RimWorld

RimWorld

Chuck Mar 5, 2021 @ 4:12pm
Power claw + venom talon
Im doing some frankenstein work here, and im making a melee fighter that doesnt use actual melee weapons, instead using nothing but implants such as venom fangs, talons, and knee spikes. I was wondering if anybody knows if you can install both a venom talon and a power claw at the same time on a colonist, on the same hand.
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Showing 1-11 of 11 comments
Cuddle_Rat Mar 5, 2021 @ 4:20pm 
I don't know the answer, but this dude you've created sounds like he needs to be shipped back to Cyberpunk 2077 lol!
Chuck Mar 5, 2021 @ 4:27pm 
Yep, i will go further for science, and though i do not feel like buying pybercunk, i will have it in rimworld!
Mist of Majora Mar 5, 2021 @ 7:06pm 
Although I've never seen either in my games, I think I can take a stab at this (pun unintended).

Power claw is usually a replacement for the entire hand in games (you can check this in your modded/unmodded item description in game for both the claw and talon). If either item is a replacement for the hand, the answer is most likely no to putting both on the SAME hand, and most likely yes if they both only are replacements to fingers.
Doomdrvk Mar 5, 2021 @ 10:02pm 
Power claw as long as it doesn't replace the entire arm. You can put an elbow talon on and venomous teeth. The game in melee combat will select a verb randomly, for the most part they go highest damage verb but they can also kick dust in eye, bite or use any of their bionics.
gimmethegepgun Mar 7, 2021 @ 8:26am 
Power claw and venom talon together, no.
The power claw replaces the entire hand, so it precludes using a venom talon on that hand. As mentioned above you can still use an elbow blade on the arm with the power claw.
Gamefever Mar 7, 2021 @ 9:06am 
A pawns melee attacks are pulled from a stack.

Some of these attacks are able to be replaced by better options.
Like Bite is replaced by Venom Fang. Bite is always there unless your pawn loses their mouth.

Punches and Kicks can be replaced by bionics/aerotech
Punches get replaced also by bionic hands aka Power Claw, Venom Talon...etc

Knee and Elbow attacks can be added by blades.

OF course equipped weapon is also a thing and at times can be the weaker option available in the stack.

In my experience the whole point of bionics in the context of melee combat is to make a ranged pawn better at defending themselves. Also some bionics will help natural melee pawns by replacing attacks that can still happen even though they should prefer their melee weapon.

Overall a pawn with bionics is more dangerous in melee than those without but IF melee weapon is generally used more often it may be redundant to equip dedicated melee with some bionics available in the game like giving a monosword and a power claw to them.

Although giving venom fangs to a melee pawn might actually make sense because there still is a bite attack may as well upgrade the option.

Another issue I have not quite spent time on is that bionics generally have better melee speeds, so that may be a reason to "upgrade" anyway.

IT does not make a lot of sense though to have a monosword/zueshammer/ or similarly really good melee weapon and also power claws or other punch replacers on same pawn. My thinking is that you want to capitalize on the massive damage these weapons do and this is also because they have extremely high armor pierce compared to everything else not just raw damage. Also giving new attack options may dampen that sudden high damage output of such pawns. However over time replacing such pawns legs/arms will happen so there is that.

Overall, upgrading is generally good especially if the pawn is transhumanist.

Something that everyone should be aware of is that upgraded pawns gain silver value very quickly and you can have a pawn easily worth 10K-18K silver when other pawns you have are worth 400-2,000 silver without said upgrades. So that one pawn is easily worth 10 or more regular pawns. In that line of thinking it may be worthwhile to have 10-20 pawns that are just regular joe for the whole point of having the numbers on hand to absorb attacks/ do labor.
Chuck Mar 7, 2021 @ 9:10am 
well, i got this pawn, after all of her operations are done, she has: 2 power claws, 2 elbow blades, 2 knee spikes, venom fangs, and stoneskin gland(and uses cataphract armor). We got in a raid, and they used a doomsday launcher that downed 3 colonists, and she got out with bruises. Then killed 3 people. Then rescued some colonists. I would recommend if you dont have good melee weapons for all your melee pawns. we have a few with plasmaswords but everyone else is hammers or axes, so not having to get another good weapon is pretty nice.
Cuddle_Rat Mar 7, 2021 @ 10:49am 
Originally posted by Chuck:
We got in a raid, and they used a doomsday launcher that downed 3 colonists, and she got out with bruises. Then killed 3 people. Then rescued some colonists.

So in other words, Robocop.
Chuck Mar 7, 2021 @ 12:25pm 
pretty much
*EDIT* Been informed that raid strength *does* factor in listed pawn value instead of just the flat $4,200 value per pawn regardless of listed value now, so my previous statement about pawn bionics and raid calculations was wrong.

I played around with a lot of the weapon bionics and they're pretty much worse than useless on melee pawns, whether they're using a weapon or a more powerful melee bionics, because they'll sometimes choose the less powerful bionic instead of just attacking with their highest-damage attack all the time.

I believe they also make the pawn MUCH more deadly in social fights, as they'll use them instead of their fists they no longer have. Had my unarmored researcher get her head ripped off in the middle of the dining room a ways back that way after she called somebody's uncle a wombat.

The venom claws and teeth do have a unique use in that they can be used to reliably down pawns you want to capture, because enemies downed by toxic buildup don't get the same insta-kill mechanics they do for dropping from pain shock. Comes with a chance of cancer and dain bramage, though.
Last edited by =яενєηąŋŧ=; Mar 7, 2021 @ 8:00pm
gimmethegepgun Mar 8, 2021 @ 12:36pm 
Originally posted by =яενєηąŋŧ=:
I played around with a lot of the weapon bionics and they're pretty much worse than useless on melee pawns, whether they're using a weapon or a more powerful melee bionics, because they'll sometimes choose the less powerful bionic instead of just attacking with their highest-damage attack all the time.
The vast majority of attacks will be dealt with the two best weapons/body parts available to the pawn, with about 75% being their best and 25% being the second best.
If they didn't have anything good other than their best attack then they'd use some lousy biological part for a lame attack 25% of the time, whereas if they have some enhanced part they'll use whichever is best.

I believe they also make the pawn MUCH more deadly in social fights, as they'll use them instead of their fists they no longer have.
They won't use the power claw, drill arm, or implantable weapons in social fights. They'll use it as a regular fist or teeth instead. I don't know about bionic/archotech though.
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Date Posted: Mar 5, 2021 @ 4:12pm
Posts: 11