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Vanilla: fire spread as you'd expect, most animals weren't a problem, tribals, colonists and mechanoids as you'd expect, Federation pawns were particularly hard to beat when they were beaten. I used the minigun and/or rocket launcher as the vanilla special weapon and the mods stated in the main post.
Yunhwa: Your colonists engage the enemy at closer ranges than normal. Spike Rifles fire first and hit somewhat distant enemies, next come the Microwave Cannons and then finally just a tsunami of endless shards flying at the enemy. These weapons really will tear apart tribals and animals but only when they get close enough and potentially become a problem, however the Yunhwa armor can give your pawns enough speed to make distance again. Expect allot of downed enemies. I gave all of them the twin pistols at one point and anything that got close enough died almost instantly except Megafauna. Mechanoids were not easily killed and overrun my pawns several times. Snipers can be very problematic to fight with Yunhwa weapons alone. Federation annihilated my pawns repeatedly, would not recomend.
Also, make a 2-wall thick bunker with tough doors and equip only Vector Shots and pretty much any tribal or animal raid can be beaten, eventually.
Jotun: The normal amount of fire spread you'd expect but less frequent, anything that got hit usually went down. I found that supressing enemies with 4 Muspell LMG and Fire Support armor equipped pawns prevented most things from getting through. Mechanoids put up a fight but aren't much of a problem, Federation gives a challenging fight but less than normal, animals are much more of a problem. Pirate raids ended fast lol.
Tisiphone: Pawns fired their weapons more frequently and at slightly less range. Federation raids are like little to no challenge to beat, anything else was about the same as vanilla. It was essentially a tradeoff of less damage for more defense.
Graydale: The fire spread was interestingly well localized, it was less like a mass of random bullets and more like waves of bullets, increasing as the enemy got closer. Using the Multilauncher to pepper enemies or cause fires to reroute or soften enemies was very effective and every pawn was highly accurate at the optimal ranges. Every fight was slightly better than vanilla. I later compared it to all masterwork quality vanilla equipment and only at that point did vanilla equipment do better. One unique advantage here was smokescreen, which was useful in combat when the colonists' positions were about to get overrun.
Federation: Pawns started firing from a longer distance away and usually killed enemies at that distance. Anything that got closer than optimal distance occasionally became a problem. Everything except Federation was easier to kill, Federation pawns also fired optimally at that distance so getting them closer was not helpful unlike with vanilla equipment.
I graded all of this based on the ammount of time it took to end the raid successfully, the number and severity of injuries and/or casualties and how reliably similar the results were. I tested each weapon branch against Animal, Tribal, Pirate, Mechanoid and Federation raids, 10 times each and in a flat, temperate biome with all-year growing period.
- Burst Charger is an amazing assault rifle, it's pretty much just a better assault rfile.
- Smart weapons have an accuracy buff that can turn a pawn with lvl 5 shooting skill into effectively a lvl 10 (roughly speaking, not necessarily exact), they are fantastic at staying on target for the cost of damage.
- Charge Shotgun is arguably the best shotgun for general purposes, probably better than the Jotun Fafnir Shotgun, however against a mechanoid I'd say that the Fafnir will stop Scythers faster than the Charge Shotty.
- Smart SMG is almost always a better choice than any of the Graydale weapons for close range combat when you have the resources and a good craftsman, it has a higher rof and does decent enough damage but the real reliability is in the accuracy. In my test with lvl 10s the close range Caracal HVSMG was superior to all other Graydale options, but that accuracy from the lvl 10 stat was needed, should you have less accurate pawns then you can't go wrong with the Smart SMG or a Charge Shotgun for close range. That being said, both weapons are more expensive and will require more resources as well as a harder to reach tech tree. (Graydale is also Inustrial level, unlike Smart and Charge techs wich are Spacer level)
In Rimworld, the first 50% for a given damage resistance translates to negating 50% of the damage of that damage type when it hits your pawn in the areas that the armor covers.
The next 50% give a percent chance (1% for every 1% past 50% but before 101%) to completely ignore a hit from that damage type when, again, it hits that area of your pawn.
Every percent after 100% increases both of these two bonuses by 0.25%, and the effective maximum resistance any armor can posses is 90% damage reduction and a 90% ignore damage chance.
So in the case of a Legendary Reactive Carapace which gives up to that 90% on both bonuses for heat damage, you will only take damage from any heat-based attack 10% of the time and when finally you do, that damage will only be 10% of the normal amount. This effectively makes heat-based-damage almost negligable in combat scenerios, so any pawn wearing a quality Reactive Carapace and armed with Tisiphone weaponry can easily take on and destroy the stronger Federation enemies or an Inferno Cannon wielding centipede.
That being said don't just stand in a fire when wearing the armor since temperatures can potentially still affect you, and it's really just not a good idea anyway.
If this is the case then this may be useful to exploit but probably only for smaller, less wealthy colonies since a big, wealthy colony with efficeint and skilled colonists will already raise the total wealth high enough for wealth generated by equipped weapons to not make much of a difference anyway.
Edit: This is indeed the case, any of the Panther MRS or Jaguar Launcher variations are worth much less than many vanilla weapons with a higher quality modifier, so if you intend to have a small, poor colony and want to manipulate the coding to give you less dangerous raids then Graydale is for you. (Though only do this on low level AI Storytellers, above hard difficulty this really isn't going to be that beneficial.)
I looked deeper into the way defense bonuses from armor is calculated in Rimworld and I mistakenly believed that the percentages of all worn equipment are added up for calculating their protection bonus, they are not. Each individual piece protects specific areas and only applies to those areas, this means that if two pieces protect the same limb then their protection percents are added but if they do not protect the same limb then they are not added together.
The actual percentages of damage reduction and damage negation chance on the Reflactor Carapace are just under 70%, same with the suit's helmet. However a legendary carbonfiber jumpsuit underneath the armor will raise the damage reduction closer to 90% but not the damage negation chance, and it won't protect the head either. This still makes the armor very very effective for preventing heat-based damage but you won't be nearly as much of a walking tank against it.
Basically, these armors will protect you from otherwise deadly hits but don't expect to walk out there rambo style and win (unless God shines upon your RNG from above), cover and good tactics take precedence over armor when trying to survive in Rimworld.
Oh, and some have said that as armor takes durability damage (which is everytime you get hit, whether the damage was negated or not) it lowers in protection percentages. Idk if this is true or not as I have not tested this nor do I have the skills to look into the coding to find out but if it is true then that's just another reason not to get hit.
P.S. Almost done calculating armor stats and coming up with a "what armor is best for which scenerio or purpose" list.
Also if you're running Zombieland, you can just send a pawn with Nervesuit + akimbo shard pistols and pretty much run-n-gun them until your pawn starves to death. With actual run-n-gun installed, I don't think any amount of zombies can get even 3 tiles close to your pawn. Suicide zombies' explosion radius can't match the shard pistols' range, and they're like convenient walking red barrels anyway. So if you're running Rimsenal and Zombieland, I suggest making zombies as deadly as they get or try mortaring them down for extra explosive fun, otherwise it gets boring real soon.
It's like OP said about TE and Graydale. TE being used against anyone but Feds is quite close to being useless, and I doubt it's useful against Insectoids.
Graydale is the perfect conventional firearm solution if you don't have a lvl 20 crafter chunking out high quality vanilla guns or rich enough to afford higher end weapons. Jotun massacres Mechanoids and heavy targets.
Feds weapons are an odd wonder to me. They're like the highest tech weaponry you can afford and they live up to their name, but if you want your Fed combatants to be truly effective, then micro the sh*t out of them. Every Fed shot can have a lot of impact on the battlefield, but missed shots are equally costly. Additionally, they become a deadweight when someone gets in a 10 tile range of your pawns, and don't even think about tackling melee attackers because you'll wind up lighting a fire on your own ass.
The Fed sniper rifle used to be a nerf gun because it couldn't hit sh*t even with 99% accuracy (a bug from the old times), now it's a laser gun that wets the pants of any sniper pawns. If I want to take out enemy snipers or down fleeing stragglers 50 stiles away, I can either send a Nervesuit to chase them, or use the Feds sniper rifle. You don't seem to miss, what with a 3 round burst. Kill Scythers, then send a Feds sniper and a Jotun sniper to a crashed ship, and you can safely change Centipedes' middle name to "Free Plasteels", takes them several hours to get close enough to even fire their weapons.
The Plasma caster essentially lets you smell napalm in the morning, every raid, every siege. Don't let the short range and the slow projectile discourage you, most pawns can't outrun the blast anyway. My defenses feel paper-thin without a Plasma caster on duty. Place fake flammable covers in your killbox and go to town. You can roast enemies behind cover and do it better than Vector Shot, or down 10 of them at a time. Combined with Crucible Carbines and Rifles, unless enemies have Nerve suit and rush straight toward you, you can just dial their f*cking number. If the enemy has these though, don't panic and concentrate fire as soon as you see them, and run like hell if you see that green sphere flying slowly towards you.