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RimWorld Combat Extended: The Perfect Killbox Design GuideIn the RimWorld Combat Extended mod, an efficient killbox design is essential for survival. This guide explores optimal defensive strategies to effectively neutralize enemies and protect your colonists. From selecting ammunition based on enemy types and weaponry to turret placement and securing a retreat line, we cover everything you need to turn your base into an impenetrable fortress.
RimWorld Combat Extended: The Perfect Killbox Design Guide
1. 🎮 The Importance of Killboxes in Combat Extended Mod
· In the RimWorld Combat Extended mod, a single flawed defensive design can render hours of gameplay useless.
· After testing numerous designs, we present the most comfortable, easy-to-build, and above all, effective killbox design.
00:07 - 00:19
1. 🎮 The Importance of Killboxes in Combat Extended Mod
· In the RimWorld Combat Extended mod, a single flawed defensive design can render hours of gameplay useless.
· After testing numerous designs, we present the most comfortable, easy-to-build, and above all, effective killbox design.
00:20 - 01:01
2. 🎯 Core Design: Conical Funnel Structure and Crossfire
· The key is to design it so that enemies are subjected to concentrated fire from both sides the moment they enter.
· Create a tiered structure on the conical funnel walls to place turrets, shotguns, flamethrowers, and more.
· Turrets are cross-placed, limiting the firing angle with the walls and acting as a safety net.
· The turrets on both sides pour fire into the center of the kill zone, but not enough to friendly fire your own colonists.
01:06 - 01:45
3. 🛡️ Turret Relocation: Zigzag Pattern for Maximum Protection
· We've redesigned the turret positions to maximize friendly protection.
· The concept of alternating solid and gap walls is maintained, but each turret is placed directly in front of a solid wall.
· This creates a zigzag pattern between the gap walls and the turrets.
· Colonists can safely reload or wait behind the reinforced solid walls.
· When firing, they can peek out and attack from between the side turrets.
01:46 - 02:08
4. 📦 Additional Defensive Elements: Sandbags and Repair Doors
· Always place sandbags in front of turrets for cover against direct fire.
· Install repair doors every 3-4 turrets to shorten movement distance during turret reloads in combat. Automatic doors are recommended.
02:17 - 02:39
5. 📈 Scalability: Upgrade to Heavy Caliber Machine Guns
· This design is efficient, easy to build, and most importantly, highly scalable.
· Once you unlock heavy caliber machine guns, you can significantly improve your defenses by simply replacing one auto-turret and opening up the wall behind it to create space for the gunner.
02:40 - 02:49
6. 📐 Optimal Range: The Golden Rule of 20-30 Tiles
· Apply optimal logic and range design to avoid crossfire and allow both turrets and colonists to fire simultaneously.
· It's crucial to design within the effective range of the shortest-range weapon.
· Accuracy is high for LMGs and assault rifles at 25 tiles, and turrets show higher accuracy at the midpoint of their maximum sniper range.
02:50 - 03:53
7. 🔫 Weapon Range Analysis: SMGs, Machine Guns, and Turrets
· The effective range of automatic shotguns is short at 16 tiles, while turrets have a wide maximum range of 48 tiles.
· Ranges between 20-30 tiles are the most flexible, offering high accuracy for LMGs and assault rifles, as well as good accuracy for turrets.
· For SMGs, even with an effective range of 25 tiles, accuracy can be compensated by switching between automatic and single-shot modes.
03:54 - 04:17
8. 🎯 Setting Optimal Range: Half or 2/3 of Primary Weapon Range
· Check the maximum range of your primary weapon and align your turret design to half or two-thirds of that distance.
· This ensures optimal accuracy from the moment enemies appear and prevents wasted ammunition.
04:33 - 05:25
9. 🗜️ Ammunition Selection (1): Unarmored and Heavily Armored Targets
· For unarmored targets (tribals, animals), incendiary, fragmentation, and EMP rounds are effective. They deal maximum damage with low penetration.
· For heavily armored targets (armored pirates, aliens), armor-piercing rounds (5.56mm, 7.62mm) are necessary. Incendiary rounds do almost no damage to body armor.
05:26 - 05:59
10. 🤖 Ammunition Selection (2): Heavy Armor and Mechanoids
· Heavy caliber ammunition is essential for heavily armored targets, mechanoids, and heavily armed cavalry.
· Mechanoid armor ranges from 15-30, making it difficult to damage with standard assault rifle AP rounds.
· Heavy weapons like the 14.5mm KPU machine gun are required.
06:00 - 06:10
11. ❓ Ammunition Selection Criteria: Check Enemy Armor Penetration
· If the enemy's armor strength exceeds your ammunition's penetration, you cannot deal damage.
· You must check the enemy's equipment attributes to select appropriate ammunition.
06:11 - 06:55
12. 💥 Special Ammunition: Explosive and Uranium Rounds
· Explosive rounds have lower penetration than uranium rounds but destroy armor durability from the outside.
· Uranium rounds ignore armor and deal direct damage, making them very useful against mechanoids. Elite colonists should carry at least one magazine of uranium rounds.
06:56 - 07:41
13. 🔫 Machine Gun Utilization: Fear Effect and Suppression
· Sustained fire on humanoid enemies can induce a fear effect, causing them to flee.
· Combining machine gun fire with turret firepower can slow down enemy advances and force them into cover, buying time to snipe dangerous targets.
07:42 - 08:07
14. ⚙️ Mechanoid Control: Ammunition and Grenade Usage
· Mechanoids do not experience fear, so they must be controlled with ammunition or grenades.
· Use penetrators to temporarily paralyze them, then use heavy weapons to penetrate their armor and destroy them.
08:08 - 08:46
15. 🚀 Technology Research Priority (1): Early Game Weapon Tech
· Strategic and rapid technological development is crucial on higher difficulties.
· Focus on producing bolt-action rifles and shotguns in the early game. Bolt-action rifles have high penetration, and shotguns are effective at eliminating unarmored targets.
08:47 - 09:25
16. 🚀 Technology Research Priority (2): Mid and Late Game Weapon Tech
· After researching gas-operated technology, produce lightweight SMGs and automatic shotguns.
· The KPU machine gun (14.5mm) has 36 RHA penetration and is essential against mechanoids. It's recommended to have at least 3.
· The ultimate goal is the charge lance or charge turret.
09:50 - 10:03
17. ⚠️ Realistic Threats: Unexpected Situations and Retreat Lines
· In RimWorld, unexpected situations always arise, and even perfect defenses can have flaws.
· Therefore, it's essential to secure a retreat line.
10:06 - 10:50
18. 🏃 Retreat and Establishing a Secondary Defense Line
· Build a narrow corridor behind the main defense line to establish a secondary defense.
· If enemies break through, use smoke grenades or regular grenades to lure mechanoids and retreat into the corridor.
· Engage in melee combat behind doors and use wall bullet holes to engage enemies one by one.
11:01 - 11:55
19. 🌳 External Cover: Immersive Combat and Defense Combinations
· If you dislike killboxes, you can utilize external cover. Build small cover points around the perimeter wall and place turrets to have your colonists fire from the outside.
· This method is highly immersive but requires establishing defensive positions over a large area and quickly moving troops.
· Combining external cover with a killbox to weaken enemy advances before luring them to the main entrance for a killbox finish is effective.
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