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"Worth it?" Well, not for the shooting bonus alone. (For Arcotech/Bionic) The Power Claw would be bad for ranged weapons unless the Manipulation penalty has been reduced.
https://rimworldwiki.com/wiki/Archotech_arm
https://rimworldwiki.com/wiki/Manipulation
The "Manipulation" factor, which is what you'd be concerned with for shooting purposes, is only slightly weighted for bionic/arcotech Arms. It's still a bonus, but not a big one.
AFAIK, they can't use a melee weapon if they have a Claw, but its bonus can be used if they have a ranged weapon and are in melee. (PS - I don't use 'em, so I could be wrong about that.) What I could find after a short search was the only way to truly max Power Claw use would be to have a pawn with two of them. Single power-claws are substandard across the board for melee and ranged. And, if they have two, they're definitely a melee specialist.
I assume that, because of the recommendations for Power Claws, they would use a Power Claw's bonus in melee combat rather than the "touch" damage of the equipped weapon. But, the manipulation penalty would count towards that ranged weapon's miss chance.
Two power claws = Good for melee-focused pawns that are not doing any Crafting or "Manipulation" based Jobs.
Two Bionic Arms = Decent bonuses all around, but not best for min/maxing ranged fighters. Good for manipulation jobs.
An eye for shooty-shooty pawns. :) Ears for Social types. https://rimworldwiki.com/wiki/Hearing Legs for speed, allowign melee pawns to quickly close and overall improvements in every day speed of movement.
Yes and yes, yes. :)
https://rimworldwiki.com/wiki/Capacity
These are the attributes specific for the pawns using enhancements. So, if you look up a bionic/arcotech items or read their descriptions/stats, you can cross-reference with that page to see what sorts of things it will effect.
Arcotech is generally good/good all the way around for those eligible pawns. Bionics are good, use them to focus pawns for certain tasks, anything lower is "substandard and temporary" IMO. Try to replace damaged limbs that are causing multiple issues, first, especially for Transhumiist pawns. You'll get rid of several negatives at once and give them a nice positive mood bonus. I
usually focus on Transhuminists first unless I have a pawn with severe injury to a limb or one that is particularly troublesome that i need to remove the "In Pain" debuff in order to push them over the "hump" and get them in a more positive mood, more often.
PS - I don't normally use Power Claws for any pawn. I don't know if it's a habit that I developed based on old patch data or just a personal preference sort of habit. I think, however, the Power Claw is one of those "transition" sorts of items that just never got polished very much. It's cool for specific situations that are focused on a pawn and their job and combat role. A hauler/miner melee specialist might do just fine with two of them. One, by itself,doesn't really seen to be a benefit considering the range of melee weapons/materials/quality bonuses available. And, some Power Claw fans might have a wealth of more info/practical experience with them and could give some good suggestions.
If you have a power claw, and you have a colonist without an archotech/bionic arm, then the power claw is worth using, mostly for non-melee characters who can then use that power claw in melee while holding a ranged weapon. Archotech arms are better for everyone though.
Manipulation does effect ranged accuracy, but only up to 100%, so while a ranged character with a power claw equipped will not suffer any penalty to ranged combat, they will suffer penalties in most other areas of the game including basic things all colonists do like eating. They shouldn't be in melee combat anyway.
How the game works in melee I believe is only one attack can be used at a time, and while that attack is on cooldown no other attack can be used. The game will pick semi-randomly from all attacks available somewhat favoring the higher DPS attacks, so usually with a melee weapon equipped you will not see bites or punches. With a ranged weapon equipped which has like 5 melee DPS I think, if the colonist has a power claw they will throw that into the mix fairly often because it has 9 DPS. Having two power claws I believe only increases the chance of one of them being used instead of the ranged weapon's melee attack.
In terms of priorities, IMO: Archotech eyes are best for doctors and snipers. Legs are best for melee (to chase) and snipers (to kite). Arms are best for workers, like miners, builders, growers and cooks, probably in that order depending on the map.
Bionic ears... having over 100% hearing has no benefits in the game at all, just use them to replace missing or damaged ears. If you get one for free you can install it on a transhumanist for a mood buff, the chance of losing an ear is pretty low and it only really impacts trading.
Just an interesting related comment - I have a recently recruited pawn that has a "Hearing Aid" implanted, reducing her hearing to 85%, IIRC. She's... definitely not a good Social pawn, but I'll replace that ear eventually "just because."
I didn't think Social had much of an impact on interpersonal relations between one's colonists, but apparently it has some kind of impact - https://rimworldwiki.com/wiki/Skills#Social
Probably one of those "no benefits past 100%" kind of mechanics for just colonist's interactions? Or... Could everyone be made to benefit more from their sporadic Social Interactions if they all had Bionic Ears?
There are times when I think the opposite is true and every pawn would be happier if they couldn't really hear what the others had to say about them... :)
For the stats that do rely on hearing, only negotiation and trade price have any major effect, both have a weight of 0.9 for hearing, making up about half the stat with talking being the other 0.9 weight. For social impact, which effects the relation changes during pawn socialization, and the animal skills which use hearing (taming and training), hearing only has a weight of 0.3, while talking is still a weight of 0.9, and the animal skills use some manipulation at a weight of 0.5, so even with 0 in hearing the colonist will only suffer a very minor penalty to those stats. You wont really ever notice your colonist is getting 25% less relation gain from chatting, and that's if they have 0 hearing, so if we are talking 50% or 75% hearing, it's negligible.
Bionic ears have always been a very curious addition to the game and for a time I assumed the dev was going to do something to make them worthwhile. That never happened, so they remain a strange item in the game that provides a 125% bonus for no good reason. =p
Then, would it be possible for a mod to give some tweaks and reworks to how those "Capacities" work? I think a Bionic Ear would be great for Hunters, so maybe a better bonus for Animal Skills? A "Doctor Dolittle" effect? :)
(I assume some of body modification mods have broadened and reworked how much impact all those things have on various jobs/interactions. I haven't used any of them, though.)
Note: When looking up some info on the Power Claw, 'cause I don't use 'em, I saw a post by Tynan responding to someone pointing out that while the Power Claw's melee bonus could be used by a ranged-weapon pawn, there was the issue of Miss rate being amplified a bit by the negatives to Manipulation. His response was something like "Oh... Hmm. Good point, I'll take a look at it..." It just may be possible that Tynan had some intent behind the bonus for the ear, but then forgot about it or it was superseded by something else and he just left it there... :) Kinda like "noses."
But it was more for me choosing when my transhuman is an amazing gunner type of situation, cause shes also just as good and passion for animals.
the power claw has more dps, an more armor pen, than the aero,but has the standard manup of a fleshy un damanged arm.
About the question on these arms in mele with ranged weapon, i see my question could have miss read, and was answered in a way that it might have happened.
I more meant, not using it and the mele attack of the gun butt.
What i meant, was would they use the arms mele attack instead of using the basic riffle butt.
And the compare from aero to power, is more i have a claw on hand to use, but till i get another trans or double flame mele, i am viewing it as a possible $$$ item, since right now im constantly seeing stuff i really could use for sure but cant afford in the trade ships, lol.
and the thing about using 2 arms for mele, would be more like is it just the 2 dps and ap added up, or is it 1 or the other as the attack, since someone said above, it only chooses 1 attack if many are avail.
They will switch between what is equipped in that case if they also have a ranged weapon equipped. Having two Power Claws, for instance, would make the more likely to get an attack with them, but they'd still have the possibility of using the "Touch" attack of the equipped Ranged weapon, AFAIK. (Melee weapons overrule that switching behavior during melee attacks.)
Honestly, it's probably best to just sell it if you need the Silver. You'd likely be better off equipping Melee characters with Excellent or better quality melee weapons made of suitable materials. (Don't forget to check the Material effect of selected materials for the Melee Weapon type damage you prefer.)
It's one or the other from what is equipped and available. It chooses one to attack with each time an attack is made.
material effect?
ive only ever used steel to make weapons when i have a choice, and then i use plasteel or uranium when my super smith gets inspired.
But i find them droping there weapons and it being flagged as forbidden to be annoying, which is one of the unarmed power arm combat things i think is a plus.
I typically only ever go all out equipping 1 mele char, and only when i find a burning flame one that has some kinda trait like brawler or nimble, some mele fighting one to also help.
the rest of my pawns that are not of the worker role, i try to only bring in ones with burning shooting if they have no worker primary role traits.
But I tend to by my current deep mid game to end game playstyle is to be making all my dusters and normal cloths out of devilstrand, and setting my machine shop to keep 1 assult riffle on had, and to also auto break down any riffle less than the quality all my guys currently have equiped.
so after they all have a masterwork riffle, i start doing the same on marine helments, then marine armor.
this way i dont have to spend so much effort on multi pawn bionics. heh.
It's something that separates Melee Weapons and Ranged Weapons as an added bit of difference - Material Effects.
https://rimworldwiki.com/wiki/Weapons#Material_.2F_Quality_Modifiers
You can't, for instance, make an Assault Rifle have a Jade Stock. In fact, it's only variable is "Quality." Melee weapons, however, have an extra variable that makes them different - Material. The choice of materials can matter a bit, which makes melee weapons a little bit more interesting. That kind of freedom in the Crafting meta is a really nice addition, IMO. It's not dramatic, but it does make the melee weapon crating a bit more exciting. Considering some of the starts that focus on them, it makes crafting melee weapons a lot more interesting over the longer period of time they're being crafted. In the regular start/playthrough, most focus gets rushed to Ranged weapons with only some specialist melee weapons being made. So, it's not really as noticeable in that situation.
And, that's why Uranium Maces are popular. :)
You mean when they're knocked out and drop all their gear? Yeah, it's annoying a bit, but if you really need that LMG back in action, it's the only way to get it to another pawn. (Can't order the unconscious pawn to drop it, IIRC.)
That's one of the difficulty factors in Rimworld - Getting the right colonists. Early game, I take just about anyone. Late game, they need to have something attractive like filling a needed role. If it's one of those semi-active duties that only comes into play occassionally and i have it covered, they've got to have passion in Shooting or must be able to Clean and Haul. (I will certainly take a pawn that can't do much of anything other than Clean, just to free up a couple of sometimes-cleaners.)
Rightly so! Devilstrand is "teh bomb." Don't forget that Flak vests/pants are very useful, too. Pawns will also willingly snap them up. Steel Helmets are pretty critical as head injuries are Very Bad Thing ™. :)
Marine armor is very nice, but expensive. I like it, it's just very "late game" in terms of the sort of thing I'd want everyone equipped with. I think the deterioration rate has been significantly lowered on it compared to what Power Armor used to be like. I swear, that stuff wore out as soon as they put it on, making it only something you got lucky enough to be able to put on before you were attacked. (Without mods, that is.)
I'd like something tailored as a ready room/locker where Marine Armor could be kept and quickly donned. (ie: Stack Armor and Helmets in one locker.) But, mods that allow for dissimilar item stacking are notoriously finicky, IMO. As it is, I keep all armor and shooty gear in a central location. I "like" to put Sniper Rifle and EMP grenade "dispensers" (Shelves) at each bunker complex, but one has to be careful that they're not easily accessible to escaping Prisoners. (Basically, make it more difficult for prisoners to escape and out of the way of their likely path. By that time, though, Prisoners should not be escaping.) I like to include Shotguns, too, but that's a lot of space in a developed base.
(There is/was a mod that can create that kind of storage, I haven't yet looked to see if it was updated. Not "Wardrobe," just for more easier storing/swapping of weapons and armors.)
Typically, I use Devilstrand Dusters, Flak Vest, Flak Pants, Steel Helmet, shirt tailored for environmental needs, etc.. Progress to Marine items as able, starting with Melee specialists. (Even though it has a movement speed penalty, they typically need the most protection. Melee with speedy/bionic legs will barely notice it.)
Now my normal cloths wears out so fast even when worn.
I mean ive only lost maybe 3% of my marine durability while it was being worn for at least 50+ days straight.
So i never set up out of combat styles to flip between.
I only have never combat and always combat ready presets heh
Good to know. It's habit with me, I guess. Back with "Power Armor" I'd end up having to dump it all in a pile near fighting positions and forbid it all, since colonists thought the darn stuff was so fashionable... and it happened to be so very undurable. :)
Clothing storage management is always an issue for me unless it's micromanaged with material control and burning/selling constantly. Some mods help with the giant clothing monsters that can pile up. I have no issues with clothing other than floorspace being taken up by new clothing stocks. (Wardrobe would help with that, but I think it's got some idiosyncracies that bug me.)
Interesting thing: Quality effects deterioration rate. Higher quality = Lower deterioration rate There doesn't seem any other way to add deterioration resistance to general clothing types. But, it's not really too bad - A Tailor is going to be making a lot of clothing and naturally increasing in skill as a factor, basically, of "time." By xx day with xx colonists wearing xx clothing, a tailor should be around xx Skill, /handwavy calcs etc... (Some weather effects like rain are supposed to effect deterioration rates, but I have no clue if that is applicable to clothing.)
It seems to me, like every thing that has a neg beauty in its info has a much slower detoriation rate.
But i actually like to make only 2 of each basic cloths as in stock, on the bill, then i turn the rest of my non valuabe textiles into patch leather.
and use patch leather to make tribal wear.
that stuff really seems to help alot in social fights.
and it keeps them warm and what not.
Ya, it's pretty easy. The capacities for a stat and what they are capped at are all in XML and can be modified in a few seconds with notepad++.
So for example this is the capacity data for hunting stealth:
All you have to do is change it to:
And then hunting stealth would be boosted by uncapped hearing. You could do this yourself pretty quickly.
*\Steam\steamapps\common\RimWorld\Mods\Core\Defs\Stats\Stats_Pawns_WorkGeneral.xml
As far as Tynan intending to do things, there's a lot that was planned to be in the game or changed that never happened. I think it's very likely he had more plans for stats like hearing/talking/smell that never materialized. He just got tired of working on the game, and we will likely never see any of those things.
That's pretty neat, thanks!
And, sometimes a product has to be finished. :) I'm sure there are plenty of games that avoided terminal feature-creep by orphaning already included mechanics. It's fine - Rimworld is a Good Game. :)