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βοΈ Combat & Defense
π° Killbox Design β The Core of Your Defense (A killbox funnels enemies through a bottleneck into your pre-set kill zone.)
A killbox isn't an exploit β it's the game's fundamental logic. AI pathfinding picks the path of least resistance. Leave one opening that "looks easy to get through," and enemies will queue up to die.
| Component | Description | Key Parameters |
|---|---|---|
| Entry Corridor | Winding single-tile corridor with sandbags or gravel to slow enemies | The longer the better β at least 20 tiles |
| Shooting Position | At the end of the corridor β your pawns stand in two rows of shooting positions | 15-25 tiles from the exit (ideal range) |
| Sandbag Field | Place sandbags every other tile to deny enemy cover | Spaced along the corridor so enemies can't claim cover |
| Roof Trap | Leave one unsupported pillar in the corridor β shoot it during the fight | The collapsing roof deals massive damage |
| IED Trap | Plant mines at the corridor end β detonate when enemies bunch up | Requires Explosives research, extremely cost-effective |
π‘ Core Principle: The killbox's purpose is to make enemies file into your kill zone one by one, not let them scatter through a wide opening. The narrower and longer the corridor, the better.
β οΈ Killbox Weakness: Drop pod raids land right inside your base, bypassing the killbox entirely. Keep defensive depth in your base center β don't put everything at the front door.
πͺ€ Trap Corridors β Kill Without Firing a Shot
- Wooden Trap vs. Steel Trap: Wood deals 40 damage (cheap, your early-game workhorse). Steel deals 60 damage (upgrade mid-game).
- Corridor Density: Place one trap per tile. Pawns will path around them, so your own people won't trigger them.
- Trap + Door Combo: Build traps on one side of the corridor and doors on the other β your pawns use the doors, enemies walk into traps.
- Granite Door Trick: Place a granite door set to "keep open" at the trap corridor entrance β enemies treat it as a valid entry path and walk right in.
- Pair with Slowing Terrain: Add snow, marsh, or shallow water in the trap zone β enemies move slower and hit more traps.
- Maintenance Cost: Each trap needs to be rebuilt after triggering. Assign a few high-crafting pawns to restock them mid-to-late game.
π« Weapon Tier List
| Stage | Recommended Weapons | Why |
|---|---|---|
| Early | Shortbow / Revolver / Bolt-Action Rifle | Use what you have β the bolt-action rifle is early-game god-tier (long range, reliable damage) |
| Mid-Early | Pump Shotgun / SMG | Strong at short-to-medium range, great for killbox mid-range engagements |
| Mid | Assault Rifle / Chain Shotgun | Assault rifle is the jack of all trades; chain shotgun one-shots at close range |
| Late | Charge Rifle / Charge Lance | Charge weapons bypass partial armor β essential against mechanoids |
| Endgame | Doomsday Rocket / Triple Rocket / Orbital Strike | Area clearing β don't carry them around, they're too expensive |
β
Rookie Rule: Grab bolt-action rifles early, switch everyone to assault rifles mid-game, upgrade to charge weapons late. Give melee pawns a solid one-handed weapon (longsword/mace) and station them one tile behind the firing line β when enemies get close, send them in.
π‘οΈ Armor Selection
| Armor Type | Material | Best For | Notes |
|---|---|---|---|
| Simple Helmet | Steel | All pawns early game | Protect the head first β headshots are often instantly lethal |
| Flak Vest | Steel/Cloth | Core DPS mid-game | Torso protection, best value for your resources |
| Marine Helmet | Steel/Plasteel | All pawns late game | One tier above simple helmet |
| Power Armor | Plasteel/Uranium | Melee / Shock troops | Strongest armor in the game, extremely expensive |
| Luciferium Coating | Luciferium | High-DPS backline | Strong protection but slows movement β use on backline pawns |
π Common Raid Type Counter-Strategies
| Raid Type | Characteristics | Counter-Strategy |
|---|---|---|
| Conventional Front | Enemies head straight for the killbox | Standard procedure, all pawns to firing positions |
| Sappers | Enemies dig/blast through walls to bypass you | Build 3 layers of outer walls, hit their rally point with mortars |
| Drop Pods | Land right in your base center | Keep firing ports in every room, build cover at corridor corners |
| Siege | Enemies build mortars at range and shell you | You must sally out and hit them before they finish building |
| Infestation | Bug hives spawn underground | Narrow doorways + melee front line + flamethrowers/incendiary launchers |
| Mechanoid | Heavily armored ranged enemies | EMP grenades + armor-piercing weapons (charge line) β don't face-tank them |