This is a design I didn't see before, interesting. You might want to add some fire-foam into the boxes, in case of inevitable centipede with inferno cannon, or a raider with molotovs or incendiary launcher.
He will just replace the fron with energic-shield and add some emp launcher or granade. It is just how the title said. If you have the royalty dlc you can make mashines go rage. It is a good idea to do while they are asleep, but in this killbox designe it is hardly a good idea. But you can make swamp using the lvl 2 water pool ability, which is the most usefull psycast in situations like centipedes with inferno cannoné. Good luck and have fun!!
The Process of watching this video: "Huh, interesing setup that breaks Line of sight." "Nice cover for the rear, 3 melee blockers to blender the curious raider- Wait- why is he making meditation spo..." "Oh my god he's cracked the code."
I'm surprised that worked. I might try that. It crossed my mind that if you built them opposite to each other then they could support one another. The lower one didn't get as much action. Then again, if there were ranged attackers they would have been able to shoot a little easier so maybe it's not a good idea.
Grenades have a miss radius of 3x3, do a 3x3 explosion, and can get stuck to terrain after 3 tiles being in the air. Therefore, you can treat a grenade as a 5x5 area damaging weapon, rather than a 3x3, that way you can avoid damaging your own pawns or building. And as long as there isn't any wall further that 3 tiles that you worry might block the grenade, it's perfectly safe. (In this video, for example, the walls at the end of the box will not block the grenades.) Also, never let grenadiers 'fire at will'
I knew melee blocking was powerful but it never occurred to me to build tiny boxes like this. Surprised your front line didn't take any ff though. High skill shooters in the back? My only hesitation to doing this is a grenade or molly raider could annihilate your whole squad
You can have a test. When intruders assault, they will move directly to the melee blocking spot like 1:17 no matter melee or ranged until getting a hit from something to refresh their targeting.
I believe that attackers generally take a direct path to their target until they reach LOS - they don't try to figure out a better firing position ahead of time, though they may try to move to one once they get LOS if they have a ranged weapon. In this case the direct path results in them coming around the corner directly into melee, so they don't get a chance to change their minds. I'm slightly surprised a few of them don't stop at the edge of the doorway to fire around the corner, but apparently they won't do that in this particular case.
Raider 1: is it here for my free x4 suppositories delivery? Raider 2: is it here for my free x4 suppositories delivery? ... Raider 342: is it here for my free x4 suppositories delivery? OP: yes Sir, at your service [Nothing] :o]
It's weird that they're drawn to that Killzone, I thought they need a clear path to growing zones or energy generators to keep them from just going through a wall?
Because before the recording, the door near Morton is opened. When they assault, Morton closes the door causes them go to the most valued target, which is one of my colonist.
@@sergiopang7837 I agree, on this video. But on some occassion though it might. Although that's based on my experience playing. Pawns tends to hit friendlies greater than 3 tiles from where they stand.
@@sergiopang7837 Yeah. What I said still checks out. The 3x3 grid rule still applies. Unless Tynan updated it to something else that i don't know about. Your melee pawns is 4 tiles away from the most rear end shooters.
The only thing is - you probably should make a door entrance to the 1st row of melee fighters, so you can change them if they got highly injured
This is a design I didn't see before, interesting.
You might want to add some fire-foam into the boxes, in case of inevitable centipede with inferno cannon, or a raider with molotovs or incendiary launcher.
He will just replace the fron with energic-shield and add some emp launcher or granade. It is just how the title said.
If you have the royalty dlc you can make mashines go rage. It is a good idea to do while they are asleep, but in this killbox designe it is hardly a good idea. But you can make swamp using the lvl 2 water pool ability, which is the most usefull psycast in situations like centipedes with inferno cannoné.
Good luck and have fun!!
The Process of watching this video:
"Huh, interesing setup that breaks Line of sight."
"Nice cover for the rear, 3 melee blockers to blender the curious raider- Wait- why is he making meditation spo..."
"Oh my god he's cracked the code."
I'm surprised that worked. I might try that. It crossed my mind that if you built them opposite to each other then they could support one another. The lower one didn't get as much action.
Then again, if there were ranged attackers they would have been able to shoot a little easier so maybe it's not a good idea.
I forgot to build the barricade under the position of general. you can also check the description for another video.
F for "General", he was the hero of this story who truly was the front line soldier in this.
I like the simplicity of this design. I'm going to try it out and hope I don't die because of it haha. My colony is in your hands
Pretty nice design, it´s kinda easy to mess everything up with those colonists with grenades though
set those grenade only throw to 5x5 empty ground and grants you aoe attack with no friendly fire
Grenades have a miss radius of 3x3, do a 3x3 explosion, and can get stuck to terrain after 3 tiles being in the air.
Therefore, you can treat a grenade as a 5x5 area damaging weapon, rather than a 3x3, that way you can avoid damaging your own pawns or building.
And as long as there isn't any wall further that 3 tiles that you worry might block the grenade, it's perfectly safe. (In this video, for example, the walls at the end of the box will not block the grenades.)
Also, never let grenadiers 'fire at will'
Might want to keep a way open into the base so they don't go through the walls (also make em 3x large)
I knew melee blocking was powerful but it never occurred to me to build tiny boxes like this. Surprised your front line didn't take any ff though. High skill shooters in the back?
My only hesitation to doing this is a grenade or molly raider could annihilate your whole squad
You can have a test. When intruders assault, they will move directly to the melee blocking spot like 1:17 no matter melee or ranged until getting a hit from something to refresh their targeting.
you can check my new video ua-cam.com/video/YCVuAUYTaxQ/v-deo.html
I believe that attackers generally take a direct path to their target until they reach LOS - they don't try to figure out a better firing position ahead of time, though they may try to move to one once they get LOS if they have a ranged weapon. In this case the direct path results in them coming around the corner directly into melee, so they don't get a chance to change their minds. I'm slightly surprised a few of them don't stop at the edge of the doorway to fire around the corner, but apparently they won't do that in this particular case.
Friendly fire doesn't occur from like 5 tiles away. Maybe 6
Raider 1: is it here for my free x4 suppositories delivery?
Raider 2: is it here for my free x4 suppositories delivery?
...
Raider 342: is it here for my free x4 suppositories delivery?
OP: yes Sir, at your service [Nothing] :o]
Damn, so many zombies
It's weird that they're drawn to that Killzone, I thought they need a clear path to growing zones or energy generators to keep them from just going through a wall?
Because before the recording, the door near Morton is opened. When they assault, Morton closes the door causes them go to the most valued target, which is one of my colonist.
How do they all funnel to the same place? Because your colonists are outside?
I prefer a chokepoint with wooden traps
I think the melee fighters are very susceptible from friendly fire coming from the last row of colonist. Other than that pretty neat.
I don't think any melee fighters took any friendly fire in this video
@@sergiopang7837 I agree, on this video. But on some occassion though it might. Although that's based on my experience playing. Pawns tends to hit friendlies greater than 3 tiles from where they stand.
@@casuallifeenjoyer9953 just google rimworld friendly fire range
@@sergiopang7837 Yeah. What I said still checks out. The 3x3 grid rule still applies. Unless Tynan updated it to something else that i don't know about. Your melee pawns is 4 tiles away from the most rear end shooters.
@@sergiopang7837 you always gotta find solutions, but downloading mods to make everything easier and erase the hard parts is just lame
Haha now that's clever
I have same build but mine i can force enemy fight 5 colonies i wanted to share it but its hard to explain in detail
Video?
Killboxes are overrated. In my experience only about 10% raids go in killboxes. The rest are all sappers, drop pods on top of you or sieges.
Which would be even more reason to build an effective, and economic solution like this one instead of a behemoth of turrets.
Not so good. + not many bodies, - destroyed items
there are better kill boxes
I don't believe they claimed to have the best kill box...they were just showing an intresting yet effective one that takes up little space.