How To Fight Every Enemy In Rimworld

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Have you ever wanted to know how to fight an enemy in Rimworld? They come in all shapes and sizes. Quite the deadly variety Id say. This video will teach you all there is to know about combat from insects and ancients to Tribal's and pirates

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Considering mech clusters. The best advice to give is : don't underestimate the power of preparation and setting up defenses around before engaging it.

clnetrooper
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My android colony just ate an entire caravan of Asari merchants. I consider this to be an excellent after-dinner video.

mirceazaharia
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Don't underestimate the little bugs. chip damage is still damage. it definitely adds up over a large conflict. In particularly large infestation events I've had to rescue the power armour clad melee fighters in the chokepoint multiple times. had one case where the best melee fighter had both bionic legs smashed to bits. She almost never made it to pain shock.

Wakeup, yayo, pocketed meals, and Faster biosculpting really saved the bacon there. Even with the pawns out for a day they still got back in the fight and needed a second rescue. had two guys incapable of violence. one ended up drafted. Running fighters to the pods and the other diligently refilling them.

Somehow got the entire crew through that one alive. ran the base off insect meat for quite a while.

dtaggartofRTD
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The first mechanoid is literally a body surrounded by knives and should NOT be approached (it even states that in the mechanoid description!). So yeah, keep away from that dude, I usually just barrade them with sniper rifle unit with the best gear and try to pick them with long range rifles since they have bigger/the same range as they do

Holsp
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I've had a maxed out infestation in part of my map for almost 2 years (game time). I just walled off every part of my base, made it so the only way to me is through the hive, and left a door open in the back to bait raids through said hive.

Way better than turrets, kill boxes, heat/cold halls. I never have to fix or rearm them. As long as I don't get too close, they don't care I'm here. Only other bad part is that trade caravans sometimes make the mistake of going through them as well... oh well, just wait till nighttime and sneak all their stuff back to base. Sometimes stragglers can die of starvation too, and this can aggro the hive, but all you gotta do is wait it out.

Oh... it can be a real FPS killer as well...

Jiffydude
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As for why psychic insanity lances can "apparently" affect mechanoids, this is because psionics actually comes from the archotechs. In other words, psionics in rimworld comes from machines, not organics. If you look at the psilink's description, psycasters don't actually have their own psychic power. They're borrowing a small part of a distant archotech's psychic power.

taelim
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Cataphract Armor doesn't automatically make you invincible. I know this because i called in a catphract squad during a raid and they all got murdered by a guy with a wooden mace.

sethleoric
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Don't forget you can UNINSTALL, not deconstruct, buildings. This includes turrets. Set them up where you need them if any foes are lolligagging.

deplorabledegenerate
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I feel like this video showcases chokepoint fights a bit poorly. You can put three people -inside- your chokepoint, which will cause enemies to funnel in to a 3v1 fight, rather than your pawn having to deal with a 1v3 scenario.

KittehFox
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If you set your base up like a ring of cabins, instead of a giant hall-o-plex, you can dot the areas between buildings with turret strongpoints. If drop pods land outside your buildings, enemies have to spread out and go around. If they land in the central garden, they get pureed from all sides.

JoshSweetvale
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Would be great if there are some kind of early warning system for drop pod raids

yuriyui
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about the cluster there a serveral things to mention that can make things easier. the turrets cant fire at pawns when they stand in a smokecloude so having a pawn with a smokegrenade launcher can be worth ten good pawns. second the shields the clusters sometimes have deaktivate when you shot a emp at the shield so you can either shot the cluster with mortars (when he has an anti air shield shot an emp grenade first and the second mortar shots right after to taunt the mechs into your defenses and then slowly conquer the now due to smokescreens defenseless base with your pawns.

thanquolrattenherz
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Me once when a mechcluster dropped near my base: Okay. Jimmy, here you have an antigrain warhead, go rush B and plant it as close to them as possible and then run for you life cuz we will shoot it. The mechanoids did not survive. But neigher did Jimmy

lplayerjohnny
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Tip 99: Dont be afraid to give in. Sometimes its unavoidable that on 500% difficulty, losing is fun that you just cant save that form that caravan and escaping is always an option or just let your colonists go out in a blaze of glory as you throw all your grenades at once :P

drippeeboye
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I love guides like this, they are super helpful

bugaboo_daisy
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i nearly spat out my mt dew when you dropped that "zerg rush" joke

unamed
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Use fire, everything dies to fire, if it doesn't you haven't used enough fire

ABlueThing
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The death acidifier only triggers on death

So if you can take down imperial troops using psychic lances or other means of incapacitation yiu can easily strip them down before capturing or killing them

arkslippyjunior
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I was recently trying to think of ways to make my bases more resilient to attacks landing within my walls. Outside of my walls I have a few forward fighting positions to use against sieges, if necessary (I prefer mortars, but it's good to be prepared). The problem with that approach inside your walls is it can be used against you. So I had the thought...

Doors.

Say you have a standard four sided building with one door on each wall. Have your shooters use those doors as tall cover and when it gets too hot or melee gets too close, step inside the building and reposition. Either within the same building or around a safe passage to another one. The door you close when you escape will slow them down just enough to get away.

michaelw
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The first second bang sound almost blew my speakers that was turned up pretty high.

LumocolorARTnr
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