YouTube Transcript:
NO KILLBOX Base Defense Guide Rimworld 1.5+
Skip watching entire videos - get the full transcript, search for keywords, and copy with one click.
Share:
Video Transcript
Lost another colony to Raiders.
Let's make sure the next one doesn't suffer the same fate, shall we?
Today we're going to show you how to defend your base in various ways.
Let's start simple with the concept of cover.
In a battle you always want to be behind cover no matter what.
Different cover matters, though.
For example, a Bush only gives 20% cover while a wall will give you 75%.
Depends on the angle of attack, of course.
So flanking your enemies will give you a much better chance of hitting.
You can use a simple design
with walls and sandbags to give yourself the best possible cover.
Making the enemy much less likely to hit the Raiders
will always try to go for cover if possible, except mechanoids
so you can abuse their ai by making the only cover available
very bad, such as stools or other furniture.
A good soldier can break or make a fight depending on the situation.
You're going to want your pawns with the best
shooting, holding the strongest and long range weapon traits need to also be taken
into account, such as tough whip, careful shooter, brawler and many other traits.
Take a look at a soldier and decide what is best for them.
What is a soldier without his equipment?
You're going to want to field soldiers
with the strongest armor you can manufacture.
Even clothing offers protection, especially from both the devil strand
and however, we have clothing for guns, assault rifles and sniper rifles.
Are the bread and butter of most colonies able to dish out
good damage as a solid range with good base accuracy.
Charge rifles are a good alternative, doing more damage
with higher armor penetration but rocking less range Overall,
I'd recommend trying out various weapons to see what tickles your fancy.
Don't want to risk your colonist life at all.
How about preventing the raids all together?
The three main factors that impact
raid size are your well colonist amount and difficulty settings.
If you want to keep the raid strength at a minimum, don't hoard
large amounts of corn without a purpose.
Do you really need to cut every single stone chunk on the map or grow that 2000 yayo
Do yourself a favor and just get what you need with maybe a bit of extra.
You can also lower the amount of colonists with normal human counting as one
and mechanoids from the biotech counting for a 20 to 40% depending on the net.
Keep it in mind if you know the enemy and know yourself,
you need not fear the result of a hundred battles.
Sun Tsu.
Very good book.
read it at 256 pages.
It's like megabyte in your brain.
There are various enemies in battle and there are various tactics
you can use against specific enemies or raid tactics, man
hunting animals, and instead can only attack you in main way.
So choke points are absolutely deadly for them.
Humans are rather fragile but come in all shapes and sizes.
Tribals are usually poorly armored, but come in large numbers.
Outlander's and pirates come with various weapons and medium numbers
targeting any raiders with a rocket launcher
as they can devastate any colonist they hit.
Make sure
to check the weapons of any raiders
that show up and target them depending on your strategy.
Mechanoids are the last type of enemies you may encounter in vanilla ciphers.
Are deadly melee enemies that move faster than pawns.
Lancers are the range brother of the syther having poor accuracy,
but their shots deal enough damage to one shot.
Most limbs they hit, but their incredible DPS comes at the cost of poor
physical durability being weaker than a human centipedes.
are the crowd control
specialists equipped with mini guns charge mini guns and inferno launchers.
They are very slow
and suffer from poor accuracy and poor mainly the last of the mechs
you may encounter are pikemen high accuracy, medium damage and slow moving.
Engage them in melee when possible or close the distance as fast as possible.
It's important to note that every mechanoid are vulnerable to impact
and to not suffer pain, making the
complete destruction of their body the only way to take them down.
But what will a raider do once he gets on a tile?
Raiders will either
prepare siege, breach through your walls or make a normal attack.
A normal attack will target any ally of non penn animals or colonies
within their reach and will then focus on the most valuable thing
they can find the smash or the closest field to light on fire.
Expect them around your coolers and fields if left unchecked for too long,
but those are nothing compared to the damages sieges can do if left alone,
as they will bombard your colony, hitting whatever they can, try to snipe
a few of them with a long ranged weapon to get them to do a normal attack.
Instead, keep in mind, mechanoids have a much more advanced
type of siege called mech clusters, only included with a royalty.
Make sure to snipe any auto mortar the final.
And typically one of the raid types
players have the most trouble with are breach attack or sappers.
They will make a beeline for your bedroom, smashing walls and mountains alike.
Make sure to intercept them before they start breaching your base as raiders
will get very distracted, smashing all your valuable chinchilla fur chair.
Pain is the final concern for your pawns.
Any creature that reaches its pain
threshold by default, 80% will go unconscious from the pain.
The only exceptions are mechanoids which do not feel pain.
There are various ways of mitigating pain, such as drugs or bionics.
Go-Juice and Yayo are the two main drugs you are going to see on the battlefield.
The latter increasing movement speed and cutting pain in half while go
go-juice makes the pawn near immune to pain.
On top of getting extreme buffs to various combat stats, drugs
obviously have drawbacks from being single use and having risk of
overdoses and addictions.
So use wisely if you want a less risky approach.
Pain stoppers can be acquired from traders or crafted with royalty,
which nullifies pain entirely.
Having no pain is a blessing as you will stand your ground and fight until you die.
Well is the ability to stand whichever comes first.
But that means that youre pawn, will die instead of getting down from pain,
which can be undesirable.
Horns that feel no pain are also highly vulnerable to bleeding,
as they will take a lot more punishment from the enemy and require immediate
tending after battle.
Your base design can matter a lot as raiders can be fun to distract
and split or manipulated in various ways.
One of the most defensible ways
of making your base is to make what we call a megastructure.
Megastructures are bases where all the rooms are connected
through indoor hallways, making Manhunter pack significantly
less of a threat.
Keep in mind, your pawns will suffer a mood debuff from being indoors
for too long.
If you choose to make such a base under a mountain, which makes you immune
to drop pods and sieges but vulnerable to infestations, you'll be near
unbreakable to most raids as you can just hide inside for many raids.
I like to take a quick moment here to plug our patron.
Our patron is merely $12 a year where you get early access to video,
your name in the credits and your name after the pawns.
And these clips like this one where this guy gets blown up.
Oh, man, that was one of our subscribers.
Well, he's dead now anyways.
$12 a year.
You get stuff early and if you wanted to pay more, you get these stickers.
Oh, cool stuff. Anyways, back to the video.
What if you want to bring the fight to the Raiders?
Well, you could send your pawns out
to brawl with them, but that carries the risk of death.
Mortars, however, can shoot with infinite range and rain.
Death on your enemies from afar, either seriously wounding them or straight
up killing them.
Mortars can be particularly devastating in siege raids or mechanoid clusters
without a high shield.
Their accuracy is determined
by the shooting skill and the manipulation and sidestep.
But keep in mind, the missed radius is still quite high, so
you might want to fire a few of them at a time to guarantee damage.
This next trick can be particularly useful in the early game.
Factions will fight each other
if you let them, particularly trading caravans and raiders.
This can save a run if you can lure the Raiders to a friendly trader or visitor.
You can also have the chance to pick up
various quests for our various pawns that can also be used in combat.
And some of them can even die without penalty.
So use them as meat shields at will.
You can also request military aid from any Allied faction
at the comms console for a small goodwill cost
But what if you're one of those players with morals
and don't want to send innocent bystanders to the front line?
You can always turn your eyes on to animals.
Most if not all animals, can turn Manhunter through events
or bullets, making them aggro on the closest human.
You can also tame animals, giving you some control over them,
depending on their intelligence level, of course.
For example, cows aren't going to charge in battle for you.
They're way too stupid for that.
But wolves are relatively smart
and can be controlled through their hand or in various ways.
They not only make a great front line taking some valuable shots,
but many animals tend to have a lot more HP than your pawns.
On top of that, you get to eat them when they die.
What's not to love here?
For man hunting animals, there isn't much science about them if you're lucky.
And a raid happens during a man hunting event. Great.
If not, maybe you can trigger some elephants, thrombus, mega sloth, or like.
But remember, you'll still have to mop up whoever wins the fight.
How about bringing the might of the empire to the front lines?
Royalty adds various tools to aid you in your defense.
So let's take a look at all your options.
The obvious first step are psycasts capable of controlling the battlefield?
At mere press of a button?
We will list a few of the best psycasts here.
Bazooka Pulse is capable
of turning a large chunk of raiders against each other extremely quickly,
invisibility lets you attack freely without the risk of getting shot.
Keep in mind that duration is short and that you are still vulnerable
to area of effect damage like explosions skip lets you teleport anything and everything.
Pawns, items, animals, raiders, anything goes, teleport it
if you are curious on how to acquire said psycasts we have a psycasts
guide on the channel.
Go take a look.
The other major aspect of royalty use in combat permit.
You unlock
your first permit at the rank of acolyte and a few of them can be used in battle.
You can call down various squads and airstrikes
for free with a cooldown or use some honor to use it in emergencies.
While ideology isn't exactly thought of as a combat oriented DLC,
it has the capabilities of boosting your combat power greatly.
Precepts and roles can play huge roles in your battles if used properly.
While there aren't many vanilla ideologies capable of boosting combat power.
One of the most interesting ones is the combat in darkness.
The game is flipped when it comes to combat balance, and you now
have a distinct advantage in the dark and disadvantage in the light.
You will want to use dark kill boxes or remove some areas of the map
to help the defense.
This can be an amazing choice if you can get a good fighting area going.
Rules are another major factor to consider.
Every ideology has a leader with the ability to boost nearby allies
with increased aim and melee hit chance due to it affecting everybody.
This skill is extremely powerful.
If you tend to group your pawns together.
The combat specialists are dedicated to combat and benefit
from increased stat in their respective class with powerful abilities.
The final rule in vanilla that can help in combat is the crafting specialist.
While not directly boosting your combat abilities, higher quality items
have better protection, increased
damage and superior aim over their poor counterpart.
The effects are subtle, but they will stack up over time.
The last part of the ideology DLC that is often forgotten are Dryads.
Dryads can be a very powerful tool in the right hands
as they are very expendable creatures capable of either
soaking shots or dealing extreme amounts of damage.
We'd recommend you give it a go and let us know how your Dryad military went.
The final DLC added to rimworld added
a vast, complete arsenal from mechanoids to genes.
We won't be going in specific.
We already have guides for them,
but we will give you guys an idea of what's available.
The most obvious and straightforward combat method in biotech is mechanitors.
They are capable of controlling dozens of soldiers, which are immune to pain,
don't need equipment, can be revived at low cost and carry heavy weaponry.
Lancers and teserons specifically are monsters capable of dealing
huge single target damage and large crowd control respectively?
Just keep your mechanitor protected as he is vulnerable to raiders due to low
control range.
The second major feature of biotech are genes capable of significantly
altering the abilities of a pawn from the Neanderthal,
capable of ditching heavy melee damage and taking significantly
more punishment to imps capable of setting the battlefield ablaze.
There are tons of options to choose from.
Some of the best combat genes include robust, reduced pain, very fast
runner and strong melee damage.
Click on any text or timestamp to jump to that moment in the video
Share:
Most transcripts ready in under 5 seconds
One-Click Copy125+ LanguagesSearch ContentJump to Timestamps
Paste YouTube URL
Enter any YouTube video link to get the full transcript
Transcript Extraction Form
Most transcripts ready in under 5 seconds
Get Our Chrome Extension
Get transcripts instantly without leaving YouTube. Install our Chrome extension for one-click access to any video's transcript directly on the watch page.
Works with YouTube, Coursera, Udemy and more educational platforms
Get Instant Transcripts: Just Edit the Domain in Your Address Bar!
YouTube
←
→
↻
https://www.youtube.com/watch?v=UF8uR6Z6KLc
YoutubeToText
←
→
↻
https://youtubetotext.net/watch?v=UF8uR6Z6KLc