It's the little things that make a big difference. Every human in RimWorld has the same amount of health. However, their effective health can be boosted to insane levels with a couple of tricks. Here are some of those tricks.
Пікірлер: 35
@aytek988 ай бұрын
Hi, returning viewer here. I haven't seen any of your videos on my main page for more than a year now. I really thought you quit but looks like you are here and going strong. I am very happy for you mate, cheers.
@VenomSteak8 ай бұрын
I remember you! Welcome back.
@aytek988 ай бұрын
@@VenomSteak I am blushing
@chaos80068 ай бұрын
Love me a Tough, Robust, heavily armoured melee pawn. More > less
@girlbuu94038 ай бұрын
EvolvedOrgans. Stoneskin gland. Siegebreaker armor. He has tough and a jump pack. They literally can't kill this guy. Literally wading through bullets. He soloed a mechanoid raid with his zeus hammer. I need to change ideologions so he can become a god king.
@VenomSteak8 ай бұрын
That's freaking awesome
@girlbuu94038 ай бұрын
@@VenomSteakRegenerative liver, reinforced neck muscles, cranial plating, multilayer dermal plating, triplated limb (both), calcium alloy ribcage, msuculature braces, reinforced leg (both), ras vacoule is the most recent so he will never die but otherwise I can't remember the order of the installs. I am going to start adding advanced organs, multiple choices there, but I might go with the triwoven heart over the backup heart the lungs and the kidneys are tougher choices. Going to maybe try soloing a pirate base with him just to stress test, might ditch the zeus hammer for a minigun. I think his armor might actually be destroyed before he is. I am in the process of making other soldiers too. Have the Empire and Rimwar mods as well, this is a world conquest run now.
@Flahffudyfv8 ай бұрын
So things that make your pawns take less damage make your pawns live longer?
@VenomSteak8 ай бұрын
Yes.
@Marqan8 ай бұрын
more > less
@trev0768 ай бұрын
"or else" never fails as a dopamine hit
@Runzu878 ай бұрын
...Or else, is pleasing every time.
@sopoa85518 ай бұрын
i like the fact that sometimes in colonies i just cramp all the good things into one or two persons, i have a psylink?, to Gurbur, The destroyer.
@VenomSteak7 ай бұрын
Gurbur sounds alright.
@jimothyworldbuilding36648 ай бұрын
I know it's not exactly fair since it's modded but I desire to show off Nathan Stone. I am rather proud of him. Extremely pain sensitive. Extremely delicate. Those aren't traits, those are summaries of multiple traits and genes from various mods all taken to their extremes. Also he is dependent on 5 different drugs, and biosculptors. And cannot melee for his life (-20 skill from gene, also x25% damage). I've played with him many times before, but this is the first time only having 5 drug dependencies. I failed to get him all he needed in all but the previous run, where I pulled it off but he proceeded to die of an overdose. A lot of the dependencies don't even make sense given the lore of his xenotype.* But, through the power of a good learning speed letting him reach level 20 crafting fairly quickly, production specialist ideology role and a craft culture ideology, he's able to consistently make masterwork-legendary gear. A mod in my pack adds more varieties to armour. Heavy face-shields, flak armour that's just for arms, stuff like that. Allegedly balanced to fit with vanilla gear. Anyway Nathan's got legendary heavy flak gear all over, plus a legendary ranged shield belt, plus plasteel weave (allegedly also balanced in line with vanilla) clothing under that, and he recently soloed some centipedes with his chain shotgun. Sheer quality of gear, and a cheeky case of jump packing him home to swap out his gear when some of it broke, let him single-handedly demolish those centipedes. *("let's make them bad fighters, so they can't rebel!" "Also, useless at social, cooking, plants and animals, so they can't make others sympathise and are reliant on the food we provide them!" "Ooo, ooo! Make them have like 6 dependencies so it's easier to keep them in debt with the costs of fulfilling those dependencies!" "Careful those dependencies don't include luciferium or anything else that's super pricey, though, otherwise they stop being profitable to keep around." "Where's the part where they're better than humans for anything?" "Meh good immunity, movement speed, carry weight, don't get food poisoning so we can feed them total garbage and they don't need much food, sleep or recreation. Round the clock workers with no hope of escape."). Nathan's one of those, but with a mutation that makes him learn faster and doesn't damage his shooting skill as much (-4 rather than -20), and so was considered defective because his metabollic efficiency was off, and thrown away.
@VenomSteak8 ай бұрын
This is definitely giving me ideas
@Talz18038 ай бұрын
Good stuff. It just doesn't hit right without the vague and ominous threat at the end.
@fuchsmichael938 ай бұрын
Biotech gave us the Tools to make your Pawn take only 38% Damage with Tough and Robust. Best Thing on Top is Unstoppable, so he won´t get slowed down by incoming Shots. And in a Warcasket, because with those Genes the Armor would break before the Pawn. Slap in Unstoppable, to not get slowed down by your own Armor and just make him terrible at everything he can´t do anyways because he´s in a Warcasket.
@VenomSteak8 ай бұрын
I have a melee build that's minmaxed like this, it's insane. They just tear through everything and I've only ever had one die in all my playthroughs.
@fuchsmichael938 ай бұрын
@@VenomSteak the Spartans iirc, did something similar with a Melee only Colony ... but everyone was a Warlord from VE Psycasts. Double Damage, Double Attackspeed. 13 Pawns Teleporting, jumping, ripping and tearing every Raid apart. Can highly recommend
@VenomSteak8 ай бұрын
@@fuchsmichael93That sounds like a video I should do. It'd be a lot of fun to make.
@kittydaddy20238 ай бұрын
so build one super pawn. Got it.
@VenomSteak8 ай бұрын
Why not 5?
@kittydaddy20238 ай бұрын
@@VenomSteak the video only showed one, and I only play recluse mechanists anyway
@Akabeche8 ай бұрын
I kinda get what you're wanting to say, but using the example of a shielded pawn behind cover is kind of a bad example. Ideally you'd want that guy out of cover, you know, attacking. Except if you want to make a bullet magnet for some reasons
@NoNo-xh7ru8 ай бұрын
If they’re going to attack while pawns on your side are shooting they’ll be shot by your pawns as well. This setup lets your shooting pawns take less fire so they get less injured while also keeping your shielded pawns relatively safe as they’re heavily armored and behind cover.
@Akabeche8 ай бұрын
@@NoNo-xh7ru my philosophy and my experience on this matter is that you negate far more damage by just sending in the melee guys to neutralize ranged enemy pawns than you'd take from friendly fire, and most of the time the friendly fire isn't enough to go through shields
@VenomSteak8 ай бұрын
Bullet magnet is exactly what you want. Enemies waste their damage focusing your superpawn while your ranged units pick them off. This keeps casualties on your side low, in some cases even zero. It's division of labor. This pawn plays defense, while all your shooters blast your enemies into next quadrum.
@VenomSteak8 ай бұрын
@@Akabeche On higher difficulties it's just not feasible to send your melee units charging into battle. Even 5 super-pawns will struggle in the open against 60+ Yttakiin pirates. This strategy gives you a better matchup.
@Akabeche8 ай бұрын
@@VenomSteak Yttakin (and most biotech xenotypes tbh, fuck impids in particular, give me back my devilstrand fields you knock-off tieflings) are a pain lol, I keep my melee guys in reserve when they spawn. My assumption above are for raid from baseliner industrial factions, so more guns than swords, and admittedly not on higher difficulty level. In this case I find that focus firing the few melee guys and then sending in your own melee squads works wonder to cut the number of bullets coming your way I'll defer to your better understanding of the game that your system is better in most cases, but as I don't tend to use bullet magnets (except for pawns incapable of violence lol) I have a few questions : -you supposedly don't have a range advantage over your enemies. So if you can shoot at an enemy so can they shoot at you. In that case, does having the bullet sponge a few cells in front of really change the enemy AI target selection ? Like if you have 1 melee guy and 4 shooters will it be a 1/5 on whether they shoot the melee guy or one of the ranged guy, or will they shoot at the sponge a lot more ? -How do you use melee guys then ? Like it's dumb, but I like having my crazed cyborg ninja charging at enemy lines . Do you send them in once the line has been cleared a lot ? Do you just use them to clean up fleeing enemies and make prisoners ? Or do you just use them as bullet sponge and to screen against enemy melee guys ?
@TheTSense8 ай бұрын
Or you can just shoot them with a Punisher from space