RimWorld Science Alpha 17: Cover and Accuracy - RimWorld Alpha 17 Weapons and Cover SCIENCE!!!
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- เผยแพร่เมื่อ 25 ม.ค. 2025
- RimWorld Science Alpha 17: Cover and Accuracy - RimWorld Alpha 17 Weapons and Cover SCIENCE!!! (How is a shot’s accuracy calculated, and how does cover figure into it?)
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Every shot your colonists take has a certain chance to land on its target. This is calculated by three things: (i) the SHOOTER’S accuracy for the shot; (ii) the WEAPON’S accuracy; and (iii) the target’s COVER. Each of these is a percentage; the percentage chance of landing the shot is just the product of these three values.
Shooter accuracy is a stat. It contributes to the shot by being raised to the power of the distance of the shot. That is, if a shooter with a 90% accuracy is firing at a target 10 tiles away, then the shooter’s contribution to shot chance is 90% raised to the power of 10, or about 35%.
Weapon accuracy is a function of the weapon’s type, durability, quality, and (again), distance to the target.
Each item that gives cover has a cover value, a percentage. That’s the percentage of shots it blocks. So the remainder contributes to the chance of being hit. For instance, sandbags give 65% cover. This means that 35% of shots get through, so the chance of a shot hitting gets multiplied by 35% for the cover value.
After sorting out these values, in this video we look at different types of cover, and more importantly, the way that angles figure in to cover. We look at a couple of fairly good ‘shooting spot’ configurations, and demonstrate that roofs (and darkness) no longer gives any cover bonus.
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RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000.
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About Bjorn Strongndarm’s Let’s Play: Games are fun! But they’re more fun when you share them with others. I aim to provide mature but family-friendly commentary in a way that enhances the story that unfolds in the game. In my RimWorld gameplay commentary, I try to draw out the stories of the colonists themselves as much as possible. Having fun is more important than winning. Remember, Losing is Fun! (At least, if Done Right.)
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The door no longer works in 1.0
I tested it myself.
By your logic, the best cover would look like this:
W D W
D C D
W D W
Essentially, a 1x1 room enclosed with four open doors (on the orthogonal) and four walls (on the diagonal).
And it works! I just tested it, and it's so effective! With this setup, a *single colonist* can fend off an army of shooters *from any angle!* The colonist is virtually unhittable, and most importantly, completely unflankable.
Guys I have to try this. If it works half like what you say, that'll be the next generation Super Heavy Sandbags :)
That sounds like guard towers with extra steps.
finally someone tell everyone that turret can take cover
Cat's out of the bag now!
Actually, Mehni pointed this out on a Reddit post just yesterday. But I guess a lot of people will watch TH-cam who don't follow the RimWorld Reddit...
Bjorn Strongndarm I always knew turret get cover but people always told me it doesn't work like that, and I was like, but it say it taking cover though
I always had turrets in this setup (since A16):
SS
TS
SS
S - sandbag
T - turret
How about a video about how to deal with injuries and scars: What can be countered/healed and what not?
Or a clip about trading: What are the best products to sell? How long until another settlement restocks, how frequent are caravan and orbital traders. Are trading "quests" worth it? etc.
Or a clip about how to get new settlers: What is the best way to down a raider/visitor without killing him? Piercing or blunt, animal or melee? (or drugs)
Some good thoughts here.
On the new settlers: Do you tend to get colonists by kidnapping visitors? Sounds like a great way to lose friends! ;p
Best way to get new colonists in the late game, to reach (like me) a pop of 50+ colonists is to make yourself the enemy of tribal factions (NOT industrial or otherwise as they will send sappers). They will send LOTS of people after you in regular raids (thus having a good killbox is a necessity).
After such a raid you end up with 2-10 prisoners (captured from downed raiders) which you can recruit if you have a good recruiter. To train your recruiter have at least 1 prisoner in your prison set on "friendly chat". When you have more, set all to recruit.
Trying to go above 50 population is a strain on your CPU and is no longer fun unless you have a good gaming rig :(
anything that does not cause bleeding is the best for downing, but keep in mind that there is 63% chance that any non-player pawn/animal dies when it should be downed
Does their cover get reduced if they do this thing where they are behind a wall and step kinda out of it in order to shoot at the enemy?
Nope. Just checked it now -- while leaning out, they still get the full cover bonus (at least if the hover-over tooltip is to be believed.)
I think I've read somewhere that this is just an animation, and as far as the game is concerned they're still just on the tile directly behind the wall. But I can't confirm that, so right now it's just hearsay.
Thank you for the additional information.
Does double cover work? I saw a single lone tribal take down a scyther with a short bow while taking cover behind 2 bushes in front of him D; Scyther was only %40 damaged and trying to snipe the whole time!
Good question! If the two bushes were to the side, like
XO
X
with X being the bushes and O the colonist, then if the scyther was down at an angle the colonist would actually get better cover than if the scyther was directly to the west of him. But if you mean like
XXO
then, no, the colonist only gets a cover bonus for the bush right next to him. (And, hey, maybe your colonist was just lucky!)
Thanks! It was just some poor tribals that did my work and the last guy somehow survived and killed it like that. Also I believe I found the best ways to getting amazing weapons, power armor and tons more in less than 10 days, reliably. Extremely fun and rewarding. Would you be willing to make a video on it if there was good enough info? I want more people to know it
that sounds dope as hell, do tell
Posted as a new comment, happy hunting bro
Niet P this is why I love rimworld, all the systems stack up to make a really cool battle story
Nice, another great vid!
Thanks for the whole door thing, I never realized they offered cover too, I always thought it was the equivalent of standing on the corner of a wall.
I play a lot of milsims, and combat in this game is fairly straightforward, I wish suppression and the like would be added. Give the LMG a more useful purpose.
Video idea: Science of hostile defensive AI. In Alpha 17, I noticed the enemy bases are more fleshed out, with turrets and you can't see inside their buildings.
Ooh, hostile defensive AI. That's a really good idea... I'd have to spend some time trying to figure out which hypotheses are worth testing, tbh.
And I was surprised about the open doors, too. I figured they'd give zero cover but thought, "Heck, let's just see," and sure enough...
Thank you so much for your rimworld science Bjorn.
I keep watching them and watching them... making my games better every time.
My entire perimeter wall is dining chairs, I can stop any invasion! I am going to try this in real life :) Awesome video, thanks for making this!!
I stumbled across the door cover trick a while back because I wanted to protect my turrets from enemy fire before they were able to fire back. wait until enemy gets close, step into doorway infront of turret and behind sand bag, fire away. it was only after that I realized my turrets were gaining cover from the open doors.
Currently the most needed video for my colony
awesome video, thank you! One thing is uncovered, though: how obstacles (not in immediate vicinity) affect effective accuracy? In "hover text" they do not count as "cover", but pawns in the line of fire, trees and other things do catch some bullets. "firing squads" with a shielded melee guy in front do catch bullets in the shield even when enemy aims at second row guys. There's debug option to see "shooting", and it shows some percentage values along the bullet path, like "1.6%" for every minor obstacle like tree or slug, "3.6%" for sandbag (even not actual covering sandbag) and 16% for targeted pawn, but also 16% for a pawn in front of the target! Maybe this is something taken into account after main calculation of accuracy? I have no idea how to accurately test this, though.
Hmm, those are good points. I never noticed the shooting debug option! More work required, it seems.
shooting debug option could be misleading as much as calculations on target hover, though. Only some devious experiment could show the truth!
been waiting for this one for a long time! Thanks!
You fail to explain how to make that cover system on the target tab pop up. You said "Hold your mouse to a potential target" but, I tried mouse 1, mouse 2, none of those bring up the cover system.
What about firing behind cover? Does it change the cover bonus or affect accuracy?
E.g.: Firing from behind a wall force de pawn to lean before opening fire. Does it affect it's coverage or it's accuracy?
No, I checked this out after -- the leaning is just an animation. There's no accuracy penalty for firing from behind cover (behind a wall, whatever).
I would seriously like it if you would do a science vid on the viability of farm animals for meat production. I think he said they tweaked the numbers to make it viable to raise animals to be efficient enough to have positive output on meat production. How much meat via kibble does it take for an animal to grow to maturity vs how much you get from butchering it. I'm not totally convinced farm animals are worth it outside of sending them to eat mass amounts of corpses (provided you even have enough..depending on difficulty settings).
It's a good idea! It might be a long time in coming -- there's a lot of background mechanics I think I'd need to read up on first. But I agree it would be very useful!
Well, all in all boars are perfect: they haul, they eat everything, they can be tamed and trained really easily (labradors might be the only better option in terms of training), they take several shots to be killed if unleashed at the enemy and they produce a reasonable amount of meat and leather. And they've got an ok breeding speed. Even if they don't pay off as a meat source, they surely make up for it with everything else.
I do not like boars\foxes\etc because of filth ratio. Filth ratio means that for all their benefits they will add extra work ticks for your colonists in cleaning duty. Which is why I prefer dogs, since they do not shit in your base.
+Ethuil UI couldn't say it in a clearer or more elegant way :)
not as much of a problem if you have one useless colonist who doesnt have anything other to do other then cleaning
what about like moving while under fire, even if I'm behind a wall of sandbags it seems the second a pawn moves they are guaranteed to be hit. I don't know if this is just chance but it seems moving negates cover?
So, if the hover-over is to be believed, if while you're moving you're always against some cover (say you're moving along a row of sandbags), you still get the cover bonus. But as soon as your pawn moves away so that they're not touching the cover anymore, you lose the bonus.
I look forward to more videos.Keep it up!
did you do a update to this with 1.0 ?
how do missing fingers and power claws work?
Wow, I didn't know that door trick, thanks for that!
Welcome! Glad there was some useful info here!
does the doorway effect improve if you put a sandbag in the 'doorway'?
You can't place sandbag in doorway, because there is door here. :)
Yup, can't get the doorway there. I did try putting a stone chunk in the doorway (you CAN have stockpile zones in doorways) but it didn't improve the effect any -- you only got the 75% from the door, and nothing from the chunk.
Wall-open door-wall, that's new to me and sounds like the best way to do it, just alternate walls and open doors you can also have a back line of melee guys when they brake threw go onto the wall so 2guys can hit the 1 raid guy and give your ranged a chance to retreat... Wow
do roofs remove weather debuff on pawns still?
yes they do
I have an idea for another video: what is more profitable yayo or smokeleaf joints?
flake apparently, unless u don't mind using a lot of labour, then beer
"Each crop yields 10 per harvest except smokeleaf which yields 11. 12 plots of smokeleaf for 125 materials. 13 plots for beer, yayo, and flake. Summary: Beer: $21 per day or $23 per square Smokeleaf Joint: $45 per day or $28 per square Yayo: $38 per day or $26 per square Flake: $48 per day or $33 per square
Side note if you do not count the beer fermentation process Beer: $60 per day or $23 per square"
source: www.reddit.com/r/RimWorld/comments/6p5gsm/drug_making_for_money_on_rimworld/
Don't know if this has been changed yet, but still put roofs over cover, encase it rains or snow, so you don't have trouble aiming in the rain.
Do one about mental breaks, how long people can have 'break risk' before breaking, etc etc
Thx for yr vids, u break down the mechanics very clearly.
I've read ppl create a field of chunks/steel to slow down raiders, I tried it but the raider stood on one of the chunks and the surrounding adjacent chunks/steel gave him extra cover. So did they patch out that mechanic?
You're welcome! As for the mechanic -- I haven't checked it out, but I wouldn't be surprised if it was patched out in A17. I know A17 was aimed at getting rid of a bunch of exploits...
Nice Bjorn. Do you know if that's the same for mountain cover? So say in a mountain that has something mined out and you take cover does it act the same as a structure?
Do you mean like natural rock walls? They give the same 75% cover as constructed walls.
I meant exactly that thank you.
Great video! Does weather affect a shooter's accuracy at all? I seem to recall a comment somewhere that said you should put roofs over your defensive positions. Not for a cover bonus but to protect against weather debuffs.
I suppose the roof would protect against lightning strikes directly and enable you to fight without worrying about toxic cloud event as well.
Yes there's that but I was thinking more along the lines of if you're in a thunderstorm does it affect your accuracy if you don't have a roof over your head.
Hmm, that is a good question that I didn't think to check. I'll have to look at it. (Also, I realize now that I probably should have looked at the new smokepop belts, since they'll give a cover bonus, too. Might have to do some follow-up...)
wish you could do it in ombat extended
So best cover is behind wall with sandbag where the gap is?
Best cover is behind a wall or open door: WALL-DOOR-WALL (or DOOR-DOOR-DOOR), all doors open, is best. But what you described is 2nd best.
Do doors still provide the same cover even if held open? If so that may be an exploit.. sort of reverse effect to having sandbags immediately in front of the door..
It would be very helpful to see a video on friendly fire and how to avoid it. Thank you for all the info, keep it up!
hi there!
what about a farm science? :)
what animals are better ? cows, pigs chickens... how much food they need and what you get in return (meat, eggs, milk...)
thanks so much
Good idea! I have a few ideas in that area, but I will need a pretty big block of time to implement them, so I'm just looking for that.
im new to the game and 1 of my colonist get fiberous mechanites is it permanent or is it curable?
You can't "cure" it, but it goes away. You can also treat it and it makes the symptoms less severe.
I totally had this question typed out and almost suggested it in your infestation video but deleted it. its like you are reading my mind!
This doesn't show up on the Rimworld Sciences Playlist for me.
Oops! Looks like the playlist auto-add feature didn't kick in this time. I've added it now.
Thank you, it's a really good series and I prefer it to the wiki!
Really nice to have them all in one place.
I've recently started using trees instead of chunks to slow enemies down, simply because chunks give 40% cover and trees give only 25%, and it seems like they slow people down even more.
You can not plant trees on every tile though, can you? As far as I know trees have distance of free tiles between them.
Maybe you could plant trees, delete the growing zone, and then cover the rest with chunks?
It's too bad there's no way to 'create mud' out of dirt to slow raiders down.
Yet another great science video! ;)
Holy fuck this helps me.
Especially since I am using Combat Extended.
Awesome work again, Bjorn! What's up next?
Thanks! I'm hesitant to say what's next, in part because sometimes I'm working on X, and then suddenly I realize it's screwed up, or get a great idea on how to test Y quickly, or something like that. But I hope to have another one here reasonably soon!
Thanks so much man! I for one can't wait for the Melee and Dodge vid. Should be a pain to record! ;)
great video and great series as usual.
Thanks!
Wow, interesting. That's really useful, thank you and subbed :)
Thanks, and welcome to the channel!
good series, keep up the good work.
Thank you!
So if you fool around with a 3 x 3 area and put walls down you could get good cover while being hard to be flanked. Then if you get rid of all the trees and rock chunks and pump water around it. Its essentially a dmz and only an idiot would walk into it.
Great video!
nice science , still looking for the way to solve the greedy colonist lol
Believe it or not, I am working on that. Turns out the math is pretty complex, though. Trying to decide how much to include and how much to skim over...
Build a 3x3 hollow box of doors and force them to be open... bye bye raiders ;P
(or a plus sign, but them you miss out on the angle cover)
Wish the game had Floodlights to reduce the enemies cover in a zone
Sounds like an idea for a mod...
Great job, thanks.
You're welcome, and thanks back!
I learned something today:
I can't take cover for shit! :(
Thanks for this. Very informative, and you can bet I will put this to use.
Glad it was helpful!
precut all tree's inside the kill zone. lured the mechanoids towards 2 slug turrents. had my colonists behind a wall/sandbag cover. and still 2 got 1 shot ;_; fuck me man xD
What about the following cover setup?:
S S S S S Where: S = sandbag, W = Wall, and G = guy.
WSWSW
G
The first row of sandbags doesn't do anything, except maybe to keep enemies from getting wall cover when up close to you. (Might be better to just use stone chunks for that--they give less cover.) Otherwise, that will do pretty good, but people at angles will still get a little bit better shot on your guy than if the inner sandbags were open doors instead.
I was looking for the best type of cover for your shooters, not how cover effectiveness is calculated.
Oh wait...
dora is a 10 eh, she get the pretty trait as well?
That makes no sense to me how you are calculating this. Why are you multiplying shooter times weapon times cover? I would think the correct way would be adding shooter plus weapon less cover. I would agree with you that the math adds up to about.13% but it doesn't make logical sense to me. Cover should reduce chance to hit.
Cover DOES reduce chance to hit.
Suppose I would have a 97% chance to hit without cover. That's 0.97. (Remember, "%"s are to be divided by 100!) But suppose the person I'm targeting is behind a door, so with 75% cover. That's 0.75. If you multiply those together, you get a product of .7275, or 72.75%. That's a smaller chance than 97%, so the cover reduces my chance to hit.
The key to remember is that, while multiplying by things LARGER than 1 gives you a bigger result, multiplying by things SMALLER than 1 gives you a smaller result.
Are you still here, Bjorn?
Great video!
Thanks!