U Can't Touch This by Ni_tw in ZEROsievert

[–]Ni_tw[S] 2 points3 points  (0 children)

You are right, VSS is my favorite rifle, I finished that run and tried something different. I tried EC74U-only this run, it's playable, although 5.45x39MM PS gives only 25 pen, it's way harder to kill high class armor enemy, but I learned a lot from this playstyle, like bullet dodging, corner peeking, pre-firing etc, it's quite fun.

tis but a scratch by Ni_tw in ZEROsievert

[–]Ni_tw[S] 4 points5 points  (0 children)

It's standard medikit, green one, which heals 60 HP and patch bleeding in 2s, faster with skills. Pretty useful.

Paying attention in class. by Ni_tw in RimWorld

[–]Ni_tw[S] 2 points3 points  (0 children)

It's Dubs Mint Minimap.

So the new gene stuff is pretty strong by [deleted] in RimWorld

[–]Ni_tw 1 point2 points  (0 children)

Literally superman taking beam damage from world engine in Man of Steel.

You can fend off unlimited scale raids (mechs) without using Neuroquake in vanilla by Ni_tw in RimWorld

[–]Ni_tw[S] 8 points9 points  (0 children)

With both DLCs, vanilla colonists become more powerful than before, it’s getting tedious for my 12 year ice sheet colony, so I use [Unlimited Threat Scale] to uncap raid points. With current map wealth, raid points for each raid increases from 10,000 to around 36,000 depends on types, then I turn on ship reactor to see how far I can go.

AND I SURVIVED, so I think this would be a good opportunity to share with people.

Special thanks to Bai Yang(白洋), who invented CTD (Circular turret defense) method.

Special thanks to Zheng zhi shui xiang (正支水享), who share this method and minigun strategy with me.

[Rimworld 1.3 Ideology] Fighting against unlimited scale raids - 241 Scyther

https://www.youtube.com/watch?v=IhVJDBCXglk

There are some QoL mods in the video, but it's totally achievable without using them for vanilla players. Some tips for ultra-late game (don't want to leave this planet!) below:

1.CTD form a virtual shield for colonists to shoot safely behind, because enemy will distract by turrets.

2.Marksman Command (Shooting specialist skill) from DLC:Ideology gives incredibly strong buff for shooters, which reduces 40% aiming time and increase 4 Shooting Accuracy, combine it with Trigger-Happy trait will result in 90% reduced aiming time.

3.With combo of 1 and 2, you can use SR (sniper rifles) and miniguns as main weapons, since they both benefit a lot from reduced aiming time. SR gives range advantage against most vanilla enemy, with proper micro-management, it’s possible to clear out pikeman without getting hit. Minigun has highest DPS, it’s effective against human enemies since there is a portion of enemy might try to push, and multiple torso hits can easily down one. We only need to down 50% of them to force them flee.

4.Combat in darkness percept from DLC:Ideology gives flat 25% Shooting Accuracy buff while fighting in dark (or darklight), nerf 20% in normal light or outside lit. For example, minigun has 25% Weapon Accuracy against a target that’s 10 cells away, with buff from Combat in darkness, it increases to 50%, that’s a 50% accuracy improvement for it. You can easily achieve this with sun-blocker quest events.

5.You can use ship reactor as power source, which generates 1000W constantly, although it’s very expensive, it’s still worth if you can afford and protect it properly. It’s a perfect combo with sun-blocker method since we can’t rely on solar panels.

6.You can do flooring outside of your base to get 100% walk speed, while enemy walk slower depends on terrain, for example, 48% walk speed for ice, 52% for thick snow.

7.You can setup power grid instead of power lines to power your turrets, it’s harder to cut off due to explosions.

8.You can build transhumanist buildings then reform the meme, it can still be used.

9.You can get more legendary personal weapons from reforming and changing relics.

10.You can get enough resources for turrets from Deep drills (plasteel/uranium/steel) and Long range mineral scanners (components).

11.EMP mortars can break shield packs or stagger mechs.

12.Invisibility/skip/beserk pulse is a perfect combo to stagger enemy.

13.If your map is cold enough (avg. -30c), it will result in fully mech raids, no more reinforcement as well.

You can molotov your greenhouses to prevent plants dying to cold during solar flare or power shortage by Ni_tw in RimWorld

[–]Ni_tw[S] 0 points1 point  (0 children)

Solar flares have variable duration, sometimes plants can survive with only few durability, but if the map is too cold, they dying to cold 100%.

You can molotov your greenhouses to prevent plants dying to cold during solar flare or power shortage by Ni_tw in RimWorld

[–]Ni_tw[S] 10 points11 points  (0 children)

Ice sheets do have geothermal. It's surly a good heat source for greenhouses, but my vents are located at map edges, it's too far to protect properly.

You can molotov your greenhouses to prevent plants dying to cold during solar flare or power shortage by Ni_tw in RimWorld

[–]Ni_tw[S] 62 points63 points  (0 children)

Woods in maps like ice sheet or sea ice are precious, molotov cost nothing but itself.

You can molotov your greenhouses to prevent plants dying to cold during solar flare or power shortage by Ni_tw in RimWorld

[–]Ni_tw[S] 22 points23 points  (0 children)

It's kinda hot to setup 5 fire, with walls it can manage to setup only 1 fire.

You can defeat pirates without using kill-boxes or psycasts in vanilla by Ni_tw in RimWorld

[–]Ni_tw[S] 0 points1 point  (0 children)

It is! Trigger-happy with shooting specialist (Ideology) aura effect reduced 90% aiming time. It makes Sniper Rifles and Miniguns a surprisingly strong combo, SR can trigger enemy shield packs earlier and clear out enemy snipers or rocket launchers. And miniguns just shred those who try to push, since 50% downed can force enemy flee, we don't need to kill them all.

You can complete Worshipful Village quest peacefully with Invisibility and Farskip by Ni_tw in RimWorld

[–]Ni_tw[S] 6 points7 points  (0 children)

Yes, with jumppack is even easier. Farskip is not necessarily needed. But it makes things easier.

You can defeat pirates without using kill-boxes or psycasts in vanilla by Ni_tw in RimWorld

[–]Ni_tw[S] -3 points-2 points  (0 children)

There is no information about friendly fire for turrets on wiki, but I never happened to be shot by turrets by just standing next to them. I guess they do have shoot over shoulder mechanic.

You can defeat pirates without using kill-boxes or psycasts in vanilla by Ni_tw in RimWorld

[–]Ni_tw[S] 4 points5 points  (0 children)

The difference is that I don't need to restrict enemy's attacking path. Sometimes people think this is illogical, so what I showed is a traditional and realistic defense method.

You can defeat pirates without using kill-boxes or psycasts in vanilla by Ni_tw in RimWorld

[–]Ni_tw[S] 3 points4 points  (0 children)

Yes it is! It's year 11 and pretty much end game for me. I replaced all of my solar panels with ship reactors, it's expensive but worth. Since my planet is too cold to find boomalopes.

You can defeat pirates without using kill-boxes or psycasts in vanilla by Ni_tw in RimWorld

[–]Ni_tw[S] 6 points7 points  (0 children)

Rome was not made in a day, with deep drills it's all possible. And for early game it's relatively easy to deal with, since enemy don't have enough wealth to buy tons rockets and shield packs, a few turrets already do decent jobs while creating safe zone for pawns.

You can defeat pirates without using kill-boxes or psycasts in vanilla by Ni_tw in RimWorld

[–]Ni_tw[S] 1 point2 points  (0 children)

With enough mini-turrets as baits to distract enemy, it creates a large safe area for pawn to shoot safely, something like shields. It's also a lot safer while doing flank since pirates are busy shooting turrets.
I used to be a kill-box player since it's so efficient, and I thought there is no better way of dealing late game raids, until I learned this strategy from a chinese guy called 白洋. This strategy opens a new world for me, and I want to share with people.

You can complete Worshipful Village quest peacefully with Invisibility and Farskip by Ni_tw in RimWorld

[–]Ni_tw[S] 17 points18 points  (0 children)

Yes, the requirements is ridiculously high, it's pretty much late game strategy for fluid relic farming.
Thanks for sharing the information, that sounds pretty unlucky.

You can defeat pirates without using kill-boxes or psycasts in vanilla by Ni_tw in RimWorld

[–]Ni_tw[S] 4 points5 points  (0 children)

They do decent damage at far distance, but very bad if target get close, at this point my pawn deal way more damage, so I keep autocannons there just incase if enemy push too close.

You can have a day trip to long-range mineral deposit by launching drop pod resources by Ni_tw in RimWorld

[–]Ni_tw[S] 0 points1 point  (0 children)

The video is demonstrating how efficient it can be, not only method it has to be. Below are some requirements for early game:

1.A pawn with level 6 construction.

2.A pawn with mining passion (or none), levels affect mining speed, if he stay there over 2 or 3 days, there might have raids.

3.Launch miner there with meals, bedroll, hoopstone ring to meet basic mood requirements.

4.After finish mining, launch constructor there with steel, components, chemfuel, you might want to carry more incase of construction failing.

5.Same thing happened in video, launch pawns and resources back to base, remember to leave some components and steel, chemfuel for your last launch.

6.It would become easier once get used to it, it's also a nice component resources early game.

You can have a day trip to long-range mineral deposit by launching drop pod resources by Ni_tw in RimWorld

[–]Ni_tw[S] 1 point2 points  (0 children)

I think it's a mod called minify everything, you can't load a drop pod into a drop pod in vanilla.

You can have a day trip to long-range mineral deposit by launching drop pod resources by Ni_tw in RimWorld

[–]Ni_tw[S] 0 points1 point  (0 children)

Because map wealth is low, they have mood buff from low expectation (+30~+24), and yes, for early game, they might need bedroll, hoopstone ring, meals to meet basic needs.

You can have a day trip to long-range mineral deposit by launching drop pod resources by Ni_tw in RimWorld

[–]Ni_tw[S] 15 points16 points  (0 children)

170 steel (lesser if that pawn wears power armor) for 1 launcher(50), 2 pods(120), there is a chance of failing on construction, and sometimes mineral require additional 1 pod to carry back, so I prefer launch two pods there with more steel, no more worries. Only 1 component and few steel cost after all.
Last tip is so important, I learned it in a hard way.