Ceramonial hoods when made out of devilstrand have 56% sharp armor, when made out of hyperweave, 80% sharp armor at only normal quality. Additionally, it also covers the eyes and jaw unlike lower tier helmets. Each hood only requires 20 fabric and 10 bioferrite to make so a small purchase of 20 hyperweave can get you a helmet almost as good as a recon helmet at a lower price and lower tech level. Also they look badass.
In masterwork quality(easy to obtain using production specialist) hyperweave ceremonial hood have more armor than recon helmet that makes it the best early and midgame helmet
Lobotomy is 100% S tier Edit: I'm going to do a playthrough with every type of lobotomy on my pawn just to prove this guy wrong, I'm talking bliss lobotomy, joywire and surgical cut scar in the brain.
its actually not bad if you have warcaskets from VE, cus they itself dont get affected by any of the lobotomy debuffs, only learning factor for combat skills, but if you put someone to warcasket i think you already have them with double passion
The ceremonial hood is amazing tho, a hyperwave ceremonial hood (or even devilstrand) gives a lot of sharp protection, you can use it as low budget marine helmet.
Hellcat rifles - they are nice... But their problem is the range - this is a slightly nerfed Assault Rifle that gets rid of THE most important advantage the vanilla AR gives. 31 range is a huge threshold that means no basic weapon, save for rocket launchers, sniper rifles, bolt action rifles and mechanoid needlers can force your out of cover. It is decent, but I would not drop it above B tier. Incinerator - flamer is fantastic. Good AOE, very fun to use and very effective as far as flame weapons go. Easily an A tier in my book, maybe even S tier. Nerve spiker has 30 range, which is nice, but it is the epitome of an unfocused weapon. It is very inaccurate at long range and basically depends on good shooter and high quality. IF massed, it is a pretty solid crowd control weapon. B at most - if it works on unstoppable pawns. Need to test that.
I strongly disagree with the ranking of the lances. While yes, lances can be obtained in other ways, the whole point of the shard lances is to give players access to them unconditionally, without needing to get lucky with ancient danger or trader RNG. You additionally specify that the shards are better spent elsewhere, but where else is that? Death Refusal and Ghoul Infusion are the two other best uses for shards, but consider that unless you're performing particularly poorly or are warping your playthrough around ghouls, you aren't going to be spending all your shards on them. Plus, ghouls can be resurrected ad infinitum with serums, so once you've got enough, you're set for life. Brainwipe is situational and Philophagy even moreso, so they aren't going to be eating up all your shards either. Just because you CAN get something elsewhere doesn't mean that it's not good enough to warrant crafting yourself. Sure, I can buy masterwork assault rifles and heavy SMGs from weapon merchants. That's not gonna stop me from crafting a few of them myself. By the time you unlock the research for them, you should already have cleared all the "mandatory" shard sinks regardless. And finally, lances are really good utility items. Certainly better than a waste of resources.
I can see your point. Personally lances are the last things I end up crafting, pretty much when I have nothing else to spend my shards on because after exploring for a bit I'll always find a moderate amount of them or find other uses for my shards but I see your point. Shards are something that I would use more commonly for generators, beacons, inhibitors, suppressors and inducers. The ranking as I said is obviously heavily biased from personal playstyle where I like investing my resources in permanent things that offer small but steady long-term bonuses rather than short-term consumables that have a great impact at the moment, but you have good points and I can agree with them.
@@thenightarchives4148 Fair enough. I agree that lances also tend to be the last things to craft, but that's due in part to their late position in the research tree compared to most of the other shard sinks.
Ghouls can use juggernaut serums, or at least they could when the DLC first came out, I'd say that at least bumps it up to B tier given that it just makes ghouls better at what they already do with no downside
Step 1: Obtain pawn whose purpose is and is already good at fighting, wardening, animal handling, art and/or doctoring. Step 2: Bliss lobotomy. Step 3: Profit. You can now put this pawn through far more without suffering mood breaks. I love lobotomies. I may or may not also play with a mod called skill bionics so once I've got decent advanced component production I don't mind forking out to making up for lack of natural learning. Xenogenetics can be a good tool too.
Isn't it better to make plasteel walls for containment? I'd like a containment video, and shard inhibitors seemed like they'd work best in a snowflake configuration, as it eliminates the shared cell debuff but they'd still suppress 4-8 platforms as they work through walls. The shard shock lance does have a niche usage - when you duplicate a pawn, it's good to have a lance on you in case it spawns hostile, which would ensure no damage to the original and only a small chance of damage for the duplicate, a chance that was already there in the duplication I think the nerve spiker is better scavenged/traded than crafted. For me by the time I tickle the monolith I have a well-established walled-off base, so getting a proximity detector alert allows me to send my pawns to defend the right chokepoint. I use ghouls so much I barely venture outside the base before I get my hands on one. They're much better meatshields for abandoned labs, distress signals and ancient complexes than cataphract-armored sanguophages! Juggernaut serum is ideal for one situation and one situation alone: The pit gate.
Bioferrite increases containment more than plasteel as a special property of the material despite containment normally being dependent on health which plasteel as number 1 beats out bioferrite at number 3 behind uranium.
@@pinkliongaming8769 I just tested it in a dev world. And unless one of my mods is messing something up, that's definitly not the case. A modest containment cell (5x5 walls, security door, and a roof) has 235 containment strength with Uranium walls, 244 containment strength with Plasteel walls, but only 220 strength with Bioferrite walls. The only modifer that Bioferrite seems to apply to containment strength is it's naturally high HP value and the +15 modifier when used to line the floor with Bioferrite plating.
actually, biomutation lances can be really good emphasis on can, but if you got a really easy quest and other loot isn't that good, yeah, it can be good. they take up utility spot, which in vanilla only has few other items worth putting there, and they strip the armor/gear without tainting it, bypassing acidifiers and can cause bit of rucuss in the enemy advance. It becomes actually kinda OP if empire becomes hostile to you, as it can mean 3 full cataphracts + charge weaponry with no research/techprints and can get rid of pesky 12+ skilled Hussar for cost of 2 easily renewable resources + shard. Just check if the pawn doesn't have biocoding so higher A for me for runs where you plan to have empire as hostile, C otherwise. B overall
juggernaut serum is S tier all you need to do is use mindnumb to remove the debuff a pawn with gojuice and juggernaut serum is faster than any enemy you can encounter even sythers
Don't forget the inhuman ideology. Many things on this list are way stronger if you're pawns are inhuman. It is worth noting inhuman does make it harder to keep around an art pawn for void sculptures.
Shard lances are OP AF You can use shock or biomutatuin lance on an armored pawn and it will drop it's armor and clothes untainted bypassing acidifiers. Shock lance also let's you inprison and recruit any raider pawn of your choice
i think bioferrite walls should be either S or A tier. they're the lowest wealth walls, makes them really good for anything other than killboxes. they also have huge hp so even if you get the zzztt event, they will most likely not burn down. though they can still catch and spread fires, which can cause problems to low population colonies.
I think they'd do a good job for killboxes actually. Unless fire is often used, killboxes are usually the walls that soak up the most in terms of bullets.
PS: I think the major problem is getting enough Bioferrite though. It wouldn't be an issue with a very large production but with 5 per wall cost, that's gonna take A LOT of entities.
@@thenightarchives4148 oh well, im usually overproducing a ton of bioferrite (so i assumed you do too), i think that's why we have so different oppionios about them. also yeah, they're probably good for killboxes unless you're fighting impids. tho even then, you can probably use firefoam poppers somehow, i've just never really used them so they came to my mind only now lol
13:40 what do you mean it doesn't do much? It's a flashbang, it stuns everyone caught in their radius. Not just revenants and sightstealers - most enemies, like pawns and animals. Haven't tested it on mechanoids. It's so good it's almost OP.
I know the stun duration scales with the amount of psychic sensitivity of a creature which is something I find cool in theory but disappointing in practice since strong psycasters raiding a colony are just, not there. I haven't tested if a Hussar would be immune to the stun of the flares though but I would assume yes. Lorewise, mechanoids are psychically sensitive to a certain degree so in theory it should in practice I think it doesn't.
@@thenightarchives4148well, the fact that someone can resist the flare is good to know, thank you. Still, on targets with normal sensitivity well placed flare can decide the outcome of a gunfight. And i don't think they can develop immunity, so you probably can just stunlock them by keeping to fire more flares? How is that not OP for their cost?
@@voidseeker4394 Stunlocking isnt a thing. They receive a modifier (or in Rimworld's terms, a headiff) for being flared. Anyone with that headiff becomes immune to flares until it expires. Not to say it wouldnt be useful against large groups of pirates though. Hmm, I might reconsider them further.
How do you think they compare with blunt uranium weapons? Those have a 150% modifier and while their damage is lower than sharp, they better armor penetration, if I remember correctly, making them especially good against mechs or heavily armored enemies. I might be mistaken, though. I'd curious to see which one would overall have a higher dps, but I'm going to assume bioferrite sharp for unarmored targets and uranium blunt for armored ones.
Because of the different edge damage calculations, a bioferrite longsword crosses over into the specialized calculations made for Royalty items with the personae weapons and the weapon bionics. It was folk knowledge previously that elbow blades and such were actually a detriment to melee DPS for a while (because of an even chance of choosing that attack in melee over say a legendary monosword edge) however the correction is when there's a big enough difference between damage sources, only the greatest ones are taken (in the case of a personae weapon, they don't use the pommel, for bionics, if they're too far below, they are ignored). This is the case with personae weapons and now Bioferrite sharp weapons at high quality, which is why they shouldn't be slept on. This can be observed in the damageverbs dev mode menu for a pawn's attacks. Uranium blunt weapons are similar, but the damage spaces between the pommel and actual head of the mace or warhammer is close enough that the damage is not ignored for the lower damage pommel as far as I'm aware. Good weapons, but as far as I know, not subject to the truncation of pommel attacks.
Yeah, I made a video on that. They are the third most durable material to make walls out of. They are good for containment of anomalies as plasteel and uranium are kind of really expensive to make bunch of walls out, especially early/mid game.
@@thenightarchives4148 i guess it is easy to get loads of steel at once with drills, but the passive farming of bioferrite makes it so I always have a supply of it. I'd argue you can mix and match the traps? I used to do it with wood (first trap is always wood to kill small animals without wasting steel) but bioferrite actually makes the defenses better.
@@Booklat1 so basically, affected is everyone besides psychically deaf pawns, because anomalies have obviously a bit of it, all humans do, and even mechs have, but at 50%
Both shard beacons and sculptures should be S. You can buy lots of bioferrite from exotic traders for almost nothing, so the only downside is quality of sculptures - and for that you need inspiration and talented artist.
Some seriously questionable ranks here. Juggernaut is amazing, easily A if not S. It makes melee ridiculously deadly and heals them up over the next few days to make sure they're ready for the next fight. 10 mood is not that big a deal, but if it is, mind numb is right there. Hellcats are mid - if you're happy with the short range you shouldn't be comparing to an AR but to the better DPS of CRs, HSMG, CS, and the burner is not good enough to make it worth it (especially when you can give one pawn the absolutely s tier incinerator). You also focused too much on invisible entities for flarepacks. They are good for that, but a single pawn debuffing entire raids makes the like psycasts you can give to anyone. Others have covered why ceremonial hood and lances should be better. I enjoyed the video as always but I think we must play in fundamentally different ways
@@DSlyde Oh believe me I absolutely agree with the points everyone is raising. The ranking though as always was done based on personal preferences and playstyles. I did expect it to be extremely questionable.
Ceramonial hoods when made out of devilstrand have 56% sharp armor, when made out of hyperweave, 80% sharp armor at only normal quality. Additionally, it also covers the eyes and jaw unlike lower tier helmets. Each hood only requires 20 fabric and 10 bioferrite to make so a small purchase of 20 hyperweave can get you a helmet almost as good as a recon helmet at a lower price and lower tech level. Also they look badass.
That's generally what I use it for too, a helmet that suits the colony look while still being pretty good, even in the endgame for non-psycasters.
In masterwork quality(easy to obtain using production specialist) hyperweave ceremonial hood have more armor than recon helmet that makes it the best early and midgame helmet
Lobotomy is 100% S tier
Edit: I'm going to do a playthrough with every type of lobotomy on my pawn just to prove this guy wrong, I'm talking bliss lobotomy, joywire and surgical cut scar in the brain.
Man, you are going to be disappointed.
its actually not bad if you have warcaskets from VE, cus they itself dont get affected by any of the lobotomy debuffs, only learning factor for combat skills, but if you put someone to warcasket i think you already have them with double passion
I agree because... umm... I forgot
Enjoy having your pawns die from smoking a joint and having extremely risky anesthesia
Bro I think you should open a company about lobotimy
The ceremonial hood is amazing tho, a hyperwave ceremonial hood (or even devilstrand) gives a lot of sharp protection, you can use it as low budget marine helmet.
Yeah, in hindsight, I should have probably placed that one higher. Actual L take from me on that one not gonna lie.
Hellcat rifles - they are nice... But their problem is the range - this is a slightly nerfed Assault Rifle that gets rid of THE most important advantage the vanilla AR gives. 31 range is a huge threshold that means no basic weapon, save for rocket launchers, sniper rifles, bolt action rifles and mechanoid needlers can force your out of cover.
It is decent, but I would not drop it above B tier.
Incinerator - flamer is fantastic. Good AOE, very fun to use and very effective as far as flame weapons go. Easily an A tier in my book, maybe even S tier.
Nerve spiker has 30 range, which is nice, but it is the epitome of an unfocused weapon. It is very inaccurate at long range and basically depends on good shooter and high quality. IF massed, it is a pretty solid crowd control weapon. B at most - if it works on unstoppable pawns. Need to test that.
3:08 the atmospheric Peter jumpscare 😂
Hey Lois
I strongly disagree with the ranking of the lances. While yes, lances can be obtained in other ways, the whole point of the shard lances is to give players access to them unconditionally, without needing to get lucky with ancient danger or trader RNG. You additionally specify that the shards are better spent elsewhere, but where else is that? Death Refusal and Ghoul Infusion are the two other best uses for shards, but consider that unless you're performing particularly poorly or are warping your playthrough around ghouls, you aren't going to be spending all your shards on them. Plus, ghouls can be resurrected ad infinitum with serums, so once you've got enough, you're set for life. Brainwipe is situational and Philophagy even moreso, so they aren't going to be eating up all your shards either. Just because you CAN get something elsewhere doesn't mean that it's not good enough to warrant crafting yourself. Sure, I can buy masterwork assault rifles and heavy SMGs from weapon merchants. That's not gonna stop me from crafting a few of them myself. By the time you unlock the research for them, you should already have cleared all the "mandatory" shard sinks regardless. And finally, lances are really good utility items. Certainly better than a waste of resources.
I can see your point. Personally lances are the last things I end up crafting, pretty much when I have nothing else to spend my shards on because after exploring for a bit I'll always find a moderate amount of them or find other uses for my shards but I see your point. Shards are something that I would use more commonly for generators, beacons, inhibitors, suppressors and inducers. The ranking as I said is obviously heavily biased from personal playstyle where I like investing my resources in permanent things that offer small but steady long-term bonuses rather than short-term consumables that have a great impact at the moment, but you have good points and I can agree with them.
@@thenightarchives4148 Fair enough. I agree that lances also tend to be the last things to craft, but that's due in part to their late position in the research tree compared to most of the other shard sinks.
i use shards for mods :trollface:
Anyone else use a lobotomy to create an army of soldiers who are entirely expendible.
encase them in a war casket and you have a space marine
@arenabreakoutbest based
Ghouls can use juggernaut serums, or at least they could when the DLC first came out, I'd say that at least bumps it up to B tier given that it just makes ghouls better at what they already do with no downside
Step 1: Obtain pawn whose purpose is and is already good at fighting, wardening, animal handling, art and/or doctoring.
Step 2: Bliss lobotomy.
Step 3: Profit. You can now put this pawn through far more without suffering mood breaks.
I love lobotomies.
I may or may not also play with a mod called skill bionics so once I've got decent advanced component production I don't mind forking out to making up for lack of natural learning. Xenogenetics can be a good tool too.
Where is the human leather cowboy hat Mr archives, you promised
@@AGENTCL912 its in the making do not fret
Isn't it better to make plasteel walls for containment? I'd like a containment video, and shard inhibitors seemed like they'd work best in a snowflake configuration, as it eliminates the shared cell debuff but they'd still suppress 4-8 platforms as they work through walls.
The shard shock lance does have a niche usage - when you duplicate a pawn, it's good to have a lance on you in case it spawns hostile, which would ensure no damage to the original and only a small chance of damage for the duplicate, a chance that was already there in the duplication
I think the nerve spiker is better scavenged/traded than crafted.
For me by the time I tickle the monolith I have a well-established walled-off base, so getting a proximity detector alert allows me to send my pawns to defend the right chokepoint.
I use ghouls so much I barely venture outside the base before I get my hands on one. They're much better meatshields for abandoned labs, distress signals and ancient complexes than cataphract-armored sanguophages!
Juggernaut serum is ideal for one situation and one situation alone: The pit gate.
Bioferrite increases containment more than plasteel as a special property of the material despite containment normally being dependent on health which plasteel as number 1 beats out bioferrite at number 3 behind uranium.
@@pinkliongaming8769 But plasteel walls are significantly hardier than bioferrite, which surpasses that bonus in raw containment strength.
@@pinkliongaming8769 I just tested it in a dev world. And unless one of my mods is messing something up, that's definitly not the case. A modest containment cell (5x5 walls, security door, and a roof) has 235 containment strength with Uranium walls, 244 containment strength with Plasteel walls, but only 220 strength with Bioferrite walls.
The only modifer that Bioferrite seems to apply to containment strength is it's naturally high HP value and the +15 modifier when used to line the floor with Bioferrite plating.
actually, biomutation lances can be really good
emphasis on can, but if you got a really easy quest and other loot isn't that good, yeah, it can be good.
they take up utility spot, which in vanilla only has few other items worth putting there, and they strip the armor/gear without tainting it, bypassing acidifiers and can cause bit of rucuss in the enemy advance.
It becomes actually kinda OP if empire becomes hostile to you, as it can mean 3 full cataphracts + charge weaponry with no research/techprints and can get rid of pesky 12+ skilled Hussar for cost of 2 easily renewable resources + shard. Just check if the pawn doesn't have biocoding
so higher A for me for runs where you plan to have empire as hostile, C otherwise. B overall
Apparently it makes very Fine Toilet Paper
VOID Storyteller Lore when? (Or Mod lore Vid's)
Oh, i get it, the Ghoul Ressurector Serum turns _ghouls_ into wood!
You are getting closer with each attempt. Don't give up, skeleton.
One of the best uses for the shard is destroying that damnable golden cube.
Blasphemy
@@thenightarchives4148 I don't want to trip over random as hell statues made by crazy bastards.
also use the mind numb serum on pawn addicted to the cube and they will not go berserk.
@@MagicalMaster those statues are made by God themselves. You are the most blasphemous person ive ever met.
Bastard Cube deserves only destruction. If I ever see another Cube Statue mental break I will immediately take 1d4 psychic damage.
juggernaut serum is S tier all you need to do is use mindnumb to remove the debuff a pawn with gojuice and juggernaut serum is faster than any enemy you can encounter even sythers
Don't forget the inhuman ideology. Many things on this list are way stronger if you're pawns are inhuman. It is worth noting inhuman does make it harder to keep around an art pawn for void sculptures.
Shard lances are OP AF
You can use shock or biomutatuin lance on an armored pawn and it will drop it's armor and clothes untainted bypassing acidifiers. Shock lance also let's you inprison and recruit any raider pawn of your choice
i think bioferrite walls should be either S or A tier. they're the lowest wealth walls, makes them really good for anything other than killboxes. they also have huge hp so even if you get the zzztt event, they will most likely not burn down. though they can still catch and spread fires, which can cause problems to low population colonies.
I think they'd do a good job for killboxes actually. Unless fire is often used, killboxes are usually the walls that soak up the most in terms of bullets.
PS: I think the major problem is getting enough Bioferrite though. It wouldn't be an issue with a very large production but with 5 per wall cost, that's gonna take A LOT of entities.
@@thenightarchives4148 oh well, im usually overproducing a ton of bioferrite (so i assumed you do too), i think that's why we have so different oppionios about them.
also yeah, they're probably good for killboxes unless you're fighting impids. tho even then, you can probably use firefoam poppers somehow, i've just never really used them so they came to my mind only now lol
Atmospheric Peter is a good rimworld name
13:40 what do you mean it doesn't do much? It's a flashbang, it stuns everyone caught in their radius. Not just revenants and sightstealers - most enemies, like pawns and animals. Haven't tested it on mechanoids. It's so good it's almost OP.
I know the stun duration scales with the amount of psychic sensitivity of a creature which is something I find cool in theory but disappointing in practice since strong psycasters raiding a colony are just, not there. I haven't tested if a Hussar would be immune to the stun of the flares though but I would assume yes. Lorewise, mechanoids are psychically sensitive to a certain degree so in theory it should in practice I think it doesn't.
@@thenightarchives4148well, the fact that someone can resist the flare is good to know, thank you. Still, on targets with normal sensitivity well placed flare can decide the outcome of a gunfight. And i don't think they can develop immunity, so you probably can just stunlock them by keeping to fire more flares? How is that not OP for their cost?
@@voidseeker4394 NO, enemies pawn can only get stun one time, you cannot stun lock them.
@@voidseeker4394 Stunlocking isnt a thing. They receive a modifier (or in Rimworld's terms, a headiff) for being flared. Anyone with that headiff becomes immune to flares until it expires. Not to say it wouldnt be useful against large groups of pirates though. Hmm, I might reconsider them further.
Casually ignoring the 130% melee sharp damage of Bioferrite, making cut based weapons *stronger than personae weapons* at your fueled smithy.
How do you think they compare with blunt uranium weapons? Those have a 150% modifier and while their damage is lower than sharp, they better armor penetration, if I remember correctly, making them especially good against mechs or heavily armored enemies. I might be mistaken, though. I'd curious to see which one would overall have a higher dps, but I'm going to assume bioferrite sharp for unarmored targets and uranium blunt for armored ones.
Because of the different edge damage calculations, a bioferrite longsword crosses over into the specialized calculations made for Royalty items with the personae weapons and the weapon bionics.
It was folk knowledge previously that elbow blades and such were actually a detriment to melee DPS for a while (because of an even chance of choosing that attack in melee over say a legendary monosword edge) however the correction is when there's a big enough difference between damage sources, only the greatest ones are taken (in the case of a personae weapon, they don't use the pommel, for bionics, if they're too far below, they are ignored). This is the case with personae weapons and now Bioferrite sharp weapons at high quality, which is why they shouldn't be slept on.
This can be observed in the damageverbs dev mode menu for a pawn's attacks.
Uranium blunt weapons are similar, but the damage spaces between the pommel and actual head of the mace or warhammer is close enough that the damage is not ignored for the lower damage pommel as far as I'm aware. Good weapons, but as far as I know, not subject to the truncation of pommel attacks.
Walls in the C tier ? Did you see how much hp those shiets have ?
Yeah, I made a video on that. They are the third most durable material to make walls out of. They are good for containment of anomalies as plasteel and uranium are kind of really expensive to make bunch of walls out, especially early/mid game.
how about bioferrite spiketraps? renewable and stronger than steel traps.
@@Booklat1 Stronger? Definitely. Renewable? I'd argue that Steel is more "renewable" than bioferrite. Deep drills go brrr.
@@thenightarchives4148 i guess it is easy to get loads of steel at once with drills, but the passive farming of bioferrite makes it so I always have a supply of it.
I'd argue you can mix and match the traps? I used to do it with wood (first trap is always wood to kill small animals without wasting steel) but bioferrite actually makes the defenses better.
dont flare packs stun anything? last time i used them i remember they stunned some chimeras and devouers so...
it's based in sensitivity, anyone with 0 sensitivity doesn't get stunned.
@@Booklat1 so basically, affected is everyone besides psychically deaf pawns, because anomalies have obviously a bit of it, all humans do, and even mechs have, but at 50%
Both shard beacons and sculptures should be S. You can buy lots of bioferrite from exotic traders for almost nothing, so the only downside is quality of sculptures - and for that you need inspiration and talented artist.
VIDEO!!!
Some seriously questionable ranks here. Juggernaut is amazing, easily A if not S. It makes melee ridiculously deadly and heals them up over the next few days to make sure they're ready for the next fight. 10 mood is not that big a deal, but if it is, mind numb is right there.
Hellcats are mid - if you're happy with the short range you shouldn't be comparing to an AR but to the better DPS of CRs, HSMG, CS, and the burner is not good enough to make it worth it (especially when you can give one pawn the absolutely s tier incinerator).
You also focused too much on invisible entities for flarepacks. They are good for that, but a single pawn debuffing entire raids makes the like psycasts you can give to anyone.
Others have covered why ceremonial hood and lances should be better.
I enjoyed the video as always but I think we must play in fundamentally different ways
@@DSlyde Oh believe me I absolutely agree with the points everyone is raising. The ranking though as always was done based on personal preferences and playstyles. I did expect it to be extremely questionable.
Bioferrite peter
🅱️ioferrite 🅱️eter
peter
🅱️eter