Editing Defense structures
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=== Equipment === | === Equipment === | ||
− | Different equipment is necessary in different situations. | + | Over time, killbox designs have gradually shifted from being up close and personal to having the entryway being much further away from the firing pawns. Different equipment is necessary in different situations. |
− | + | ==== Short-Range Killboxes ==== | |
− | ==== Short- | ||
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders. | Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders. | ||
− | * [[Chain shotgun]]s inflict extreme pain at killbox range, surpassing the DPS | + | *[[Chain shotgun]]s inflict extreme pain at killbox range, even surpassing the charge rifle in DPS if it makes its mark. |
− | * [[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require | + | *[[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require ridiculous amounts of resources to craft (20 components and 160 steel). |
− | * [[Charge rifle]]s | + | *[[Charge rifle]]s, [[heavy SMG]]s, or [[assault rifle]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges. |
− | * Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox. | + | *Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox. |
− | * Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls. | + | *Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls. |
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead. | *Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead. | ||
− | ==== Long- | + | ==== Long-Range Killboxes ==== |
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle "open to the field" while keeping the main 90 degree passage open to short range fire only. | Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle "open to the field" while keeping the main 90 degree passage open to short range fire only. | ||
− | * [[Charge rifle]]s are the best weapon | + | *[[Charge rifle]]s are the best weapon for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed. |
− | + | *[[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy. | |
− | * [[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy. | + | *[[Heavy SMG]]s are excellent for low shooting skill pawns, albeit having a lower range. It has similar damage to the assault rifle, but is less accurate far away and has a much lower range than any of the three. |
− | * [[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals. | + | *[[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals. |
− | * Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade. | + | *Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade. |
=== Turrets === | === Turrets === |