Weapon and Clothing selection in Rimworld [1.5]

2024 ж. 19 Мам.
15 644 Рет қаралды

Weapon and Clothing selection in Rimworld [1.5]
I wanted to take a brief dive into Rimworld Weapon and Clothing Selection. The Infograph is the 15 second version. I wanted to make a 15 minute guide and I sort of did. Then there's a 15 hour version with lots of math. I did about 20 minutes of the math in this guide.
Infograph: i.imgur.com/Uejjq8N.png
Weapon Selection on Wiki: rimworldwiki.com/wiki/Weapon_...
1.5 Weapon Comparison Tool: docs.google.com/spreadsheets/...
General Rules:
Rule #1: At low skill level use short range weapons and tactics
Rule #2: Short Range weapons at short range do more damage than anything else
Rule #3: The advantage of Mid and Long range is the inherent advantages of range
Rule #4: No specific number of anything where mid or long range become viable / better. It's subjective
Rule #5: Defense style matters. Match weapon to HOW you are playing
00:00 Intro
02:05 Chain Shotgun
03:00 Heavy SMG
03:49 Bolt Action
06:21 Assault Rifle
07:28 Charge Rifle
08:18 Minigun
10:32 Sniper Rifle
12:20 Uranium Mace
14:49 Pants and Shirt
15:30 Flak Vest
16:55 Duster
17:52 Helmet
18:45 Comparing Weapons
23:36 Rule 1
30:11 Rule 2
33:36 Rule 3
35:04 Rule 4
36:35 Rule 5
Even at about 40 minutes in length I still didn't properly cover a ton of topics.
Topics NOT included:
Specialty weapons like Grenades and Launchers
Utility Slot
Armor Pen and Penetration
Body Size
Body Part Targeting
Time to Kill rather than DPS
Stopping Power
Trigger Happy and Careful Shooter
Bandolier, Gunlink and others
Perfectly demonstrating tactics with clips of each weapon.
Probably like 50 more
I just picked a point and said "this is enough". Feel free to ask me for more details and math anytime while I stream.
twitch.tv/mortalsmurph

Пікірлер
  • I dunno, Smurph. You said you're not a math teacher, but I think I learned some math...

    @ichifish@ichifishАй бұрын
  • meanwhile i am trying to figure out which of my 300 modded weapons are viable and which are not...😂

    @jan3381@jan3381Ай бұрын
    • Yes, you can do these exact same steps in the guide with modded weapons. There's a Dev mode tool for that. Options. Dev Mode. 5th button at the top "Open Debug Logging Menu" or go to the "Output" tab. Search for "Weapons Ranged". This is the source of many of the numbers in the spreadsheets, wiki, and calculator. It WILL include most modded weapons. You can export that table with the Copy CSV in the bottom right then import into a spreadsheet. You can sort by columns right there. Like sort by short, med or long range. Those are 12-25-40 range. Use the math shown in the guide on whatever modded weapons show up on that table.

      @MortalSmurph@MortalSmurphАй бұрын
    • @@MortalSmurph damn, i am 4000 hours into RW without knowing this... thx mate

      @jan3381@jan3381Ай бұрын
    • Most mod weapons are nuts

      @pt9263@pt9263Ай бұрын
    • @@MortalSmurphthis is great , i never known he also use fist while using knife

      @sdfPZXC@sdfPZXC27 күн бұрын
    • Ironically Tere is a mid for that 😂😂 Its called weaponStats

      @NorroTaku@NorroTaku13 күн бұрын
  • 8:22 Woah I had no idea they got rid of the forced miss radius. I always thought it was dumb/too gamified. I might actually use miniguns now. Great video. Also, the graph showing how the crossover point between long range and short range damage doesn't move at all with skill level was really surprising. You explained all of this stuff really well.

    @planetfall5056@planetfall5056Ай бұрын
  • I think you're forgetting rule 6: quality matters a lot. Obviously higher quality weapons are better overall, but it's more than this. Very often, higher quality weapons can beat other specialized weapons where they would normally shine. In practice, this actually makes cheaper weapons much better than more expensive weapons. That's because the quality of a weapon is semi-random, which a chance of each quality based on the crafter's skill. If a weapon is cheap, then you can build multiple copies of it until you get higher quality. A level 20 production specialist has about 9.5% chance to produce a legendary weapon, which means you get a legendary anything at 10.5 times its normal cost on average. With that in mind, it becomes quite feasible to produce legendary assault rifles for everyone in your colony. This will cost 42 components and 790 steel on average, which is of course not cheap, but it's generally worth it. A legendary heavy SMG will wreck pretty much anything. This is even more relevant to flak vests. A legendary flak vest provides similar protection to a masterwork cataphract armor at a fraction of the price. At 10.5 components, 631 steel and 315 cloth each, it's well worth the protection. Plus, a decent trader can easily trade the lower quality flak vests at a high enough price to buy back all raw material.

    @Tamizushi@TamizushiАй бұрын
  • Incredible video. KZhead is at last recommending videos I like

    @liberatio8703@liberatio8703Ай бұрын
  • Thanks, Smurph! Very worthwhile video.

    @kerrymoore1961@kerrymoore1961Ай бұрын
  • For a long video, thought it would be really messy and hard to learn, but its really nicely chopped into parts. Very nice video

    @alangreene5776@alangreene5776Ай бұрын
  • Really nice vid, dude. This way you gonna wash out my noobidity

    @felipe1876@felipe1876Ай бұрын
  • Now this is a chonker of a video! I just wished that the charge lance and LMG were more viable.

    @pendantblade6361@pendantblade6361Ай бұрын
  • I'm here entirely for the numbers! Thank you!

    @taurineganz832@taurineganz832Ай бұрын
  • such a good compilation of combat information

    @theoheinrich529@theoheinrich529Ай бұрын
  • 27:00 that someone else would also be Harakoni 😂 But also there are graphs for each weapon on his big page of pages too.

    @DSlyde@DSlydeАй бұрын
  • Gotta love the fact that most smurph pawns are on blue coats

    @ravell2854@ravell2854Ай бұрын
  • Thanks for another great guide, MortalSmurph!

    @rwbgill@rwbgillАй бұрын
  • I'm glad I found this channel today

    @kailback1093@kailback1093Ай бұрын
  • very useful information thx you! going to start another playthrough with my new knowledge.. thx!

    @yanairpiani8466@yanairpiani8466Ай бұрын
  • i beg you people to use dark mode on the wikis and stuff, my eyes hurt

    @TheAndrew1987@TheAndrew1987Ай бұрын
    • Sadly, Dark mode doesn't perfectly work with the wiki and doesn't perfectly work with Google Docs and sheets :( There's extensions but they aren't quite perfect.

      @MortalSmurph@MortalSmurphАй бұрын
    • Skill issue.

      @MrBudPuphin@MrBudPuphinАй бұрын
    • Your screen is set too bright. I personally with my screens have no problems with white.

      @Steven-hq3go@Steven-hq3go27 күн бұрын
  • Thanks for the amazing video

    @sfesta2603@sfesta260310 күн бұрын
  • maaan, your videos is really good

    @faktoner@faktonerАй бұрын
  • Here is my pro-tip. Don't Focus on just ONE weapon, have a mix of all. So you cover all distances. Pure example; Trigger Happy vs Careful Shooter. The way Accuracy works, both excel at their own points. Those with Snipers should have Careful Shooter, and be in the Backlines, they should never be the middle or frontline. Those with Trigger Happy, should have a quick Range Cooldown, and quick Aim time weapon, like that of an Assault Rifle. However that -5 to accuracy is a heavy ouch. (Shooting Accuracy x Weapon Accuracy x Cover effectiveness x Weather Condition) At 20 Skill level, a Careful Shooter, will have over 99% Accuracy (99.438% Which doesn't sound like a huge deal but it is). The highest Shooting Accuracy without mods, is 62, but this require the Archotech eyes, drug use, and Shooting Specialist. This will net you a 99.9% Accuracy, and if we then shoot at a range of 40 we use this calculus: 0.999^40xWeapon Accuracy (Lets say 100% with a Legendary Bolt Action Rifle) 1x1(0 cover)x1(Clear weather) = Hit Chance % This is 96.08 (Rounded up) chance to hit. While Trigger Happy which has a -5, would only be at 52. 40 Shooting Accuracy is 99.8% and 60 is 99.9% (Doesn't go higher than 60), so we can do a generalized mathematical X = 0.005, making the 52 = 99.860%. This gives us this calculation for the same weapon, range, weather and cover: 0.9986^40x1x1x1 = 94.6% (Rounded up). Which doesn't sound like much, but, it is quite a big difference, this is why it is better to use a weapon like an Assault Rifle or Minigun, which has a lot of shots, with mehish accuracy, since the volume of bullets makes up for the lack in accuracy. While a Sniper or Bolt Action Rifle, require the Accuracy over the speed of firing. However, I will say, if you have modded content and have semi-quick Long Range Rifles the Trigger Happy Trait can outgo the Careful Shooter, but always remember: Your Army, should not be Super Specialized, they should be like a Swizz Army Knife, with all ranges of engagement.

    @DraconiusDragora@DraconiusDragoraАй бұрын
  • This is very high quality

    @oojikarasuma1@oojikarasuma1Ай бұрын
  • I am about 90% sure on the following, so I welcome a deep dive from you if you can confirm or correct. DPS doesn't necessarily matter. I am sure some people just started foaming at the mouth, but here is why. In Rimworld HUMAN pawns die or down in a fight primarily from 5 reasons: They take a total of 120 damage which causes instant death, movement is reduced to

    @foremanhaste5464@foremanhaste5464Ай бұрын
    • Yes, sadly "Time to Kill rather than DPS" didn't make it into the guide. It was getting too long. There's a list of topics I wasn't able to include. Thank you for explaining the topic very well!

      @MortalSmurph@MortalSmurphАй бұрын
    • @@MortalSmurph The part I haven't worked out is if you destroy 2 fingers and then destroy the hand they are on, have you done 8+8+20 damage or only 20 damage for pain purposes?

      @foremanhaste5464@foremanhaste5464Ай бұрын
    • I remember learning that machine pistol is the best gun for downing without killing enemies die to the low damage per bullet. Good info, it should be stated the chance of hitting fingers or toes with a charge lance is very low compared to torso or limb.

      @Steven-hq3go@Steven-hq3go27 күн бұрын
    • @Steven-hq3go yes, all fingers and toes combined are something like 4.04% (need to double check) but weapons that lean on high per bullet damage are giving something up is my point.

      @foremanhaste5464@foremanhaste546427 күн бұрын
  • directly on the point, subscribed immediately. f. them intros

    @yunusmile@yunusmileАй бұрын
  • ive just been using my enemies weapons because yeah

    @Water-rg7gp@Water-rg7gpАй бұрын
  • This is so good, consider both how hard to get and weapon quality sharpe/blunt, paw skill etc. that explain why i happen to find shotgun/smg were more successful in early game compared to to bolt action rifle / sniper 😅

    @sdfPZXC@sdfPZXC27 күн бұрын
  • Thanks for the awesome info. I've been playing Rimworld and its DLC for a long time now but never really cared for strats, min maxing or anything like that but since Anomaly came out i've been watching videos such as this that go deep into the mechanics of the game and its still amazing how deep this game can get. Still not a fan of killboxes though

    @pedrobrazon6610@pedrobrazon661022 күн бұрын
  • Honestly have been liking the visage mask over the sim helm and flak helm. cus it protects all of the face and it is really cheap to make at the tailoring bench. I usually make them out of uranium or plasteel for decent defence and dura and its still pretty cheap. Lets me have lots of steel and components for other things later for other things.

    @MokouBunBun@MokouBunBun15 күн бұрын
  • The sniper became powerful to me when a siege was carrying 20+ of those and I didn't stand a chance

    @killerlock666@killerlock666Ай бұрын
    • May I suggest: Waiting around a corner Shield belted melee Low shield packs Skip Jump packs Long jump leg Mortars Or failing all that, decent armor

      @DSlyde@DSlydeАй бұрын
    • @@DSlyde shield belts destroy snipers because of their low dps yea

      @myster1ousdemon@myster1ousdemonАй бұрын
    • Smoke launchers until you get in range could also work

      @Steven-hq3go@Steven-hq3go27 күн бұрын
  • I'm confused. Why wasn't there a jade club in the melee section of your graphic?

    @PijanTheDrunk@PijanTheDrunkАй бұрын
  • Did you get that graphic 0:44 from AdamVsEverything or did he also get it from somewhere else.

    @ricardomokveld839@ricardomokveld839Ай бұрын
    • I made both. I have made several of AvE's guides. Adam's version of this guide? kzhead.info/sun/rcyklZGyrXl6haM/bejne.html

      @MortalSmurph@MortalSmurphАй бұрын
    • @@MortalSmurph Ah that's very cool!

      @ricardomokveld839@ricardomokveld839Ай бұрын
  • Could you expand on the best material for clothing part?

    @benjaminkuhn2878@benjaminkuhn2878Ай бұрын
    • Generally, what one cares about most is Sharp Armor. Sharp armor is bullets and that's generally what is the thing hitting you most. rimworldwiki.com/wiki/Materials Sort by sharp armor. Make dusters out of the highest one on this list you can obtain. You may need to care about things like temperature protection on extreme biomes but the highest sharp armor materials generally also give fantastic temperature protections. Even if you use the worst material, cloth, it's not too big of a deal. The Flak Vest provides huge amounts of protection.

      @MortalSmurph@MortalSmurphАй бұрын
    • @@MortalSmurph Thank you very much.

      @benjaminkuhn2878@benjaminkuhn2878Ай бұрын
  • hey man, what about heavy bandolier ? its very good if you're kiting the enemy

    @best_protagonist@best_protagonistАй бұрын
    • It's good if the pawn is good enough at staying away from danger (Bionic Legs, Jogger, Jump packs, etc.) but otherwise youll always want Protective Dusters/good Power armor over a bandolier It's a good addition for situations where there is no danger at all like hunting unaggressive animals or mech clusters with nothing but turrets but you don't need much preparation for stuff like that anyways

      @add6246@add6246Ай бұрын
    • The video just got too long. I had already skimmed over a bunch of topics. I never covered topics like the bandolier and these others: Specialty weapons like Grenades and Launchers Utility Slot Armor Pen and Penetration Body Size Body Part Targeting Time to Kill rather than DPS Stopping Power Trigger Happy and Careful Shooter Bandolier, Gunlink and others Perfectly demonstrating tactics with clips of each weapon.

      @MortalSmurph@MortalSmurphАй бұрын
    • ​@@MortalSmurphso when does part 2 come out? 😂

      @DSlyde@DSlydeАй бұрын
  • How does this change with anomaly?

    @CarsonRH@CarsonRHАй бұрын
    • It doesn't. The Hellcat rifle is a weaker AR but with flame. The Incinerator deals damage in a different way. Unless you really really want those flame attacks, which are aoe and hard to quantify, it's just the same chart.

      @MortalSmurph@MortalSmurphАй бұрын
  • What is your opinion on the autopistol?

    @pt9263@pt9263Ай бұрын
    • Same concept but significant step down from Heavy SMG: solid at short range. Rapidly falls off every step you take further away. It's actually just a tiny bit below an Assault Rifle in ranges like 1-8 but it falls off hard and the AR not so much.

      @MortalSmurph@MortalSmurphАй бұрын
    • @@MortalSmurph Thanks. I’ve been under the impression for a while now that it’s an underrated weapon and really not that bad.

      @pt9263@pt9263Ай бұрын
    • @@MortalSmurph actually I fucking hate the autopistol it’s so ass

      @pt9263@pt926312 күн бұрын
  • Can we have base building vid?

    @LeinGamer@LeinGamerАй бұрын
    • It's on the list. Sadly the list of guides to make is about 100 long and usually I just end up streaming Rimworld rather than making guides. The short of base building is sadly "put everything in 1 room". But I hope to add lots of cool nuances and details.

      @MortalSmurph@MortalSmurphАй бұрын
  • So the minigun is actually good now?

    @No-vq1iv@No-vq1ivАй бұрын
    • it was always good

      @ravell2854@ravell2854Ай бұрын
    • @@ravell2854 Good at missing every shot maybe.

      @No-vq1iv@No-vq1ivАй бұрын
    • @@No-vq1iv they turn to laser beams with good stuff like eyes, shooting specs, high quality etc.. it looks funny xd

      @myster1ousdemon@myster1ousdemonАй бұрын
  • Devilstrand Duster > Power Armor

    @TheTSense@TheTSenseАй бұрын
    • Why not Thrumbofur Duster? If you have psychic shock lance you can easily down a pair Thrumbo without taking any damage.

      @remliqa@remliqa13 күн бұрын
  • Video needs zoom

    @lewiskelly14@lewiskelly14Ай бұрын
  • Exactly the reason why CE is just the superior combat system

    @cultistofdarkness1661@cultistofdarkness1661Ай бұрын
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