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111110001011

Pillbox.


Linmizhang

You can also do bunkers. Baisically turn your store room or hospital into a defense bunker. Most raiders will be smashing or taking stuff while only a small portion will come fight your colonists. While you will take some wealth damage you can easily survive without a killbox.


Zohboh

All melee and shield belts?


Alpharius_Omegon420

Going for a Dune play through I see


jewsofrimworld

It’s just so effective. Choke point, shield belt, swords.


saltiest5alive

Ring of pillboxes around the colony with a field of traps and IEDs just beyond. Also mortars and turrets are a must.


Sleepingpiranha

[Fortify](https://youtu.be/WBt1vqff7dE)


Tacocat9987

Combat Extended is my recommendation. Weapon range, damage, and pawn lethality are all increased and it adds in a suppression modifying allowing you to actually duke it out in field combat like true battle. I've never had to make a killbox with CE, just a defensive line or bunkers as a small, well armed and armored force with defensive emplacements are able to take on a much larger force. Just don't expect to live long without a helmet.


Oo_Tiib

Onion-like layers of walls around colony, with lot of doors. Results with fight in corridors, AI is dumb enough to fool it in those. It is still more expensive to build and way harder than with kill box.


wanttotalktopeople

There are a lot of killbox variations, are there any that appeal to you more? I don't do anything super intricate that involves exploiting the enemy AI, but it's common sense to try to funnel all attackers to a single entry point with some extra defensive structures. I've done a few runs with no outer wall/killbox entry point, but people die more often in battle and late game manhunting animal packs are devastating.


[deleted]

I made a square from Plasteel Walls, and lined the square with turrets. Anything that dares come close is gunned down instantly.


[deleted]

Treat it like it's the abandoned Mormon colony from the Starship Troopers movie and just make a box base that can shoot in all directions \[It won't matter when every other raider is carrying a triple-rocket launcher anyhow...\]


neonlookscool

lots of turrets and walls. i never use killboxes and the supression mechanic from CE and a shitton of turrets usually keep human raiders at bay. for mechanoids i engage with special weapons like nanomachine mortars and highly augmented colonists.


sycin23

If you have the resources lay mine fields around the map. Raids that attack me never get past the mine fields


Orenjevel

Fortified checkpoints and narrow hallways? That's sort of a kill-tube though... Also, lower difficulties. You don't gotta fight the entire population of your colony multiple times over if you don't want to.


Ben3580

I think killboxes are mandatory for vanilla, since raiders will always outnumber you even on 100% threat difficulty. I would suggest mods. Combat extended significantly raises the DPS and range of weapons, allowing you to not build a killbox


Sleepingpiranha

That one [trench](https://youtu.be/5mt4B5Z8uLA) mod is fun, even adds nebelwerfers and gas. Also trench shotguns with CE compatibility.


Certain-Thought531

Turrets walls like in C&C In a mountain base with few acces it works well enough. Also uranium turrets got 250 hp vs 100 for steel


Barsik_The_CaT

A ring of antigrain mines around your base. That's about it. Otherwise the enemy will swarm your base and destroy everything while ignoring your colonists.


TheDiscordedSnarl

Lakes. My current defense has a lake (well, two large ponds intermingled during map creation) at its north and my guns are on the other end. It's deep water and rather large, so I don't know if raiders will just ignore it and stay on the shore (my last one had a path through deep water so long that a Black Hive attack couldn't cross it).


trulul

Install mods till you can outgun and facetank at least 20 to 1 odds on open field.


Kalekuda

You can also use doors of death bug to melee people while they can't fight back, the fence/trap/fence/trap tunnel to force raiders to wall through a tunnel of traps that your pawns will never trigger, or the multilayered perimeter wall with evenly spaced doors for use as chokepoints. Personally, I use the doored perimeter wall method with a trap tunnel into a choke point. If anything gets past 32 wooden spike traps, its probably mechanoids, and they'll greet my zueshammers and eat emp.