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Most of my pawns use maces, with combat dedicated pawns having Excellent-Legendary Uranium with Shield Belts and Armour, regular pawns just get Excellent Wooden ones and Tribalwear, keeps the base value/raid size minimal.
Normally have enough combat pawns to overwhelm shooters, and occasional Doomsday vs large Tribal raid, drop-pods are biggest threat vs regular pawns and frankly they're easy to deal with when you can go 2v1 with enough penetration to bypass Pikeman/Sycther/Lancer/Mid-Tier Armour + have better DPS than their guns melee potential + you get frequent stuns.
So really good sticks + really good sticks made of metal.
I also always stick toughskin and venom fangs on all my ranged colonist. My favorite ranged weapon has to be the sniper. It's fantastic for hunting, since the range reduces the chance of a critter going manhunter. The Charge Lance is a close second for me, which has to be the best combat weapon in the game. It kills hard.
One of my favorite characters of all time was a doctor who had power claws and a minigun.
The sniper rifle is just so sloooow.
Do NOT underestimate the power of melee. If a mech ship lands and they don't have any scythers, don't even bother to shoot at em from range, it is much safer to beat em to death instead and since all other mech types are ♥♥♥♥ at melee, your colonists should only come out with cuts and bruises at worst if you do it right. I have started using Simple Sidearms, which allows me to equip multiple weapons on my pawns. Ofc there is a weight limit as to what I can have them take but that still lets me equip all of my pawns that are not designated headbashers/choppers with knives, gladiuses ect. By having all my shooty bois having a backup melee weapon, I can have them perform charges on enemies in cover, stabby stabby, and take the cover for themselves.
I have also started using most of the Vanilla Expanded mods. I recommend checking those out, especially Vanilla Weapons Expanded and Vanilla Apparel Expanded. The sheer amount of new weapons and armour that those mods add really adds to not only variety, which is the spice of life, but tactical options. entrenched enemies? Use a grenade launcher. Centipedes? Use a single shot rocket launcher, or maybe an anti-material rifle. Heavy Power Armour looks really hecking sexy and I can't wait to research it.
Basically, my preferences are:
Light Machine Gun - For unskilled shooters defending at range from a fixed position.
Bolt-Action Rifles - Good all'rounder choice, especially for medium to advanced shooters.
Assault Rifle - Good shooters with decent armor.
Sniper Rifle - At least one pawn in a defensive formation has to be a Sniper with sniper-quality skill levels.
For general use, pistols aren't that great. Make a decision based on quality only. The issue is that an unskilled shooter using a pistol is just going to have to rely on their target staying at the perfect range for them to use that weapon. It's sort of situational.
Shotguns - Are awesome, any type at the appropriate tech level. They're great against approaching melee raiders for their stopping power.
"Stagger" <--- This is A Big Deal ™. It's critical, at least for me, to plan for Stopping Power being a tool you can use.
"Stopping power allows a ranged weapon to stagger whatever their projectile hits if the victim's body size is less than or equal to the stopping power value, slowing them down to 1/6th of their normal speed for 95 ticks (1.58 secs) - explosives will stagger regardless though. " - https://rimworldwiki.com/wiki/Combat
This is a huge part of combat in Rimworld for any engagement that isn't a Turret-Fest-Killzone-Defense... Seriously. If you're defending from a fixed position, which you usually are in Rimworld, then Stopping Power is as much a part of combat as having your pet boomalope explode in your face...
(Where's that darn "Stopping Power" table at?)
So, basically, that uber-awesome Machine Pistol not only doesn't have much range, but won't "stagger" any enemy that is rushing the wielder.
That Charge Rifle? Great damage, won't slow down anything.
Heavy SMG? Looks nice on paper, crappy for slowing down advancing enemy raiders when a Light SMG would put out more "stopping power" at higher volume.
If your target is getting Staggered, it's not rushing your defensive position. It's also standing there, waiting to get shot by other pawns and not currently shooting at you.
Stopping Power is awesome. Weapons that have no Stopping Power should certainly not be used by any unskilled pawns. Stopping Power works even if the damage result isn't that great.
Edit-Add:
I wanted to add an illustrative question as an example of how Stopping Power and its Stagger effect matters.
Is that unskilled shooter pawn armed with a machine pistol actually going to end up killing that Raider that is attacking them?
Really? Seriously - Is that pawn capable of downing that Raider while armed with that Machine Pistol? The answer is - Not too likely...
So, what can they do but just fire off a bunch of hastily aimed rounds that might "wound" a Raider, but won't likely kill them before they, themselves, are effectively downed or horribly injured?
Stagger that target!
And, if they had a nice revolver with stopping power (forget which one has it atm) guess what? IF they manage to hit the target, that Raider will stop in its tracks for at least one second... That could mean the difference between that unskilled pawn successfully ducking into cover or actually having enough time to fire off another round with a weapon that packs more "punch."
And, giving them Light Machine Guns, with that weapon's stopping power, lets them Spray&Pray "Stopping Power" all over the firezone for more skilled pawns to utilize to land the finishing headshots.
Stopping Power = No Joke = It's one of the attributes that all the cool kids consider when they're deciding on ranged weapon choices for Pawns in Rimworld.
Armor penetration plays a bigger role later in the game, mechs will bounce a lot of gunpowder weapon shots, you definitely want charge weapons or mono swords to deal with centipedes.
It's just such a nice accuracy and range as well as damage. Supposedly other weapons are better but they can't really contend with it until you get into the assault rifle and more advanced weapons.
^--- Bolt-Action Rifles are superb. A Bolt-Action Rifle can cause a huge amount of damage in one hit and they are very accurate with very good range. BAR's (:)) are very nice default weapon choices, IMO. I never have a group of defenders that doesn't include bolt-action rifle users, even when I get to Assault/Charge Rifes there's at least one/two BAR users plinking away with great effect. (Assault Rifles are great and better than Charge Rifles in some situations. Charge Rifles have no Stagger effect.)
A true "Browning Automatic Rifle" would be darn cool...