RimWorld

RimWorld

Dancer164 Sep 3, 2016 @ 5:27pm
Even worth getting legendary guns?
Title is pretty self explanatory; a legendary charge rifle my 20 crafting colonist made is has 100/100/100/74 accuracy (Touch,short,medium, long) but is worth TWICE as much as a masterwork (4500/9000), and 4500 can easily spawn a few extra raiders in a tribal raid. A masterwork has an accuracy of 100/100/96/72, meaning I'm losing 4 percent at medium range and 2 percent at long range... This brings up the problem of traders coming way too damn infrequently, how am I even going to sell the thing before a few raids hammer me a bit harder? I just had a tribal raid of 23 hit my 7 colonists, previously it was around 19-20
Last edited by Dancer164; Sep 3, 2016 @ 5:28pm
< >
Showing 1-8 of 8 comments
Tegga21 Sep 4, 2016 @ 1:02am 
request more traders via console
corisai Sep 4, 2016 @ 6:36am 
When you building/planing your defences - expect them dealing with ~30 tribals guys and ~30 elephants/wargs. This aproximately maximum that unmodded game can throw on you.

You losing not 4 percent, don't forget that this is base chance PER every square. So actually that charge rifle is very, very deadly.
Last edited by corisai; Sep 4, 2016 @ 6:37am
Dancer164 Sep 4, 2016 @ 8:23am 
It's actually 79% my bad, which gives it a 7% increase. Still tho, is that 7% increase more than doubling it's effectiveness? I'll probably atleast keep this one, but is it worth it to keep making charge rifles until they are all/mostly legendary? With the new mining drills I should have the resources to do it pretty comfortably.
Immortalits Nov 25, 2018 @ 8:37pm 
But still relevant :)
The game kept this problem the same, masterwork/legendary hardly gives enough bonuses to offset the extra value provided raids and it even worsened, because there doesn't seem to be a hardcap for incoming raiders, at least for me, 100+ pirates are a thing and I'm only around 430k colony wealth :)
crgzero (Banned) Nov 25, 2018 @ 8:42pm 
MORE MORTARS!!
Astasia Nov 26, 2018 @ 1:10am 
The difference between 96 and 100 accuracy is huge with the way this game handles it. Accuracy is multiplied exponentially based on range, so at 30 tiles it's 0.96^30 = 0.2938 chance to hit. I don't know exactly how weapon accuracy and colonist accuracy are combined, I think weapon accuracy is multiplied against the pre-curve colonist accuracy, so you wont see quite as large an effect, but even the difference of 0.01 accuracy is noticeable at medium and long range.
Wolfguarde Nov 26, 2018 @ 1:31am 
I think legendary quality works as it should. When you craft a legendary item, word spreads (if you believe the flavour text), meaning people are going to know that something of great value resides in your stockpiles somewhere. Stacking up on legendaries is basically making your colony a makeshift dungeon with amazing loot.
DaHedgehog27 Nov 26, 2018 @ 9:44am 
Increase tradeship mod.. but tbh these days your supposed to make caravans and trade.
< >
Showing 1-8 of 8 comments
Per page: 1530 50

Date Posted: Sep 3, 2016 @ 5:27pm
Posts: 8