RimWorld

RimWorld

Dexter Aug 3, 2021 @ 12:08am
What is a usual go to end game weapons in Rimworld? without DLCs
I know for clothing it is either devilstrand or thrumbofur clothing(not armor as armor is no brainer).

What about weapons? Sniper rifle has the longest range and there are situational useful weapons like emp grenades. But what is overall "go to" weapon for both melee and range in vanilla Rimworld? Charge rifle, assault rifle, plasteel longsword and thrumbo horn. Is there anything else?
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Showing 1-15 of 42 comments
whatamidoing Aug 3, 2021 @ 12:15am 
The chain shotgun, heavy SMG, and minigun have very solid niches, with the chain shotty and smg absolutely shredding in close-range and the minigun being decent firing through large crowds. Uranium maces are also good for blunt melee for taking prisoners.
Astasia Aug 3, 2021 @ 12:19am 
It's pretty situational, but charge rifle, minigun, chain shotgun, plasteel longsword and uranium mace are the usual everyday end-game weapons. Snipers and charge lances are mostly used more in special situations, like kiting sieges.
Atrophus Aug 3, 2021 @ 1:57am 
I give all my bois heavy smgs. Charge rifles are better, but also cost way more buck than they give extra bang. Endgame however that should make no difference.
Lelila Aug 3, 2021 @ 4:50am 
I have never regretted giving all my pawns Assault Rifles.
They have very good damage and range. And with all the bullets you spew out, the enemies will get slowed down while they rush you.
XelNigma Aug 3, 2021 @ 6:50am 
Depends on how you play. If your a killbox baby then charge rifles and miniguns
If your urban defence then monoblades on your melee guys, heavy smgs or chain shotguns on the gunners

Also at least one grenader at some point will do wonders. Most people don't use them due to the collateral damage, but when you are out numbered 10 to 1 it's a tide turner.
Be you a killbox baby, urban combat or w/e. They are also great when fighting infestations.
Tip: don't use Molly's on bugs. The panic running of being on fire let's them path through your pawns. So when the fire goes out you now have bugs on both sides of your people. Not good.
Hykal Aug 3, 2021 @ 7:10am 
Heavy SMGs on everyone. Anyone above 10 shooting gets assault rifles. Replace Heavy SMGs with charge rifles later on for your colonists who can't shoot worth a damn. Good shooters (level 14 and above) should have Charge Lances. Switch to sniper rifles and miniguns when appropriate.
Garatgh Deloi Aug 3, 2021 @ 7:15am 
----I generally go with the following----

For most pawns that actually know how to aim:
Charge rifles and Charge lances.

For pawns that have no idea how to aim (Assuming you don't use melee pawns in a bad way or other huge "prone to friendly fire" tactics):
I tend to use Miniguns. The amount of bullets involved means they usually end up hitting something. I guess explosives such as grenades could also work as long as you make sure they don't blow up your own troops.
Last edited by Garatgh Deloi; Aug 3, 2021 @ 7:29am
VoiD Aug 3, 2021 @ 7:29am 
HSMG for noobs
Assault Rifles for average shooters
Charge rifles for good shooters.

Miniguns are always quite good if you want to use them
Snipers and lances are situationally good
machinepistols are decent early game
smoke can save your butt against mech clusters
grenades, specially EMP are always nice to have against mechs too
Assault shotguns are great in infestations

As for melee, monoswords and zeus hammers, not many targets can survive a couple of hits of those
di eshor ribly Aug 3, 2021 @ 7:32am 
Originally posted by VoiD:
As for melee, monoswords and zeus hammers, not many targets can survive a couple of hits of those

Sadly those come from Royalty, and Majin was asking for DLC-free Vanilla flavor.

Melee is pretty much limited to plasteel longswords and uranium maces with that restriction.
VoiD Aug 3, 2021 @ 8:01am 
Originally posted by di eshor ribly:
Originally posted by VoiD:
As for melee, monoswords and zeus hammers, not many targets can survive a couple of hits of those

Sadly those come from Royalty, and Majin was asking for DLC-free Vanilla flavor.

Melee is pretty much limited to plasteel longswords and uranium maces with that restriction.
Oh, didn't notice that, so probably uranium maces still(?)
tbh every DLC is part of the vanilla RW, only the mods aren't
Vintorez Aug 3, 2021 @ 8:10am 
When I get creative inspiration I often try to go for a Legendary Charge Lance, 45 damage and has 68% Armor Penentration, letting you reliably 1-shot even moderately armored enemies with torso shots.
RCMidas Aug 3, 2021 @ 8:29am 
Melee, you want uranium maces.

(Long-)Ranged, you want a combo of Sniper Rifles and Charge Lances. Snipers have the longest range of all, but fire the slowest, and their accuracy becomes horrendous the closer the enemy gets. Lances can more effectively hit at any medium-long range and fill in the gap better.

(Mid-)Ranged, you want something that can hit hard and fast. LMGs will do perfectly well whilst, if you want to, you upgrade to Charge Rifles for the longest games. If you have a minigun, that'll do wonders against large raids such as from tribals - or manhunter packs.

(Short-)Ranged, you absolutely want Chain Shotguns and Frag/EMPGrenades. The Shotgun is especially good in infestations, despite its slightly lower accuracy than its Pump variant. EMP Grenades are vital to dealing with mechanoids and Frag Grenades will do very well against mass assaults at chokepoints.
Markus Reese Aug 3, 2021 @ 9:43am 
I keep two sets of weapons for my shooters in weapon racks by the main entry. I have rapid fire/spray weapons if tribal raid, and higher strength, lower ROF for advanced attackers.

Reason is, any missed shot will hit somewhere, so rapid fire usually hit somebody in raid start. However, these weapons have low strength per shot so it can take a lot of fire to pierce through armored units, especially stuff like centipedes. Watch for the white spark with plink meaning it bounced off armor.

So if mechanoids with pedes, or advanced and armored up raiders? I go for higher strength weapons. Single shot high strength in good hands can do serious damage quickly to inhibit. Stuff like lances or sniper rifles.

For less skilled shooters, I usually go stuff like assault or charge rifles.
Morkonan Aug 3, 2021 @ 10:27am 
Assault Rifles, Charge Rifles, a mix of support and special use weapons. (Shotgun types for close range, must-have-sniper for good long-range, even bolt-action rifles. Bolt-action or LMG for lower-skilled pawns.) Enemy type/situation matters, too, in selection if I have time for it.

Mastercrafted ranged weapons <--- A priority consideration and that's usually no matter what ranged weapon it is unless it's just not something I can fit into the line.
Makeithappen Aug 3, 2021 @ 11:33am 
I give autopistol or machine pistol to low level shooters. high rate of fire, more exp. more likely to hit something in a fight. upgrade to HSMG, assault.
chain shotguns for leader role and boosts nearby pawns.
high skilled shooters get bolt action or sniper, HSMG, assault, charge rifles.
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Date Posted: Aug 3, 2021 @ 12:08am
Posts: 42