Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Other than that its just common sense, elephants not only take alot of hits to knock down but have tougher skin than a panther
But it still begs the question on HP. As since it seems like MOST don't have any armor it does seem some animals can take more damage than others even though they both seem to have no Appeal/Armor.
Basically as far as raw combat stats go, factoring health and DPS, the strongest animals in the game are as follows:
1. Thrumbo
2. Megasloth
3. Elephant
4. Rhino
5. Bear
That list is accurate for most health, and most DPS.
As stated most vanilla animals do not have armour and thrumbos are basically the best tank because of the bit they have. The list of the 5 animals Astasia provided are also probably the 5 animals you are happy to relive or their services because of their rather useful leather. But since you will need to replace the animals at some point, tanking can also be looked at with "How many battles can these be useful per food eaten, pawn training time and how quickly can they fill up their ranks again", rather than pure hp.
You don't need to compare 1 thrumbo to 1 animal of another species for tanking or dps purposes. 8 cougars still eat less than a single thrumbo (though can't eat hay or grass), 2-3 will already do more dps, though they only have ~ 1/7 of the hp and no armour. They also reproduce twice as quickly and mature a lot faster too.
Reproduction speed combined with health and movement speed is a form of tanking for animals.
This is from a savegame where I used to go for 'brute-force' fighting with the big-5 animals. The Thrumbo is a tank and I'll tame them should I do that fightstyle again, but I tend not to nowadays.
Picture below is a quick glance of the hits Thrumbos can take, and survivability.
https://steamcommunity.com/sharedfiles/filedetails/?id=2055513030
The swarm approach is viable sure but it has it's own issues. Typically animals have market value of 300-600 depending on the species. So if you have a lot of them it can really elevate the wealth level of your colony meaning larger raids. So you get in a cycle of larger raids needing more animals to defend having more losses and needing to breed more.
I tried the Boar horde on my last play through back in 1.1 and while it was quite effective it became a maintenance nightmare. There are a lot of other things to take into account. Animal Training has to be done and maintained. The more animals you have the more time you colonist have to spend training and can't do other things. Crops are super easy to grow in mass, plant HUGE fields of corp and every 15 days you pull in yields of several thousand raw food. It's easier to maintain that than a lot of animal training so I don't care if 8 of some animal eats less than 1 of my big animals.
It feel like I was always in a rush to train up the new boars fast enough so they would be ready for combat. Plus having to maintain the training on the current ones. Then making sure they were all zoned properly, though the new pens should help with that, and etc.
Eventually in that play through I got tired of them and just let them all die in glorious combat and stop breeding them. I switched to breeding Elephants instead as they were not only good in combat but also replaced my Pack animals so they became kinda a all in one animal. Sure they breed a bit slower but I found I rarely needed to replace them as they died far less often and were simply injured and needed some medical attention. Rarely was it debilitating as well.
But I don't wanna just fall back to elephants and want to see what some of the new animals capabilities are as well. That's why I'l looking for more info on their stats.
This discussion/thread is actually a set of questions that is quite fundamental to developing advanced colonies. Colonies that are self-sufficient, although small in size, but strong enough that can withstand invaders numbering about 5 times the colony size (i.e. 50 invaders against a 10-pawn colony). And do it without the perennial worries about pathing/traps/kill-boxes.
I don't see questions like these often enough. Rimworld's game mechanic encouraging emergence is, for me, fascinating. And OP is on the right path.
I hear a lot of tips on wealth management and how much of it should be "defendable wealth" as it it contributes to defending the base.
When I started Rimworld I used the pathing/traps for defense as I had a long path into my base with traps which worked great at first for couple raids. Then the AI seem to get smart so I watched a few vids on defense and there were claims if raiders survive they remember where traps are don't fall for them on following raids. It seemed to be true as trap paths started to get ignored on future raids in favor of breaking walls/doors that my colonist use even though no raider saw them use it and the path never changed so should be any change in pathfinding calculation.
In the tip vids I also saw great examples of kill boxes holding off massive raids. However I found that it was extremely rare of raiders to go to my kill-box. They would often just bust through the wall in another part of colony. Or worst yet drop pod into the middle of my base. Siege raids I'd try to mortar back but those have such poor accuracy it often wasn't fast enough as they would still lob a few in my base causing havoc and once their mortar is broken they still have the assault which again rarely goes to my kill box but instead bust through the wall of least resistance.
Animals are more expendable than colonist because they don't take years to train up to high skills. But still can't just use any old animal for defense as needs to be ones that can be trained to follow commands, able to sustain food/taming, easy to manage in cavarans, and etc. Because they are mobile I can attack sieges, sleeping mechanoids, or other events that don't charge a static defense like kill boxes. And I can take them on raids of other settlements and quest. The result is my towns tend to be open village types without much in terms of walls since when a raid shows up I can summon a swarm of anger animals to attack followed by some back line sniper colonist.
+1
This is the way. (I do the same)
Thats based on size for animals