Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
I also never play without commitment mode so increasing variance for no reason isn't really my go-to
With what I use my walls have around 7k hit points, the doors have about 1700. Tougher than normal, but can be broken into by sappers (or more usually neanderthals). I lean heavily into the genetically/cybernetically enhanced super soldiers welded into warcaskets. I don't need a killbox when the entire open field in front of my base is a warcasket playground.
Works better in mountain and hill maps since they have to go through or around the terrain.
i usually dont make use of funnels though.
With a large enough fighting population I will set multiple entryways facing different directions, geography permitting.
Lots of dead fall trap but still. Because I build "realistic" buildings. As in I don't have one large building with every crafting table next to stock piles but rather a tailorer, a machine shop, a masons building. I have several buildings to make my town with.
It doesn't matter which direction I'm attacked from. North, South, East, West or any thing in between. Even attacks from above and below. They are all the same.
My town is the death trap with roads and doors for my people to easily take cover, reposition and flank from the safety of a building.
I like the idea of having miniturests sprinkled around. Thing is they suck so fking hard that even if I had 20 through out my base 15 of them would blow up, damaging my base and kill a grand total of 0 raiders in the process.
Deadfall traps serve the same purpose (expend resources for damage) much better.
Killboxes are everywhere but let's call em what they really are, chokepoints.
Whether on an away mission or at your favorite base, everyone should use killboxes. Whether it is one you instructed your colonists to make or a naturally occurring one in the ruins you're invading I suggest using them all.
I think the real question shouldn't be if you use a killbox or not. The only answer that matters is are you having fun? The real question here is do you use exploits?