[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] Specialist Tier List

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  • Опубликовано: 29 сен 2024

Комментарии • 60

  • @Poleelop11
    @Poleelop11 3 месяца назад +38

    Production specialist probably needs it own tier. Completely breaks the mid/late game with 2/3 churning out Masterwork royal apparel to trade

    • @nguyenhoangngoc4761
      @nguyenhoangngoc4761 3 месяца назад +1

      Indeed,the fact that it allow for frequent masterwork and occasional legendary without inspiration is busted on its own

    • @crow1crow1crow
      @crow1crow1crow 3 месяца назад

      One could argue it is still same tier as shooting specialist. Just Moral Guide - while indeed necessary - is still not nearly on the same tier.

    • @Tamizushi
      @Tamizushi 3 месяца назад

      @@crow1crow1crow
      The difference is that a Moral Guide has no opportunity cost. Every ideos get one. If you take production specialist and shooting specialist on your main ideo, you are basically blocked from taking any other specialist, except for the moral Guide and the leader. Only multi-faith colonies can take more specialist roles.

    • @Marqan
      @Marqan 2 месяца назад

      Money is not really a problem outside of challenge runs.
      Having too much money can be more problematic in most playthroughs.

    • @Tamizushi
      @Tamizushi 2 месяца назад

      @@Marqan If you see yourself having too much money, it means you're not trading enough.

  • @Randomorph
    @Randomorph 2 месяца назад +3

    Great video and great rankings (mostly).
    A few quick comments:
    - Shooting specialist is really great on researchers, doctors, and animal handlers, since their work isn't affected.
    - Research specialist is pretty meh, since you can get a similar bonus early game by just plopping down more research benches and having all pawns on priority 4 research. That being said, it's useful, like you said, for rushing techs early game when combined with everyone researching at once. Overall, because of it's limited use cases, I'd put it in C tier with miner.
    - You say that production specialist makes Flak Armour equivalent to Marine armour. Flak Vests are already nearly equal to marine armour at the same quality level, at least for chest, neck, and shoulder protection. The benefit of production specialist is you can churn out high quality flak vests for much cheaper than even average quality marine armour. You can also produce high quality dusters and clothes which also have great protection when made of good materials, which thanks to the layering mechanics increase the protection beyond the equivalent marine armour.
    - When you start your conclusion / summary of a tier list, I'd recommend showing the completed tier list for about 10-15 seconds.
    # A longer rant on Animal Specialists
    Animal specialist is certainly better than a D tier. Double training and taming chance is already good, but it's also only available on memes that improve taming or training chance. Rancher is the best since it improves training chance and yield. Why does this matter? It significantly reduces the amount of time you need to spend on training animals, meaning you can have a massive herd of nearly anything. Animals being worse than colonists doesn't matter when you're at raid cap and are throwing 80 elephants at the problem.
    Animals are better than Gauranlen Dryads in almost all circumstances (except extreme resource limited zones), many of which are able to haul, fight, produce resources, and be pack animals and mounts. In terms of combat power to effectiveness, they beat out most mechs by a longshot as well, since melee locking or blocking tends to work wonders on the most dangerous threats. Mech workers are obviously better, but you can have both pretty easily.
    - Bears can haul and fight, and produce lots of meat and valuable leather with good temperature and defenses if you need to put them down or they die in combat.
    - Elephants are absolutely cracked when you can let them graze, being able to haul, being the tied for second best combat animal, are pack animals, AND mounts, and again, provide metric tons of meat and valuable reasonable defenses leather if they die.
    - Big cats/wolves can haul, are decent in combat, and are some of the fastest animals, being able to chase down fleeing raiders, or quickly lock enemies in melee. They do die faster than bears or elephants though, so you need more of them to compensate. Their leathers also tend to be quite good for the biomes they frequently spawn in
    - Cows, chickens and horses are some of the most nutrient efficient sources of meat in the game while being easy to use.
    Combat animals can be zoned to be melee blockers, can meet breachers in an open field and win when at critical mass, and losses only provide you with resources to make allies, feed/clothe your colonists, or sell for profit. An animal specialist can keep way more animals trained than a non-specialist, and is way better at getting those elusive thrumbos or megasloths, and can quickly tame even a whole herd of elephants.
    Farm animals are also pretty good, provided you get the right ones. They produce a lot of resources, and many are also mounts or provide passive food. That being said, you don't really need animal specialist for them, although the rancher meme does provide better yields.
    I ran a rancher colony with animal specialists back when 1.3 was new and breachers were 70-90% of raids, and I barely even needed to fight, I could just sic my elephants on the mechs and watch the carnage. They outbred their losses, and the rest could be healed up. I barely needed to haul anything, and whenever I needed to caravan, the elephants served as mounts, pack animals, AND caravan defense. I started taming and training without the specialist at first, since I needed the other work types. When I switched to specialists, the number of trained animals doubles
    The sheer audacity of putting animals specialist on the same tier as the nearly useless melee specialist is offensive (I'm not actually angry lol). I'd personally put it right next to plants specialist in A tier, or at least B tier. It doesn't out compete either production specialist or shooting specialist (neither does plants), but it can be a good alternative to either since animals can give combat effectiveness, reduce labour needed, and provide often valuable materials for making alliances or equipment and keeping your colonists fed on fine meals.

  • @tobbenjees941
    @tobbenjees941 2 месяца назад +2

    I think mining specialists are B+ atleast, a single mining specialist can clear out a component chunk in just a couple hours, and since there will always be something to mine, a mining specialist will never sit idle unlike plant, shooting, melee or animal specialists might

    • @theykeeponrising
      @theykeeponrising  2 месяца назад +1

      Mining specialist is useful definitely, but it definitely needs a buff to be a realistic option. I think it should have a 30% yield increase and decreased chance to spawn infestations or something.

    • @PokemonTrainerChris303
      @PokemonTrainerChris303 9 дней назад

      Giving them a drill arm basically makes the buffs the specialist give kinda mute

  • @Tamizushi
    @Tamizushi 3 месяца назад +12

    Medical specially is definitely a D specialist imho. Other than the mood buff and arguably the boost to immunity gain, everything they do can be done just fine with a pawn with high medical and high manipulation. Fighting are the most important skills in this game, so they have the worst work restriction. What's more, the boost to surgery speed can arguable be a bad thing. Surgeries give huge amounts of experience proportional to their duration. So performing surgeries too quickly can make it harder to maintain high medical levels.
    As for animal specialists, I would have put it on B tier. They make Thrumbo ranching much more realistic, giving you a scalable source of the most protective textile in the game. They also make taming otherwise dangerous animals much safer. Corpses with any live wound get a 66% multiplier to their butcher yield, which means taming animals instead of hunting them is much more profitable. A high level animal specialist can do this with very little risk. The ability to tame megasloths and rhinoceroses early in the game can provide a lot of food and reasonably protective textile. Bears are also very good haulers and attack animals and they are among the most nutrition efficient animals that can haul, but their high revenge chance usually makes them difficult to tame. Finally, the various bonuses from the animal specialist, along with the great animal gene, can help compensate for the animal penalty from inhumanized pawns. What I will say about animal specialists though is that they might not be worth taking with your main ideoligion. Animal work is one of the few work types not prevented by bliss lobotomy. This means you have a good way to take advantage of the specialists from a secondary ideoligion without needing to worry about their mood too much.

    • @theykeeponrising
      @theykeeponrising  3 месяца назад

      You make a very good case for the Animal Specialist!

    • @Tamizushi
      @Tamizushi 13 дней назад

      ​@@theykeeponrising I want to amend some of what I said about the animal specialists. Actually they ARE a good choice to take with your main ideoligion.
      I've been playing around with using inhumanization to run a multi-faith colony whilst still doing lots of war crimes. Basically, when I want to recruit most pawns, I first convert them to the cultist ideology so that they get inhumanized and THEN I convert them to an ideoligion that gives them whichever specialist role I want to assign them to. Inhumanization will remove most mood penalty from having war crimes in the colony. I use psychopath for secondary ideoligions moral guides. The ancient ideo always has the research specialist and the production specialist. Raiders always have shooting specialist. I might also get lucky with mining specialists and plant specialists. All of these will do just fine inhumanized. However, for my animal specialists, I'd rather avoid the -12 penalty to animal skills. So to avoid mood penalties due to war crimes, I convert them to my main ideo, which means I need to take the animal specialist directly. The rancher meme is fine for this.

  • @DSlyde
    @DSlyde 3 месяца назад +17

    Leaders also get a 2% improvement to trading. Not huge, but nice for something you likely already have.
    Research specs also apply their bonus to scanning with the mineral scanners, to give them utility after you finish the Research tree. I'd still put them in the same tier though.

    • @lordheadass8310
      @lordheadass8310 3 месяца назад

      Leader is a great and flexible roll.
      You can put it on one of the picky/greedy cololist cuz you're gonna invest a lot in their bedroom anyway, or some one with sanguin/optimis to cancle out the mood debuff. Eitherway, after early game, you should have enough wealth to not worry about that debuff anymore.
      Work drive is just an extreamly useful ability when paired with "colectivism" or "republic". A good lead speed to inspire work + work drive can exelerate your colony crazy fast. Your artist can pumps out thousands of silver worth in statue per day, you builder can finish your base expansion and leave time to decorate, your crafter can arms the entire colony.
      It doesn't have the imeadiet impact so it feels less powerful than other abilities but to me, something that helps getting ahead of the curve is always s tier

  • @donthiebautable
    @donthiebautable 3 месяца назад +14

    Melee specialist is extremely under-rated. They're much trickier to use than ranged, but a melee specialist with good equipment and/or traits is virtually unstoppable, often enough to single-handedly turn a battle, especially against melee enemies like manhunters or dedicated-ranged enemies like lancers/pikemen

    • @theykeeponrising
      @theykeeponrising  3 месяца назад +2

      These kinds of comments are what I was hoping for

    • @Randomorph
      @Randomorph 2 месяца назад +1

      A melee pawn with good equipment, traits, and genes is already virtually unstoppable, you don't need melee specialist at all. Melee specialist only adds to melee hit chance and melee dodge chance. Due to the way chance to hit is calculated for melee, this improvement is almost nothing at higher skill levels. The melee dodge chance is nice, but this also has a curve that reduces the impact and is hard capped at 50% dodge chance. Note that nimble adds the same +15 as Melee specialist WITH Berserk active.
      As for Berserk, the only real benefit is the dodge chance, and losing control of the pawn is a MASSIVE negative in the vast majority of situations. The x0.1 pain actually makes them more likely to die, since they go down much later than they would otherwise. You're much better off just chugging a go juice, since this also gives move speed (and indirectly a large melee dodge chance boost), the same x10% pain, bonuses to sight and consciousness (which indirectly boost hit chance and melee dodge chance), and you can fully control the pawn, or have them stay in place as a melee blocker. You can't really stack them, because then you only take 1% pain, which means if they go down, they're probably dead, and even if they're standing they might be only an hour or two from death.
      If you want the auto-target seeking behaviour to clean up a fight, or keep mechs engaged, you're better off setting your melee pawns to aggressive mode, running them into the middle of the enemy, and undrafting them.
      The other big cost of melee specialist is it takes an extremely valuable specialist slot that you could instead be using on shooting specialist, production specialist, or either plants/animal specialists. It truly is the worst specialist, even if you could control the pawn.

    • @AleAGez
      @AleAGez Месяц назад

      Oh yes once i had a melee specialist with tough and nimble and a production one pumping legendary gear for him, full bionics, have to say it really felt op and that was vanilla combat i only use mods for visuals and random plus to roll pawns

  • @t_gabiuel6058
    @t_gabiuel6058 3 месяца назад +4

    I agree with everything besides animal specialist. Although you made great points, I don't think It's completely useless. It allows to tame basically any creatures without any risks that you can either use them as meat shields in battle or sell them to traiders. The food situation can be solved by just taming herbivores and having them grase outside your base.
    Your content is really good and I would love to see more of your videos.

  • @dukephantan1227
    @dukephantan1227 2 месяца назад +2

    It doesn't say, but production specialist also make better art

  • @saintco3pcs2m95
    @saintco3pcs2m95 Месяц назад +1

    Appreciate the videos man, writing down some tips and stuff I egt from you, keep it up and earned yourself a sub

  • @SwordTune
    @SwordTune Месяц назад +1

    I feel like there should be a psycastwr specialist that comes with the psychic focus meme. Along with better passive stats for psyfocus, an ability to grant a psylink once a quadrum or two would be interesting, especially for empire playthroughs.

  • @crow1crow1crow
    @crow1crow1crow 3 месяца назад +4

    "There is nothing inherently bad about medical specialist" - while incapable of violence is bad in in itself, the main problem with medical specialist is that you must take memes with strong downsides to unlock them.
    Nice review, I agree with most ratings, other than putting Moral guide in same tier as shooting/production. I really wish Ludeon would rebalance DLCs from time to time, as shooting+production is so clearly superior to any other options, that you can try out other specialists only if you are in some sort of challenge or RP run.

    • @ennou1236
      @ennou1236 3 месяца назад +1

      They should have removed the forced 2% failure for the medical specialist

  • @JoshSweetvale
    @JoshSweetvale 3 месяца назад +3

    I find trials to be incredibly useful in the lategame, when you start raising/recruiting supermen but you don't want to bloat your colony size.
    Shooting specialist/animal handler is a great template for mass-produced soldiers.

  • @qd5683
    @qd5683 2 месяца назад +2

    A very special guide. Appreciate it TY

  • @masterjedi8072
    @masterjedi8072 6 дней назад

    The medical specialist is a great role for any non-violent pawns that have an interest in medical. If you use animals to fight, they can train on the animals and rapidly gain exp. I had a colony that had elephants as their venerated animal. They kept about 40 fully trained elephants to fight. A single elephant is about as strong as a pawn in plate armor weilding a mace. So huge raids would come, get stampeded, and my medical pawn would get obscene amounts of exp afterwords. I had 2 pawns at 18+ medical within a year of them joining.

  • @EnlonWhite
    @EnlonWhite 2 месяца назад

    This does feel more like an opinion list, and a detail description of specialists. I do like the attention to detail.
    However, You appear to be an animal hater (just saying to teasing) Animal specialist is B Tier by your own listing rules of usefulness at the very least. Animal specialist basically doubles animal effectiveness in a colony.
    Also I think you have a secret hate for doctors, Doctors of the Rim dont bill you....if your useful to the colony that is. ;-) (One specialist of Medical wouldnt be bad for emergency immunity gain...if the meme's to get it where not so damming bad. Also an already non-violent pawn would be perfect pick for one.)
    Melee specialists outside of their very limited ability are actually really really good, but you only need 2-3 of them at most to see results like I am thinking of. (seriously good front-line tactics with them.)
    Leader specialist can use some love sure, but its not a terrible pick overall but B Tier is fine for it as it is.
    Though you could easily live without having one, which is very sad.
    --Main fix (easy fix) IF you removed the Shared CD to have each ability a different CD (still 10 days) it would make this specialist far more considered.
    --Basic plan leader type, NO work penalties, seriously good leaders are not afraid of work, they just usually should be able to do more without needing too.
    --Add in not a debuff to mood or expectations, but I feel responsible mood Boost/or mechanic might be more interactive and rewarding to have one. (that is a whole video conversation, not for this text). overall different types of leaders would be nice (each with its own effects based on pawn, and ideo)
    Moral guide, and shooting specialists are definitely the best hands down.
    Production specialist is just behind those but very nice to have. Feels good.
    Miner and Research specialist are the most lacking but at least Research specialist is good til you max research, then you only really need one for the other stuff it can help with that use intellect/research stuff.
    How ever you can always use a few miner specialist at ANY point you can afford too. its more a General ok to spam until you run out of extra pawns. It is mainly the issue of the Memes needed to have one are not as desired in every colony.
    Plant specialist is based on colony size, need, and overall maximum food growth area size. So its good, but you may not need many.
    Overall I feel this is video is more a guide and less about actual strength comparison. Still useful to many I bet.

  • @AetherXIV
    @AetherXIV Месяц назад

    yeah Production Specialist is S+ tier. In my workshop he's lightning and I'm surprised when anything comes out less than masterwork.

  • @thathandsometryhard8605
    @thathandsometryhard8605 3 месяца назад +4

    How did I never know you could have infinite specialists? This would have been helpful on my agrarian tribal playthrough, where most of my pawns were only really doing farming anyway. This must be sooooo busted with shooting specialists, holy crap. I'm gonna abuse the hell out of this, ty bro

    • @theykeeponrising
      @theykeeponrising  3 месяца назад +1

      The shooting specialist ability doesn't stack if you have multiple going at once, but having 2-3 of them is still good because of their combat effectiveness. Having multiple production specialists is also really beneficial since crafting and construction are both full time jobs.

    • @thathandsometryhard8605
      @thathandsometryhard8605 3 месяца назад +1

      @@theykeeponrising I didn't figure it would stack, I just normally tend to have a handful of pawns solely dedicated to defense and would never give the SS cause I didn't know I could. Multiple production specialists must be disgustingly broken.

    • @michaelrichards5340
      @michaelrichards5340 3 месяца назад +2

      ​@@theykeeponrising so you can have more than one production specialists? Brah I have a tendency to collect genies because I needed crafters and thought only one was allowed

    • @mateuszslawinski1990
      @mateuszslawinski1990 3 месяца назад

      Just have multireligious colony with ideologions following same/simmilar memes (i.e. one has Human Primacy and High Life, other Nature Primacy and Transhumanist, the tihrd one Human Primacy and Supremacist - voila, you have access to 2 production specialists and 2 plants specialists).

    • @thathandsometryhard8605
      @thathandsometryhard8605 3 месяца назад +1

      @@mateuszslawinski1990 You missed the point a bit, you don't need to do that at all. You can just appoint as many specialists as you want under one ideo. If this wasn't the case though, your method would work fine, I just can't be bothered to micro a bunch of other ideos

  • @avila382
    @avila382 2 месяца назад +1

    Amazing video :) I hope to see a ritual video if you decide on making one!

  • @aoflhs3885
    @aoflhs3885 3 месяца назад +1

    if only animals and mining specialists can boost yield, they would be worth having.
    Do research sp boost the underground scanning speed?
    For melee sp, they just got so overshadowed by the new ghoul frenzy. a ghoul with all the melee implant is as strong as a fully kitted melee sp, and can be revived dirt cheap.

    • @theykeeponrising
      @theykeeponrising  3 месяца назад

      Research specialists do get increased scan speed as well!

  • @creepyfishman6858
    @creepyfishman6858 3 месяца назад +1

    I feel like youre focusing on the ability a bit too much on the melee specialist. I use a melee specialist almost every run and on a sanguiphage with glucosoid pumps, go juice, luciferum, longjumps, modified arms and legs and a legendary ideo artifact persona zueshammer literally nothing can stop them. Even midgame a sanguiphage with a plasteel longsword and good armor can change the tide of a battle.

    • @theykeeponrising
      @theykeeponrising  3 месяца назад

      Sure but you don't really need a melee specialist if your pawn has all that!

    • @creepyfishman6858
      @creepyfishman6858 3 месяца назад

      @theykeeponrising all that is what makes the pawn a God pawn. Even without "all that" a melee specialist can absolutely turn the tide of a battle. Enemies have guns. They can't use guns when tied up in melee. A pawn who can kill fast and move fast can kill an enemy without them being able to fight back then leave before being hurt.

  • @jarnMod
    @jarnMod 3 месяца назад

    I don't play Remnant. I play RimWorld. So, I appreciate RimWorld content much more.

  • @PaoloBosi
    @PaoloBosi 3 месяца назад +1

    I only disagree with the Animal Specialist, as I consider them C tier, or even B tier depending on the climate/ideoligion you play with. But still a very good video.

    • @arthurfraco2970
      @arthurfraco2970 3 месяца назад

      Animal specialist’s tier depends on your PC capabilities lol

    • @JoshSweetvale
      @JoshSweetvale 3 месяца назад +1

      The biggest reason to have dog haulers and bear bodyblockers (or Thrumbo caravan escorts if you're a lunatic) is because Mechanators often 'break.' Having a backup system hampered only by kibble production rather than electricity, Mechanitor presence, pollution and a steady flow of brains _seems handy._

  • @dtkedtyjrtyj
    @dtkedtyjrtyj 3 месяца назад

    Correct me if I'm wrong, but isn't + harvest yield pretty much worthless?
    Each plant has a yield and on success that is what you get. The only thing harvest yield gives is less of a penalty for failure.

    • @theykeeponrising
      @theykeeponrising  3 месяца назад

      Harvest yield above 100% does increase the amount of items produced per plant. Yield below 100% increases the chance of a failed attempt. You can check the RimWorld wiki for more info

  • @bomfimd2
    @bomfimd2 3 месяца назад +1

    Great video, what mods do you use?

    • @theykeeponrising
      @theykeeponrising  3 месяца назад

      Mostly performance and QoL mods. I'm debating doing a mod highlight video for ones I think are 💯

  • @adzxyz1950
    @adzxyz1950 3 месяца назад +1

    Great video

  • @BrotherLeandros
    @BrotherLeandros 3 месяца назад

    Nice

  • @The13thRonin
    @The13thRonin 3 месяца назад

    "Specialist Tier List."
    Does not provide a tier list.
    Provides basic mum information about each specialist that anyone watching this video already knows.
    Thanks for wasting my time. Never again.

    • @Sus_pumpkin
      @Sus_pumpkin 3 месяца назад

      Pause at 13:17

    • @The13thRonin
      @The13thRonin 3 месяца назад

      @@Sus_pumpkin Thank you, I stand corrected.
      Why the heck does this spend only like 3 seconds on the screen?

    • @Sus_pumpkin
      @Sus_pumpkin 3 месяца назад

      @@The13thRonin Ohio baby gronk im egding Ohio rizz I have not slepped yet