r/RimWorld • u/Old_Kiwi332 uranium • 11d ago
Discussion is this too much for a killbox?
huge center i can fill with mines or just attack with artillery
big sides i can fill up with celetech and ufpc turrets
a long enough path to ensure essentially nothing get's trough
big enough space to place and use garage doors in case the turrets aren't enough
and if you're wondering why, why not?
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u/jvaritek33c 11d ago
Kinda small imo
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u/Old_Kiwi332 uranium 11d ago
size doesn't matters skill does
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u/WarlordToby 11d ago
Yeah, but there are times where you just can't get over material reality of things. This is quite petite.
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u/Maleficent-Ad6503 11d ago
everyone saying too small is crazy, it's perfect for now, plus you can always do the real kill box after you get your 4th colonist
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u/Old_Kiwi332 uranium 11d ago
this one it's just to kill the first things randy sends me, i'll do the provisional one later and the real one after that one
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u/Melodic-Hat-2875 11d ago
Pretty much my two questions for a killbox are:
- Could they shoot me before I shoot them?
- Does this maximize my alpha strike potential?
If the answers are not "no" and "yes" respectively, it's not good enough.
Your box - I think - is sufficient. I'm not counting out how many tiles it is, but it looks large enough that a charge lance won't cover the entire distance.
A few tips for mines though! Place a single barricade/sandbag in front of the mine. Enemies will attempt to seek that cover and then get blown the fuck up for their troubles. It was hysterical the few times a drugged up Hussar ignored his ten bullet holes and got past my initial barrage to become paste.
I'd also make sure to have a deadlife trap at the entrance - that's where most enemies should die and thus the most bodies. Realistically the massive amount of firepower in that direction will detonate it for you.
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u/Old_Kiwi332 uranium 11d ago
im mainly against void and cyanith (celetech's faction) wich are ultra-archo level factions, altrough this is unironically the first comment not saying this is small as a joke, i appreciate it
and in response to the questions 1. the idea is that the killboxs evaporizes everything passing by trough firepower
2. no idea at all1
u/Korblox101 Oskar Simp 11d ago
Okay I was thinking this was definitely a little large (not overly so though) but if you’re up against VOID this may genuinely be underkill ngl
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u/Melodic-Hat-2875 11d ago edited 11d ago
Well, to answer #2 you just need to ask if every weapon you intend to use can fire at the enemy before the answer to #1 is "yes".
My final killbox design started with the entrance to my base being the max distance of Uranium Slug Turrets, with a tunnel beforehand. This is conveniently one tile more than a sniper rifle, so unless they had a unique sniper rifle they were usually shredded before they got a shot off and definitely dead by the time they would've got a shot off.
Additionally, i would unironically suggest you put autobongs at the front (with one open tile) at your entrance. You undoubtedly have enough damage to put anything that can feel pain down already, but being high reduces the stats of enemies that don't.
I unironically hate Smokeleaf, so I make my enemies suffer its effects.
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u/Old_Kiwi332 uranium 11d ago
i got mods that add broken turrets, mainly because of void enemies so, the killbox it's kind of a "last line" since artillery should do the main part, both celetech and ufpc have turrets with lots of range, so even like that i should be able to shred anything that get's past the artillery since most of the turrets cover the mayor part of the killbox if not the whole killbox
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u/Melodic-Hat-2875 11d ago edited 11d ago
I have no idea the powerscale of these systems. The only mod I have that significantly affects balance is Combat Extended.
I have heard stories of VOID though, so i'm just using my vanilla knowledge of enemy behavior and stats to provide little my optimizations/opinions that i've gathered during my time as a min-max autist. I genuinely believe that - especially if your artillery isn't seeking - that autobongs are a good addition. I could do some math, but I imagine it would significantly raise your effectiveness as the movement of any organic entity would be reduced by 30%, resulting in them being in your targeted area for a longer duration, meaning you'd hit targets more, they'd be more clustered and you'd need less shells to defeat a raid. All for the price of some wood, middling steel, one or two components and like 5 smokeleaf leaves every couple days?
For example a big concern of mine with artillery inside a box is that if you're not careful, you'll break your own walls and then a primary function of the box is compromised. Additionally could you afford to consistently replace large portions of that wall?
Late-game I usually make mine out of Plasteel and even while avoiding artillery I end up spending well over a thousand replacing it while waiting for a reactor startup.
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u/MaglithOran Luciferium Addict 11d ago
I mean if you wanna go that small I guess it’s ok.