Yes, you can do these exact same steps in the guide with modded weapons. There's a Dev mode tool for that. Options. Dev Mode. 5th button at the top "Open Debug Logging Menu" or go to the "Output" tab. Search for "Weapons Ranged". This is the source of many of the numbers in the spreadsheets, wiki, and calculator. It WILL include most modded weapons. You can export that table with the Copy CSV in the bottom right then import into a spreadsheet. You can sort by columns right there. Like sort by short, med or long range. Those are 12-25-40 range. Use the math shown in the guide on whatever modded weapons show up on that table.
I am about 90% sure on the following, so I welcome a deep dive from you if you can confirm or correct. DPS doesn't necessarily matter. I am sure some people just started foaming at the mouth, but here is why. In Rimworld HUMAN pawns die or down in a fight primarily from 5 reasons: They take a total of 120 damage which causes instant death, movement is reduced to
Yes, sadly "Time to Kill rather than DPS" didn't make it into the guide. It was getting too long. There's a list of topics I wasn't able to include. Thank you for explaining the topic very well!
@@MortalSmurph The part I haven't worked out is if you destroy 2 fingers and then destroy the hand they are on, have you done 8+8+20 damage or only 20 damage for pain purposes?
I remember learning that machine pistol is the best gun for downing without killing enemies die to the low damage per bullet. Good info, it should be stated the chance of hitting fingers or toes with a charge lance is very low compared to torso or limb.
@Steven-hq3go yes, all fingers and toes combined are something like 4.04% (need to double check) but weapons that lean on high per bullet damage are giving something up is my point.
Jesus Christ, this is the best rimworld video on youtube. thank you so much. why in the hell did i have to go through the rabbit hole to find this. i think i logged 2 hrs of video research, and non of it said anything. You rock
I think you're forgetting rule 6: quality matters a lot. Obviously higher quality weapons are better overall, but it's more than this. Very often, higher quality weapons can beat other specialized weapons where they would normally shine. In practice, this actually makes cheaper weapons much better than more expensive weapons. That's because the quality of a weapon is semi-random, which a chance of each quality based on the crafter's skill. If a weapon is cheap, then you can build multiple copies of it until you get higher quality. A level 20 production specialist has about 9.5% chance to produce a legendary weapon, which means you get a legendary anything at 10.5 times its normal cost on average. With that in mind, it becomes quite feasible to produce legendary assault rifles for everyone in your colony. This will cost 42 components and 790 steel on average, which is of course not cheap, but it's generally worth it. A legendary heavy SMG will wreck pretty much anything. This is even more relevant to flak vests. A legendary flak vest provides similar protection to a masterwork cataphract armor at a fraction of the price. At 10.5 components, 631 steel and 315 cloth each, it's well worth the protection. Plus, a decent trader can easily trade the lower quality flak vests at a high enough price to buy back all raw material.
@@throwawaychannel4807 Yes and no. Word of inspiration can give you any of 8 different inspiration. Production specialists + word of inspiration only about guarantees legendary if the inspiration gotten is the Inspired creativity. There are ways to disable most inspiration types but even in the best of cases you will only have 1/2 chance to get Inspired creativity in a slowpoke, brawler (or incapable of violence) crafter with less than 3 levels in animal, medical and social. In this case, you will also have 1/2 chance to get work frenzy which will stop any other inspiration from happening for 8 days. Work frenzy is still useful mind you, espetially in combination with what I said. There is a way to farm Inspired Creativity specifically though. You need a Tortured artist crafter. It tends to be more micromanagey than bruteforcing it with a normal level 20 production specialist.
8:22 Woah I had no idea they got rid of the forced miss radius. I always thought it was dumb/too gamified. I might actually use miniguns now. Great video. Also, the graph showing how the crossover point between long range and short range damage doesn't move at all with skill level was really surprising. You explained all of this stuff really well.
It should be mentioned that long range rifles are better for levelling colonists shooting skill, especially at extremely low shooting levels and against incompetent/passive targets. A low fire rate and high XP per shot fired (regardless of it landing or not) prolong the survival of the target, increasing potential XP gained. Especially at low skill levels where a vast number of shots will end up missing, furthermore increasing the duration of battles and hunts.
An update regarding the melee section: Bioferrite Longswords currently outperform non-persona weapons of any type due to the melee verb system never choosing the handle attack at better qualities.
Yeah, they are definitely OP, I expect a nerf in the next release, but am going to take advantage until then. As masterwork/legendary persona monoswords are extremely rare to come by outside of making them your relics, crafting a bioferrite longsword is way more viable, and can even be done in the early game, and don't even add much wealth.
Honestly have been liking the visage mask over the sim helm and flak helm. cus it protects all of the face and it is really cheap to make at the tailoring bench. I usually make them out of uranium or plasteel for decent defence and dura and its still pretty cheap. Lets me have lots of steel and components for other things later for other things.
This is so good, consider both how hard to get and weapon quality sharpe/blunt, paw skill etc. that explain why i happen to find shotgun/smg were more successful in early game compared to to bolt action rifle / sniper 😅
Sadly, Dark mode doesn't perfectly work with the wiki and doesn't perfectly work with Google Docs and sheets :( There's extensions but they aren't quite perfect.
Very good and informative video, I do very much like the warhammer though, enemy can't hurt you if they die in the first hit! I would have liked going into Plasteel and Uranium Plate though as they are a very low tech way to maximize coverage for a single crafting inspiration for a designated tank. I suppose that is more niche use though.
Thanks for the awesome info. I've been playing Rimworld and its DLC for a long time now but never really cared for strats, min maxing or anything like that but since Anomaly came out i've been watching videos such as this that go deep into the mechanics of the game and its still amazing how deep this game can get. Still not a fan of killboxes though
A killbox is just a tool, you don't have to use it, but I'd rather have one and not need it, than need one and not have it. The only time you'll learn if you need one, it's too late to build it. lol
First off, thank you for stating plainly that the minigun has no forced miss chance. This has not been the case since last BETA, and yet I hear this myth about the miss chance repeated over and over and over again. I generally agree with the clothing choices - Devilstrand pants, shirt and duster, flak vest. Flak vest is frankly overpowered with how good protection it offers, especially considering how cheap it is. Helmet - you should pick the heaviest ones you have available. Simple and Flak helmets leave the face open - so your colonists are still vulnerable to headshots. Also, this setup leaves arms and legs vulnerable, so have the prosthetics and bionics ready. As for the weapon selection - if you are in a killbox, range is inconsequential and you should always feel free to go with the most devastating options. Chain shotguns are king in small spaces. SMG works as a good training weapon. If you are fighting in the open, consider cover and range. Range 30-31 is the threshold for some of the most dangerous weapons out there - tribal greatbows, charge lances, miniguns, assault rifles. Charge lance is especially dangerous here, because it is a common mechanoid weapon with good penetration and potential to one-shot pawns. If you have other weapons, enemies with those guns will force you out of cover. That is why I personally believe you should always have a couple of charge lances, assault rifles, miniguns and sniper rifles mixed in in your group - something to suppress and deal with long-range combatants. Proper enemy snipers are rare, and mechanoid pikemen are a victim of their own range and fixed shooting skill of 8 - they hardly ever hit anything.
Kind of curious how grenades fit into this. Also having a long range fighter with your otherwise short range fighters can be usefull for killing priority targets like enemy's with doomsday rocket launchers
I was under the impression, due to extensive testing by others, that slash weapons only hit one body part, whereas blunt attacks by warhammers and zeushammers hit multiple body parts. Has there been a recent patch that changed this? The problem with using chain shotguns, and it is a problem, is that the enemies have to be so close, that a miss, or fail to kill, can be fatal for your pawns, due to the enemies being so close that you inevitably get tied up in melee, which is not where you want to be against scythers. Against lightly armoured opponents, any hit is likely going to result in them being downed, but armoured opponents are a different proposition. Chain Shotguns are a viable option for early game, but once the first armoured opponents start showing up, you need something with more range.
Generally, what one cares about most is Sharp Armor. Sharp armor is bullets and that's generally what is the thing hitting you most. rimworldwiki.com/wiki/Materials Sort by sharp armor. Make dusters out of the highest one on this list you can obtain. You may need to care about things like temperature protection on extreme biomes but the highest sharp armor materials generally also give fantastic temperature protections. Even if you use the worst material, cloth, it's not too big of a deal. The Flak Vest provides huge amounts of protection.
It doesn't. The Hellcat rifle is a weaker AR but with flame. The Incinerator deals damage in a different way. Unless you really really want those flame attacks, which are aoe and hard to quantify, it's just the same chart.
Here is my pro-tip. Don't Focus on just ONE weapon, have a mix of all. So you cover all distances. Pure example; Trigger Happy vs Careful Shooter. The way Accuracy works, both excel at their own points. Those with Snipers should have Careful Shooter, and be in the Backlines, they should never be the middle or frontline. Those with Trigger Happy, should have a quick Range Cooldown, and quick Aim time weapon, like that of an Assault Rifle. However that -5 to accuracy is a heavy ouch. (Shooting Accuracy x Weapon Accuracy x Cover effectiveness x Weather Condition) At 20 Skill level, a Careful Shooter, will have over 99% Accuracy (99.438% Which doesn't sound like a huge deal but it is). The highest Shooting Accuracy without mods, is 62, but this require the Archotech eyes, drug use, and Shooting Specialist. This will net you a 99.9% Accuracy, and if we then shoot at a range of 40 we use this calculus: 0.999^40xWeapon Accuracy (Lets say 100% with a Legendary Bolt Action Rifle) 1x1(0 cover)x1(Clear weather) = Hit Chance % This is 96.08 (Rounded up) chance to hit. While Trigger Happy which has a -5, would only be at 52. 40 Shooting Accuracy is 99.8% and 60 is 99.9% (Doesn't go higher than 60), so we can do a generalized mathematical X = 0.005, making the 52 = 99.860%. This gives us this calculation for the same weapon, range, weather and cover: 0.9986^40x1x1x1 = 94.6% (Rounded up). Which doesn't sound like much, but, it is quite a big difference, this is why it is better to use a weapon like an Assault Rifle or Minigun, which has a lot of shots, with mehish accuracy, since the volume of bullets makes up for the lack in accuracy. While a Sniper or Bolt Action Rifle, require the Accuracy over the speed of firing. However, I will say, if you have modded content and have semi-quick Long Range Rifles the Trigger Happy Trait can outgo the Careful Shooter, but always remember: Your Army, should not be Super Specialized, they should be like a Swizz Army Knife, with all ranges of engagement.
It's good if the pawn is good enough at staying away from danger (Bionic Legs, Jogger, Jump packs, etc.) but otherwise youll always want Protective Dusters/good Power armor over a bandolier It's a good addition for situations where there is no danger at all like hunting unaggressive animals or mech clusters with nothing but turrets but you don't need much preparation for stuff like that anyways
The video just got too long. I had already skimmed over a bunch of topics. I never covered topics like the bandolier and these others: Specialty weapons like Grenades and Launchers Utility Slot Armor Pen and Penetration Body Size Body Part Targeting Time to Kill rather than DPS Stopping Power Trigger Happy and Careful Shooter Bandolier, Gunlink and others Perfectly demonstrating tactics with clips of each weapon.
It's on the list. Sadly the list of guides to make is about 100 long and usually I just end up streaming Rimworld rather than making guides. The short of base building is sadly "put everything in 1 room". But I hope to add lots of cool nuances and details.
Same concept but significant step down from Heavy SMG: solid at short range. Rapidly falls off every step you take further away. It's actually just a tiny bit below an Assault Rifle in ranges like 1-8 but it falls off hard and the AR not so much.
Assault rifles only scratch the paintwork of centipedes. You need HEAT weapons to take them out. Their armour is an inch thick so to be realistic you need HEAT like what is used in real life against armor
meanwhile i am trying to figure out which of my 300 modded weapons are viable and which are not...😂
Yes, you can do these exact same steps in the guide with modded weapons. There's a Dev mode tool for that.
Options. Dev Mode. 5th button at the top "Open Debug Logging Menu" or go to the "Output" tab. Search for "Weapons Ranged". This is the source of many of the numbers in the spreadsheets, wiki, and calculator. It WILL include most modded weapons. You can export that table with the Copy CSV in the bottom right then import into a spreadsheet. You can sort by columns right there. Like sort by short, med or long range. Those are 12-25-40 range.
Use the math shown in the guide on whatever modded weapons show up on that table.
@@MortalSmurph damn, i am 4000 hours into RW without knowing this... thx mate
Most mod weapons are nuts
@@MortalSmurphthis is great , i never known he also use fist while using knife
Ironically Tere is a mid for that 😂😂
Its called weaponStats
I dunno, Smurph. You said you're not a math teacher, but I think I learned some math...
I am about 90% sure on the following, so I welcome a deep dive from you if you can confirm or correct. DPS doesn't necessarily matter. I am sure some people just started foaming at the mouth, but here is why. In Rimworld HUMAN pawns die or down in a fight primarily from 5 reasons: They take a total of 120 damage which causes instant death, movement is reduced to
Yes, sadly "Time to Kill rather than DPS" didn't make it into the guide. It was getting too long. There's a list of topics I wasn't able to include.
Thank you for explaining the topic very well!
@@MortalSmurph The part I haven't worked out is if you destroy 2 fingers and then destroy the hand they are on, have you done 8+8+20 damage or only 20 damage for pain purposes?
I remember learning that machine pistol is the best gun for downing without killing enemies die to the low damage per bullet. Good info, it should be stated the chance of hitting fingers or toes with a charge lance is very low compared to torso or limb.
@Steven-hq3go yes, all fingers and toes combined are something like 4.04% (need to double check) but weapons that lean on high per bullet damage are giving something up is my point.
Jesus Christ, this is the best rimworld video on youtube. thank you so much. why in the hell did i have to go through the rabbit hole to find this. i think i logged 2 hrs of video research, and non of it said anything. You rock
Incredible video. UA-cam is at last recommending videos I like
I think you're forgetting rule 6: quality matters a lot.
Obviously higher quality weapons are better overall, but it's more than this. Very often, higher quality weapons can beat other specialized weapons where they would normally shine.
In practice, this actually makes cheaper weapons much better than more expensive weapons. That's because the quality of a weapon is semi-random, which a chance of each quality based on the crafter's skill. If a weapon is cheap, then you can build multiple copies of it until you get higher quality. A level 20 production specialist has about 9.5% chance to produce a legendary weapon, which means you get a legendary anything at 10.5 times its normal cost on average.
With that in mind, it becomes quite feasible to produce legendary assault rifles for everyone in your colony. This will cost 42 components and 790 steel on average, which is of course not cheap, but it's generally worth it. A legendary heavy SMG will wreck pretty much anything.
This is even more relevant to flak vests. A legendary flak vest provides similar protection to a masterwork cataphract armor at a fraction of the price. At 10.5 components, 631 steel and 315 cloth each, it's well worth the protection. Plus, a decent trader can easily trade the lower quality flak vests at a high enough price to buy back all raw material.
Yeah but production specialist+word of inspiration if you got empire just guarantees legendary almost.
@@throwawaychannel4807
Yes and no. Word of inspiration can give you any of 8 different inspiration. Production specialists + word of inspiration only about guarantees legendary if the inspiration gotten is the Inspired creativity. There are ways to disable most inspiration types but even in the best of cases you will only have 1/2 chance to get Inspired creativity in a slowpoke, brawler (or incapable of violence) crafter with less than 3 levels in animal, medical and social. In this case, you will also have 1/2 chance to get work frenzy which will stop any other inspiration from happening for 8 days. Work frenzy is still useful mind you, espetially in combination with what I said.
There is a way to farm Inspired Creativity specifically though. You need a Tortured artist crafter. It tends to be more micromanagey than bruteforcing it with a normal level 20 production specialist.
8:22 Woah I had no idea they got rid of the forced miss radius. I always thought it was dumb/too gamified. I might actually use miniguns now. Great video.
Also, the graph showing how the crossover point between long range and short range damage doesn't move at all with skill level was really surprising. You explained all of this stuff really well.
For a long video, thought it would be really messy and hard to learn, but its really nicely chopped into parts. Very nice video
Now this is a chonker of a video! I just wished that the charge lance and LMG were more viable.
This is my first video I have seen from you and you are great to listen to. You just have a natural good UA-camr commentary and analysis style.
Heavy SMG got a nice glow up in 1.5.
I'm here entirely for the numbers! Thank you!
very useful information thx you! going to start another playthrough with my new knowledge.. thx!
27:00 that someone else would also be Harakoni 😂
But also there are graphs for each weapon on his big page of pages too.
one of the best informative game mechanics video i have seen for any game
Thanks, Smurph! Very worthwhile video.
It should be mentioned that long range rifles are better for levelling colonists shooting skill, especially at extremely low shooting levels and against incompetent/passive targets. A low fire rate and high XP per shot fired (regardless of it landing or not) prolong the survival of the target, increasing potential XP gained. Especially at low skill levels where a vast number of shots will end up missing, furthermore increasing the duration of battles and hunts.
Really nice vid, dude. This way you gonna wash out my noobidity
I'm glad I found this channel today
An update regarding the melee section:
Bioferrite Longswords currently outperform non-persona weapons of any type due to the melee verb system never choosing the handle attack at better qualities.
Yeah, they are definitely OP, I expect a nerf in the next release, but am going to take advantage until then. As masterwork/legendary persona monoswords are extremely rare to come by outside of making them your relics, crafting a bioferrite longsword is way more viable, and can even be done in the early game, and don't even add much wealth.
such a good compilation of combat information
Honestly have been liking the visage mask over the sim helm and flak helm. cus it protects all of the face and it is really cheap to make at the tailoring bench. I usually make them out of uranium or plasteel for decent defence and dura and its still pretty cheap.
Lets me have lots of steel and components for other things later for other things.
Thanks for another great guide, MortalSmurph!
This is so good, consider both how hard to get and weapon quality sharpe/blunt, paw skill etc. that explain why i happen to find shotgun/smg were more successful in early game compared to to bolt action rifle / sniper 😅
Chain shot guns are my go to well into mid game.
ive just been using my enemies weapons because yeah
thank you so much for this video, helped me a bunch.
This is very high quality
i beg you people to use dark mode on the wikis and stuff, my eyes hurt
Sadly, Dark mode doesn't perfectly work with the wiki and doesn't perfectly work with Google Docs and sheets :( There's extensions but they aren't quite perfect.
Skill issue.
Your screen is set too bright. I personally with my screens have no problems with white.
Thanks for all the hard work, the video was very informative.
Very good and informative video, I do very much like the warhammer though, enemy can't hurt you if they die in the first hit! I would have liked going into Plasteel and Uranium Plate though as they are a very low tech way to maximize coverage for a single crafting inspiration for a designated tank. I suppose that is more niche use though.
Gotta love the fact that most smurph pawns are on blue coats
maaan, your videos is really good
Fantastic video
Thanks for the amazing video
Thanks for the awesome info. I've been playing Rimworld and its DLC for a long time now but never really cared for strats, min maxing or anything like that but since Anomaly came out i've been watching videos such as this that go deep into the mechanics of the game and its still amazing how deep this game can get.
Still not a fan of killboxes though
A killbox is just a tool, you don't have to use it, but I'd rather have one and not need it, than need one and not have it. The only time you'll learn if you need one, it's too late to build it. lol
You are tripping if you think a melee colonist can handle late game combat with that outfit
Great work
"Lol just use charge rifles for everything" is the extent of my gear selection.
The sniper became powerful to me when a siege was carrying 20+ of those and I didn't stand a chance
May I suggest:
Waiting around a corner
Shield belted melee
Low shield packs
Skip
Jump packs
Long jump leg
Mortars
Or failing all that, decent armor
@@DSlyde shield belts destroy snipers because of their low dps yea
Smoke launchers until you get in range could also work
@@Steven-hq3go Sadly, smoke launchers won't help you against scythers, I hate those things.
I liked this.
Having a pawn with cataract armor, stone glands and a minigun is op.
I'm confused. Why wasn't there a jade club in the melee section of your graphic?
First off, thank you for stating plainly that the minigun has no forced miss chance.
This has not been the case since last BETA, and yet I hear this myth about the miss chance repeated over and over and over again.
I generally agree with the clothing choices - Devilstrand pants, shirt and duster, flak vest. Flak vest is frankly overpowered with how good protection it offers, especially considering how cheap it is.
Helmet - you should pick the heaviest ones you have available. Simple and Flak helmets leave the face open - so your colonists are still vulnerable to headshots.
Also, this setup leaves arms and legs vulnerable, so have the prosthetics and bionics ready.
As for the weapon selection - if you are in a killbox, range is inconsequential and you should always feel free to go with the most devastating options. Chain shotguns are king in small spaces. SMG works as a good training weapon.
If you are fighting in the open, consider cover and range. Range 30-31 is the threshold for some of the most dangerous weapons out there - tribal greatbows, charge lances, miniguns, assault rifles.
Charge lance is especially dangerous here, because it is a common mechanoid weapon with good penetration and potential to one-shot pawns.
If you have other weapons, enemies with those guns will force you out of cover. That is why I personally believe you should always have a couple of charge lances, assault rifles, miniguns and sniper rifles mixed in in your group - something to suppress and deal with long-range combatants.
Proper enemy snipers are rare, and mechanoid pikemen are a victim of their own range and fixed shooting skill of 8 - they hardly ever hit anything.
Kind of curious how grenades fit into this. Also having a long range fighter with your otherwise short range fighters can be usefull for killing priority targets like enemy's with doomsday rocket launchers
I was under the impression, due to extensive testing by others, that slash weapons only hit one body part, whereas blunt attacks by warhammers and zeushammers hit multiple body parts. Has there been a recent patch that changed this?
The problem with using chain shotguns, and it is a problem, is that the enemies have to be so close, that a miss, or fail to kill, can be fatal for your pawns, due to the enemies being so close that you inevitably get tied up in melee, which is not where you want to be against scythers. Against lightly armoured opponents, any hit is likely going to result in them being downed, but armoured opponents are a different proposition. Chain Shotguns are a viable option for early game, but once the first armoured opponents start showing up, you need something with more range.
Could you expand on the best material for clothing part?
Generally, what one cares about most is Sharp Armor. Sharp armor is bullets and that's generally what is the thing hitting you most.
rimworldwiki.com/wiki/Materials
Sort by sharp armor.
Make dusters out of the highest one on this list you can obtain. You may need to care about things like temperature protection on extreme biomes but the highest sharp armor materials generally also give fantastic temperature protections.
Even if you use the worst material, cloth, it's not too big of a deal. The Flak Vest provides huge amounts of protection.
@@MortalSmurph Thank you very much.
How does this change with anomaly?
It doesn't. The Hellcat rifle is a weaker AR but with flame. The Incinerator deals damage in a different way.
Unless you really really want those flame attacks, which are aoe and hard to quantify, it's just the same chart.
good work
Here is my pro-tip.
Don't Focus on just ONE weapon, have a mix of all. So you cover all distances.
Pure example;
Trigger Happy vs Careful Shooter.
The way Accuracy works, both excel at their own points.
Those with Snipers should have Careful Shooter, and be in the Backlines, they should never be the middle or frontline.
Those with Trigger Happy, should have a quick Range Cooldown, and quick Aim time weapon, like that of an Assault Rifle. However that -5 to accuracy is a heavy ouch.
(Shooting Accuracy x Weapon Accuracy x Cover effectiveness x Weather Condition) At 20 Skill level, a Careful Shooter, will have over 99% Accuracy (99.438% Which doesn't sound like a huge deal but it is).
The highest Shooting Accuracy without mods, is 62, but this require the Archotech eyes, drug use, and Shooting Specialist.
This will net you a 99.9% Accuracy, and if we then shoot at a range of 40 we use this calculus:
0.999^40xWeapon Accuracy (Lets say 100% with a Legendary Bolt Action Rifle) 1x1(0 cover)x1(Clear weather) = Hit Chance %
This is 96.08 (Rounded up) chance to hit.
While Trigger Happy which has a -5, would only be at 52. 40 Shooting Accuracy is 99.8% and 60 is 99.9% (Doesn't go higher than 60), so we can do a generalized mathematical X = 0.005, making the 52 = 99.860%.
This gives us this calculation for the same weapon, range, weather and cover:
0.9986^40x1x1x1 = 94.6% (Rounded up).
Which doesn't sound like much, but, it is quite a big difference, this is why it is better to use a weapon like an Assault Rifle or Minigun, which has a lot of shots, with mehish accuracy, since the volume of bullets makes up for the lack in accuracy.
While a Sniper or Bolt Action Rifle, require the Accuracy over the speed of firing.
However, I will say, if you have modded content and have semi-quick Long Range Rifles the Trigger Happy Trait can outgo the Careful Shooter, but always remember: Your Army, should not be Super Specialized, they should be like a Swizz Army Knife, with all ranges of engagement.
directly on the point, subscribed immediately. f. them intros
hey man, what about heavy bandolier ? its very good if you're kiting the enemy
It's good if the pawn is good enough at staying away from danger (Bionic Legs, Jogger, Jump packs, etc.) but otherwise youll always want Protective Dusters/good Power armor over a bandolier
It's a good addition for situations where there is no danger at all like hunting unaggressive animals or mech clusters with nothing but turrets but you don't need much preparation for stuff like that anyways
The video just got too long. I had already skimmed over a bunch of topics. I never covered topics like the bandolier and these others:
Specialty weapons like Grenades and Launchers
Utility Slot
Armor Pen and Penetration
Body Size
Body Part Targeting
Time to Kill rather than DPS
Stopping Power
Trigger Happy and Careful Shooter
Bandolier, Gunlink and others
Perfectly demonstrating tactics with clips of each weapon.
@@MortalSmurphso when does part 2 come out? 😂
Can we have base building vid?
It's on the list. Sadly the list of guides to make is about 100 long and usually I just end up streaming Rimworld rather than making guides.
The short of base building is sadly "put everything in 1 room". But I hope to add lots of cool nuances and details.
Did you get that graphic 0:44 from AdamVsEverything or did he also get it from somewhere else.
I made both. I have made several of AvE's guides.
Adam's version of this guide? ua-cam.com/video/zhke-zvGDRk/v-deo.html
@@MortalSmurph Ah that's very cool!
What is your opinion on the autopistol?
Same concept but significant step down from Heavy SMG: solid at short range. Rapidly falls off every step you take further away. It's actually just a tiny bit below an Assault Rifle in ranges like 1-8 but it falls off hard and the AR not so much.
@@MortalSmurph Thanks. I’ve been under the impression for a while now that it’s an underrated weapon and really not that bad.
@@MortalSmurph actually I fucking hate the autopistol it’s so ass
So the minigun is actually good now?
it was always good
@@ravell2854 Good at missing every shot maybe.
@@No-vq1iv they turn to laser beams with good stuff like eyes, shooting specs, high quality etc..
it looks funny xd
Devilstrand Duster > Power Armor
Why not Thrumbofur Duster? If you have psychic shock lance you can easily down a pair Thrumbo without taking any damage.
i want math
Video needs zoom
Assault rifles only scratch the paintwork of centipedes. You need HEAT weapons to take them out. Their armour is an inch thick so to be realistic you need HEAT like what is used in real life against armor
Exactly the reason why CE is just the superior combat system
"Lol just use charge rifles for everything" is the extent of my gear selection.