That uranium breach axe was definitely a helper. Going to implement it next time I can because mechanoid clusters make me save scum faster than anything else I’ve seen in the game thus far.
These videos are the best rimworld videos on all of RUclips. Please keep these up. Maybe go into some common mods like Dubs or Vanilla vehicles expanded
Like everyone said, the breach axe tip is godly. Disagree with your takes on drugs though. Penicillin is great if you have other money makers and spare neutramine. As for smokeleaf and ambrosia, having safe consumption intervals, means you should have all of those on hand/ scheduled in the event of an impending mental break. I'll take getting high over a mental break anyday.
i always used EMP strikes but they can adapt to those overtime, i had to cripple as much of their firepower before they could even use it this is so much better, now i will have a real use for those spare smoke launchers the raiders always leave behind
Armour - substitute the helmet for ANY full face helmet as soon as you can. Flak helmet does not prevent headshots through face, unfortunately. The rest of the "flak'n'duster" loadout is good, but you may want bionic legs and arms with that to compensate for lacking defence there. Weapons - assault rifles are your go-to generalist weapon. All because it combines very good range Charge rifle is good BUT it has short range - in open combat it leaves you vulnerable, as decent amount of foes will outrange you and force you out of cover. 1 Charge lance per 3-4 charge rifles is usually sufficient to remedy that. Chain shotgun - best for corridor killbox and door fighting. No contest here. Minigun - easy to overlook, because of the persistent myth about "forced miss radius". This hasn't been the case since BETA. Anyway - minigun is great IF you have a high quality weapon and a very good, trigger happy shooter - from this point on, minigun becomes a true death-dealer. Charge lance - a king of underrated weapons. It is poor when used as a main weapon, but couple sprinkled among your colonists are amazing - they are good at dealing with heaviest of armour and have a very good one-shot potential. One bonus tip - Trigger-Happy vs Careful-Shooter - I did the testing and it turns out that Careful Shooter is not a detriment the popular opinion claims. Careful shooter is consistently more effective with until skill of about 16, where it starts to even out. BUT trigger-happy does not consistently overtake careful shooter until you factor in bionics and shooting specialist bonuses. Speaking of bonuses - do not disregard the Heavy Bandoleer - yes, it prevents you from wearing the outer coat, but the bonus it provides is unique. A trigger-happy shooting specialist with this on top... That is a pawn who can dish out stupid amounts of firepower.
I think theres an argument to be made that the phoenix armor is better than cataphract at high qualities anyway. The higher the values the smaller the difference in sharp and blunt and the heat armor and flammability buffs from phoenix are amazing Get it up to legendary and it caps sharp same as cataphract too
@@theykeeponrising yeah being added after the DLC's release and being generally considered a side grade makes forgetting it pretty common. But I still think it's worth pointing out how good it is. Plus it's an easy comment for the algorithm 😉
@@DSlyde When Phoenix armor was released - in Royalty - it was not really worth to use. That is when most analysis of armor concluded and since there were no changes to item itself nor any new armor introduced, those analysis are not revisited a lot. However, what changed a lot is the environment. With Impid raids, Tesserons (and to some degree other mechs) and the fact that you actually want to use fire against some Anomaly opponents, the relative value of phoenix armor grew a lot - to a degree that indeed a solid argument can be made to use Pheonix over Cataphract. Note that not getting set on fire is massive.
honestly I'm a personal believer in locust armor as well. Same thing with phoenix vs cataphract, if your colony is at the point to start pumping out that kind of armor you probably have some way to consistently get legendary quality goods (crafting specialist, tortured artist, etc) so the stats even out and having a jump pack while keeping the utility slot otherwise free is nice. I will admit its way more niche than phoenix armor though. I wouldn't use it on a melee (with a shield belt obv) unless they were like, super traited and gene-modded for melee and damage resist. Jump packs are nice on shooter pawns - though if you're using the cheesy 0.0s aim time sniper or minigun (trigger happy+shooting spec), you want them wearing a bandolier not locust armor. Best use case would probably be on mechanitor pawns that don't have any other good movement options (psycasts, sanguophage jump). You know when I spell it out like that maybe it's not great. When was the last time anyone with a lategame colony cared about recon armor or it's sidegrades?
Jokes on you, I edit the xml on smokejoints and make them give pawns 300x work and move speed. Don't have the time to play, so I just make supersonic schizo-stoner colonies.
Penoxycyline protects against only 3 diseases: malaria, plague, and sleeping sickness. You need to have every pawn take 1 dose every 5 days to stay immune. Those diseases are RNG so you have no idea if you'll even see them. And if you do, they are treatable with medicine and a decent doctor.
@@theykeeponrising well and? Suppose I don't want to have 5 of my pawns get constant pain and consciousness debuff for days, I think it's worth the neurotamine - It's not like it's hard to get
@@eUGHUGHUEU penoxyciline is only useful when administered before the illness is contracted, it does nothing when your pawns already have it. So you have to waste neutroamine constantly to feed it to all of your pawns every 5 days. If you've got the setup to waste that much neutro, then you've likely got a good enough hospital setup and enough glitterworld medicine (and possibly psycasts, as well as the moral guide health preach) to have your pawn develop immunity ridiculously fast. The only time I'd say its remotely useful is to have sickly pawns upkeep it or, if you live in the jungle and keep your colony filthy, feed it to your doctors so they're at 100% during an outbreak. It'd be more useful if it did something like prevent infections, then you could give it to pawns that took bad injuries or had to have an emergency patch up out in the field. But no, it only applies to 3, rare, letter event diseases while wasting a ton of resources and work.
In a min-maxing setup, Penoxyciline isn't ideal for the amount of resources it needs. But I always have it in my playthroughs as it can save me a lot of time especially when I don't have a proper infirmary setup just yet. It isn't useless but it's also not a necessity but more of a player preference type of drug.
@@theykeeponrising if you live in an area where disease are infrequent you could skip using it but it you are somewhere like a rainforest where those are frequent or if you have sickly pawn it can be a worthwhile investment.
Beer is useful. It gives recreation, nutrition, and can be consumed daily without risk of addiction. Tea is also useful, as it gives recreation and reduces pain and tiredness, but should be only consumed every 2 days to avoid addiction. Both can be consumed at the same time receive both benefits, so you should try to have both if possible.
That uranium breach axe was definitely a helper. Going to implement it next time I can because mechanoid clusters make me save scum faster than anything else I’ve seen in the game thus far.
Moral of the story kids: DO NOT SMOKE POT ! Take crack instead
I just love your colony layout dude, its so unique and charming
oh dang, I completely overlooked the breach axe as a weapon. this is a gamechanger.
good tip about Breach axes. thx bro
These videos are the best rimworld videos on all of RUclips. Please keep these up. Maybe go into some common mods like Dubs or Vanilla vehicles expanded
nice Going Under soundtrack
Another tipp for the Cannibal platter is that the junker meme gives you Deconstruct yield high allowing a 100% reclamation upon deconstruct
Like everyone said, the breach axe tip is godly.
Disagree with your takes on drugs though. Penicillin is great if you have other money makers and spare neutramine. As for smokeleaf and ambrosia, having safe consumption intervals, means you should have all of those on hand/ scheduled in the event of an impending mental break. I'll take getting high over a mental break anyday.
penicillin really only needed for swamp and rainforest biomes where diseases happen frequently enough that it would be bothersome
4:48 You can fully build the Cannibal platter and break it with attacks. It will also drop 120 meat.
Huge if true!
Omg that smoke tips, why I ignored it always
i always used EMP strikes but they can adapt to those overtime, i had to cripple as much of their firepower before they could even use it
this is so much better, now i will have a real use for those spare smoke launchers the raiders always leave behind
Bro... I didn't know any of these except the smoke thing which I personally use
Armour - substitute the helmet for ANY full face helmet as soon as you can.
Flak helmet does not prevent headshots through face, unfortunately. The rest of the "flak'n'duster" loadout is good, but you may want bionic legs and arms with that to compensate for lacking defence there.
Weapons - assault rifles are your go-to generalist weapon. All because it combines very good range
Charge rifle is good BUT it has short range - in open combat it leaves you vulnerable, as decent amount of foes will outrange you and force you out of cover. 1 Charge lance per 3-4 charge rifles is usually sufficient to remedy that.
Chain shotgun - best for corridor killbox and door fighting. No contest here.
Minigun - easy to overlook, because of the persistent myth about "forced miss radius". This hasn't been the case since BETA. Anyway - minigun is great IF you have a high quality weapon and a very good, trigger happy shooter - from this point on, minigun becomes a true death-dealer.
Charge lance - a king of underrated weapons. It is poor when used as a main weapon, but couple sprinkled among your colonists are amazing - they are good at dealing with heaviest of armour and have a very good one-shot potential.
One bonus tip - Trigger-Happy vs Careful-Shooter - I did the testing and it turns out that Careful Shooter is not a detriment the popular opinion claims. Careful shooter is consistently more effective with until skill of about 16, where it starts to even out. BUT trigger-happy does not consistently overtake careful shooter until you factor in bionics and shooting specialist bonuses.
Speaking of bonuses - do not disregard the Heavy Bandoleer - yes, it prevents you from wearing the outer coat, but the bonus it provides is unique. A trigger-happy shooting specialist with this on top... That is a pawn who can dish out stupid amounts of firepower.
Learned a few things today.
solid advice
Smoke in turrent and sun lamp for devil textile for cold bio nice
Great video, great tips 😊
Love your rimworld videos man
can you showcase your colony layout and your killboxes?
Keep doing that pls
thanks.
Ngl smokeleaf is not that bad it an easy drug to make and giving depandency to it to colonist is a relatively low risk maneuver
I think theres an argument to be made that the phoenix armor is better than cataphract at high qualities anyway. The higher the values the smaller the difference in sharp and blunt and the heat armor and flammability buffs from phoenix are amazing
Get it up to legendary and it caps sharp same as cataphract too
NGL I forgot about Phoenix armor
@@theykeeponrising yeah being added after the DLC's release and being generally considered a side grade makes forgetting it pretty common. But I still think it's worth pointing out how good it is.
Plus it's an easy comment for the algorithm 😉
@@DSlyde When Phoenix armor was released - in Royalty - it was not really worth to use. That is when most analysis of armor concluded and since there were no changes to item itself nor any new armor introduced, those analysis are not revisited a lot. However, what changed a lot is the environment. With Impid raids, Tesserons (and to some degree other mechs) and the fact that you actually want to use fire against some Anomaly opponents, the relative value of phoenix armor grew a lot - to a degree that indeed a solid argument can be made to use Pheonix over Cataphract. Note that not getting set on fire is massive.
honestly I'm a personal believer in locust armor as well. Same thing with phoenix vs cataphract, if your colony is at the point to start pumping out that kind of armor you probably have some way to consistently get legendary quality goods (crafting specialist, tortured artist, etc) so the stats even out and having a jump pack while keeping the utility slot otherwise free is nice. I will admit its way more niche than phoenix armor though. I wouldn't use it on a melee (with a shield belt obv) unless they were like, super traited and gene-modded for melee and damage resist. Jump packs are nice on shooter pawns - though if you're using the cheesy 0.0s aim time sniper or minigun (trigger happy+shooting spec), you want them wearing a bandolier not locust armor. Best use case would probably be on mechanitor pawns that don't have any other good movement options (psycasts, sanguophage jump). You know when I spell it out like that maybe it's not great. When was the last time anyone with a lategame colony cared about recon armor or it's sidegrades?
Jokes on you, I edit the xml on smokejoints and make them give pawns 300x work and move speed. Don't have the time to play, so I just make supersonic schizo-stoner colonies.
How's penoxyciline useless?
Penoxycyline protects against only 3 diseases: malaria, plague, and sleeping sickness. You need to have every pawn take 1 dose every 5 days to stay immune. Those diseases are RNG so you have no idea if you'll even see them. And if you do, they are treatable with medicine and a decent doctor.
@@theykeeponrising well and? Suppose I don't want to have 5 of my pawns get constant pain and consciousness debuff for days, I think it's worth the neurotamine - It's not like it's hard to get
@@eUGHUGHUEU penoxyciline is only useful when administered before the illness is contracted, it does nothing when your pawns already have it. So you have to waste neutroamine constantly to feed it to all of your pawns every 5 days. If you've got the setup to waste that much neutro, then you've likely got a good enough hospital setup and enough glitterworld medicine (and possibly psycasts, as well as the moral guide health preach) to have your pawn develop immunity ridiculously fast. The only time I'd say its remotely useful is to have sickly pawns upkeep it or, if you live in the jungle and keep your colony filthy, feed it to your doctors so they're at 100% during an outbreak. It'd be more useful if it did something like prevent infections, then you could give it to pawns that took bad injuries or had to have an emergency patch up out in the field. But no, it only applies to 3, rare, letter event diseases while wasting a ton of resources and work.
In a min-maxing setup, Penoxyciline isn't ideal for the amount of resources it needs. But I always have it in my playthroughs as it can save me a lot of time especially when I don't have a proper infirmary setup just yet. It isn't useless but it's also not a necessity but more of a player preference type of drug.
@@theykeeponrising if you live in an area where disease are infrequent you could skip using it but it you are somewhere like a rainforest where those are frequent or if you have sickly pawn it can be a worthwhile investment.
Wouldn't say beer is useful. Tea def
Beer is useful. It gives recreation, nutrition, and can be consumed daily without risk of addiction. Tea is also useful, as it gives recreation and reduces pain and tiredness, but should be only consumed every 2 days to avoid addiction.
Both can be consumed at the same time receive both benefits, so you should try to have both if possible.
Don't really get the idea of sunlamps, my pawns would rather eat the flesh of their enemies and wear cowboy hats made from their skin
Every colony should be a hippie commune- i will never stop rolling joints (in rimworld)