NO KILLBOX Base Defense Guide Rimworld 1.5+

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Credits
Writing Eragon
Filming Night
Editing Bo and Noobert
Captions
English Noobert
Portuguese - André Paulino
Serbian - Mateja
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I remember my first mortar raid. I was so anxious to engage them before they start shelling my base. Turned out they had only had firefoam shells lmao XD

ceoofthen-word
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I don’t make kill boxes… I simply create recreation rooms where my colonist get to train their shooting skill with a single file line of targets.

alexcebollero
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SUMMARY
1. Cover for you not for your enemies
2. Train and equip your troops
3. Wealth management
4. Learn the raiders
5. Choke points, choke points, CHOKE POINTS
6. Drugs ftw
7. MORTAR!!!
8. Backup is always appreciated (animals)
9. LONG LIVE THE EMPIRE
10. Ideologies start and end wars
11. Don't forget dryads and mechs
12. Vampires eat pigs

sharp
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"Oh, man, that was one of our subscribers. Well, he's dead now."

RottenCabbage
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02:00 Do you really need that 2000 Yayo?

Do i really need to answer that Question?

fuchsmichael
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Big fan of using Heavy SMGs as my standard service weapon. Cheaper, quicker to produce and low-skill friendlier then Assault Rifles are.

ferretwithacathat
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Way back before Royalty, before I watched any guides or tutorials, I noticed places where raiders liked to go for cover and started putting traps there. That was fun.

ZgguratVertgo
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Everytime without fail when I get sieged they manage to perfectly dome one of my animals. It's never even a threatening one or anything, the most notable examples being a monkey that had both legs and an arm blown off, and a yorkshire terrier that lost basically every part of its head. Both somehow lived.

babbit
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9:00 I know you briefly wrapped up Biotech at the end, but wanted to drop this here.

The Yttakin "Animal warcall" ability doesn't require line of sight and has a range of 50 tiles, making it a somewhat effective and safe way to trigger wild animals to counter sieges or break up raids from a safe distance.

Granted, there's an element of luck, but keeping a few dangerous distractions around the map can have a massive impact when it counts.

christopherjohansson
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Instructions unclear, killbox created again

vyuzen
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i'm never late for my noobert videos 😈

marclul
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2:40 Squirrel: “ *CHARGE!, FOR GLOORRRRYYY!!!* “

gamejunkie
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I recently did a cannibal tribal playthrough on vanilla. I gave all my combat pawns excellent quality plasteel plate armor. First mechanoid raid the lancer shot straight through the armor and shot out my best pawn's spine despite being in cover.

dovakiin
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i had a playthrough where i had tamed a couple Thrumbos and bred 56 of them. i let them roam the whole map. raids? what raids? oh the injured Thrumbo or 2. medical skill.

evilspyke
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The "you get to eat them when they die part" also applies to humans in most rimworld colinies

UsManosMAC
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The Art of War is nowhere near 256 pages, it's very heavy on empty lines in between sentences, and one of the simplest reads you can find, you could read it in a day. It's also the single most referenced book people who don't read claim to have read.

anarchy_
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“If you do not control the enemy, the enemy will control you” Miyamoto Musashi, A Book of Five Rings.

ancientnpc
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Plant devilstrand directly around your base. You need it and they are fire resistant allowing you even more time to react should your fields get set ablaze.

averylawton
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CE fan here, that design at 6:15 is uhh, certainly interesting if I want my heads blown off, slug turrets love to kill your own more than raiders any day if you stand infront, but otherwise great showcase to help with the killbox issue

farbott
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I survive fine without kill boxes. The thing is, if you make kill boxes, you get severe attacks from raids, as they come either with mortars, sappers or drop pods. What's better to do is make channels instead, where you channel fire. You can run away from mechanoids (insects, raiders, insert angry critter here), rather than being trapped in your own tomb. I always have some anti-mechanoid weapons available with some EMP shells for my own mortars for the clusters that appear. You start firing the EMP shells then make your attack with someone on point with an EMP launcher and a guy/gal with EMP grenades (if you are going for one of those nice unstable power cells 😁). Otherwise hit the big turrets with sniper rifles and the charge lance. When they take enough hits they explode having a chain reaction which normally wipes out all of the nearby turrets and units. You could take a guy/gal with a minigun, but with mechanoids they become vulnerable out in the open when taking long duration shots.

With Royalty, you can abuse the soldiers sent to protect your colony in certain missions. If you left that ancient danger until later, you can send your Imperials first. They are normally better armed and armoured than your guys but they are great for many kinds of raid. When you go up ranks in Royalty, you can have a detachment of troops that you can call in by shuttle if you choose that as your reward. They have a cool down but they can come in very handy and the Empire doesn't seem to mind if they die horribly, hence the death acidifiers.

jackochainsaw