld, they do not mean any sort of exploitative structure, they usually just mean basic defenses. Things like trap mazes/corridors are also usually not what people are referring to, that's a different concept, a killbox is where your colonists/turrets kill enemies, not where enemies fall over and die to other mechanics.
This is a killbox:
https://steamcommunity.com/sharedfiles/filedetails/?id=3424502260
That's really just 5 people with clubs (I think they are actualy maces, but they look like clubs) standing in a room, but it's a defined location to defend from, so it's a killbox.
The point is that sappers make killboxes obsolete.
https://steamcommunity.com/sharedfiles/filedetails/?id=2945497357