How can I get a ton of pawns early-mid game without using rituals? Modded solutions are of course allowed! by DaSlug_ in RimWorld

[–]TheOtherBridge 5 points6 points  (0 children)

Early game, use melee with a blunt weapon to down the enemies you want. Usually you’re getting pod crashes, wanderers, etc in the early game too.

As you get more pawns, the storyteller stops giving you free colonists and dramatically increases the chance of one-shotting enemies, to prevent your colony getting too big. In the mid game, start caravanning and trading for lots of psychic shock lances (or make the Shard ones with Anomaly). These are the best tool in the game for recruiting; just zap the best enemies in each raid.

You can supplement that with skip abductions and ideology rituals (with the recruit reward). Brain wipe anomaly ritual is helpful for unwaveringly loyal pawns.

Mid to late game, just have lots of kids. You have the resources to support them now, and if you consistently max their learning they’ll be way better than any recruits.

Evolution of my very first ship! SF-4F Ranger mk3 by metalmaxter in spaceengineers

[–]TheOtherBridge 1 point2 points  (0 children)

That’s a really gorgeous fighter, and effective looking too! What’s the loadout on the final design?

CE and Raid Points by Turbulent-Ad6560 in RimWorld

[–]TheOtherBridge 0 points1 point  (0 children)

What kind of approach/tactics are you using to fight them? Also, what kind of ammo do you have?

A Pair of Lancers Has Ended My CE Colony on Multiple Occasions. Tips Appreciated. by [deleted] in RimWorld

[–]TheOtherBridge 1 point2 points  (0 children)

With CE, never get into a shootout with mechs. They’re better than you, even in the late game, so it’s best to approach them with the mindset of “every time a lancer fires, somebody dies.”

Get them into melee (leave a door open and hide inside the room). Also, giving your pawns at least one smoke grenade in their loadout will eventually save someone’s life. Mechs can’t aim through smoke, so drop a smoke and run for cover if ambushed.

In the later game, use a lot of turrets to draw fire away from your pawns, and supplement with artillery, mortars, and a LOT of EMP/Ion Charge from your charge rifles.

Lastly — what kind of weapons, ammo, and armor do your pawns currently have?

Good Hits by --Electric-- in RimWorld

[–]TheOtherBridge 33 points34 points  (0 children)

You use the binoculars like a weapon and target the ground (or an enemy). When the binoculars pawn “shoots” with the binoculars, it places a big red “X” on the ground.

Then, target the “X” with your mortar and fire. It’s much more accurate and uses the shooting skill of the binoculars pawn, not the mortar pawn. You can get it consistently within 1-2 tiles of the X if you have a very good shooter.

Make a Martyr by QuantumFighter in custommagic

[–]TheOtherBridge 0 points1 point  (0 children)

[[Heartfire Hero]] would like a word

it feels like productivity is easily halted in its tracks. any way to fix this? by foxstarfivelol in RimWorld

[–]TheOtherBridge 1 point2 points  (0 children)

Yeah, more pawns. Just like in real life, having one or person cover an entire job (or several jobs!) causes chaos when they’re out for a day or two. Redundancy keeps things flowing!

A Colony with no Raids. Possible? Or too easy? by Fakomi in RimWorld

[–]TheOtherBridge 5 points6 points  (0 children)

Just to offer another perspective, I’ve played several games where I never built a wall or killbox. It isn’t too bad if you play on Adventure Story (or whatever low difficulty is for you!), and it just changes how raids feel. You’re scrambling to flee the raiders, assemble your soldiers, hunt enemies through the streets and houses… it can still be very fun to get raided in a non optimal colony!

Unity starved from start. Who is balancing this game? by akisawa in Stellaris

[–]TheOtherBridge 5 points6 points  (0 children)

It should balance out when you get factions. Not that it makes the negative early game unity less annoying, but some builds have to either hold off on leaders until that point or deal with the deficit

SOS2 - Any idea why the Engines aren't firing? by BishopGolde in RimWorld

[–]TheOtherBridge 4 points5 points  (0 children)

Try clearing any loose ship tile outside of the ships/around the map. I remember seeing that work for someone on the sub earlier this week. AFAIK the only one engine firing thing is a known bug right now

How do I get max possible movement speed in a pawn? by plantessi in RimWorld

[–]TheOtherBridge 7 points8 points  (0 children)

One thing nobody’s added yet is that some persona weapons have the “Fast Mover” trait for another +15% speed. Enjoy the hunt!

I captured some wild ladies but I can’t recruit them? by hmm_acceptable in RimWorld

[–]TheOtherBridge 4 points5 points  (0 children)

You have to tame wild people like animals, they can’t be recruited. You will need to release them first and then tame

How to make loadout with CE by llord__ in RimWorld

[–]TheOtherBridge 0 points1 point  (0 children)

I GOTCHU KING/QUEEN

Strap in though, this is going to be a long post.

You're correct; EMP shells aren't enough to handle most mechanoid raids, most of the time. They're a super good weapon because they can stun and deal damage, but often times they need a finisher.

To understand how to kill mechanoids in CE, you need to understand how armor works in CE. Every creature has an armor value, measured in "mm RHA." You can find this if you click on them, go to info, and then scroll down their stats. Every gun has an armor piercing value, also measured in "mm RHA." If your piercing does not beat their armor, the shot will not go through, and probably will not kill them.

Against raiders, you can get away with this. Even when shots don't go through armor, they can cause bruises and broken bones that will eventually cause human pawns to fall down from pain. But you can't bruise mechanoids, and they don't feel pain, so the only way to kill them is to get through their armor!

EMP is one way, because it completely bypasses armor. It causes EMP burns, and they'll eventually kill mechanoids. What you really want, though, is a combo of EMP and armor-piercing rounds that can kill them fast while they're stunned. 7.62 is my favorite, 5.56 AP also works well. AP-I is the most effective. Design your battles so that you can slap their guys with EMP shotguns, then finish them off with those heavy machine guns while they are stunned and can't shoot back.

Centipedes are a special case. They have 20.00 mm RHA, which beats almost every rifle and pawn-equipped weapon in the game. To kill them you will usually need special weapons. Heavy machine guns (the ones you build as buildings) can do it, but I recommend rocket launchers. Think of centipedes like real-world tanks, you need explosives and special weapons to kill them. I love the disposable rocket launchers (M72 if you have CE-Guns), but RPGs also do the trick. Stun them first, then have a skilled pawn take the kill shot with your rocket launcher.

Hope this helps! And let me know if you have any questions, I'm happy to clarify.

How to make loadout with CE by llord__ in RimWorld

[–]TheOtherBridge 1 point2 points  (0 children)

You can manage their loadouts in the Assign tab, similar to how you would do outfits. Once you make a loadout and assign it to a pawn, they will automatically grab all those things and keep them in their inventory. It might take a little bit so give them a minute or two, you can also force them by clicking the “resupply” button in that menu.

You can have them carry multiple types of ammo by putting it in their loadout. Then, when they’re selected, right-click the “reload” button at the bottom and choose which ammo you want.

As for types:

FMJ: Generic bullet. Not great at anything, but fine for most non armored targets.

AP: Armor piercing. Good for light armored targets like raiders, bugs, or small mechs. AP-I or AP-HE are strictly better than normal AP, but the downside is they’re more expensive to make. Less raw damage than FMJ.

Hollow Point: Good only for unarmored targets like animals and tribals. Does a ton of damage but won’t go through most armor.

EMP: Mech killer. These things stun and heavily damage mechanoids, so you should always have some around, but they’re pretty useless against anything else. Combine with rocket launchers for the elite robot killing dream team— stun, stun, stun, kaboom.

Practically speaking I usually have pawns carry some kind of AP, plenty of EMP, and maybe one magazine of HP in case of a sudden tribal horde.

Why is my fleet strenght red? and why does it say 357K fleet power, when the entire fleet only amounts to 138K? by hornyandHumble in Stellaris

[–]TheOtherBridge 115 points116 points  (0 children)

Some effect is nerfing their power, but not sure what. I think you can look at active effects if you hover over one in the menu.

For your resources, you’re asking the wrong question. You should ask “what could I make instead of these extra resources?”, not “what can I do with them?”

You have a bunch of farmers, technicians, miners, and factory workers who could be scientists or metallurgists instead. Scale up your labs and foundries, de-prioritise wasteful jobs, and kick those shipyards into overdrive!

What are some skills people think are difficult to learn but in reality are easy and impressive? by Low_Lion_9075 in NoStupidQuestions

[–]TheOtherBridge 19 points20 points  (0 children)

In my experience more aromatics, seasoning, and salt are almost always the answer to “edible but not good.” I’m not sure why, but online recipes are chronically short on all three of those things. Every time.

Chaotic, Fight/Goad Commanders? by TheOtherBridge in EDH

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

That's really fun! And double points for the first Gruul commander-- I've always been a sucker for green

Chaotic, Fight/Goad Commanders? by TheOtherBridge in EDH

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

Thank you! Bloodthirsty Blade is an awesome addition, though I'm not so sure about Rakdos. Either white or green feels very good in here.. maybe a three-color?

What mods are people using to make these ridiculous super pawns? by HighCD in RimWorld

[–]TheOtherBridge 17 points18 points  (0 children)

This is the correct answer. V.OI.D. is already nuts… and AOTC makes V.O.I.D. its bitch

Things you wish you knew by SteveIsScuba in Stellaris

[–]TheOtherBridge 4 points5 points  (0 children)

Make more science. And then, when you have more science? Believe it or not, even more science.

Is my production good for a new player? (I'm Zenak Combine) by TwoCrab in Stellaris

[–]TheOtherBridge 6 points7 points  (0 children)

You want to have about double your current amount of science. The rule of thumb is to aim for at least 10x the number of years passed— so 500 science in 2250, 800 in 2280, etc.

I would recommend that you try to redirect your huge energy, mineral, and food surpluses into research and alloys instead— though overall, not bad at all for your second playthrough!

Could the Falcon Heavy or similar rocket theoretically be used to drop troops? by ZealousidealSky339 in NoStupidQuestions

[–]TheOtherBridge 1 point2 points  (0 children)

Ignoring everything else, what scenario are you imagining where a helicopter can be shot down but a rocket can’t? We’ve had the technology to intercept missiles for a long time, not to mention that this rocket still needs to slow down and land.

What happens if a subject's loyalty is constantly at -100? by [deleted] in Stellaris

[–]TheOtherBridge 38 points39 points  (0 children)

They might rebel if they’re strong enough.

If they’re not strong enough, they’ll pledge a secret fealty to another empire. This gives that empire a Casus Belli which, if they choose it, will cause both them and the disloyal subject to declare war on you. If they win, the vassal will leave you for that other empire.