Hit Every Shot | Rimworld Guide
ฝัง
- เผยแพร่เมื่อ 24 ธ.ค. 2024
- This Rimworld guide helps you understand ranged hit chance and how it is calculated. We cover how scaling works and how the numbers interact with variables like cover, smoke, weapon quality to overall determine if you hit or miss in Rimworld. Ranged combat is a necessity and understanding it is key to surviving on the Rim.
Vector Art by:
Mohamed_Hassan, : pixabay.com/us...
Art: pixabay.com/ve...
#Rimworld #RangedHitChance
| Dislike Button |
Never!!
I disliked the dislike button so i can like the video twice.
Improvise. Adapt. Overcome
would love to see a couple demo shootouts that show the concepts in action, and you breaking them down
That is actually not a bad idea, look at real scenario's and how to play them. Would make a useful video
Now this is a proper guide!
Thank you. Seeing such a well thought accuracy mechanic makes me grow fond of this game.
I didn't even think that angles could be in the calculation, its the same as xcom :)
I love these videos man. The insight you give has allowed me to make micro changes to my approach. So far my colonies have gone from lasting for maybe a year or two at most to damn near a decade with ease. Top tier rimtuber, would recommend.
I really like your videos, please keep making them!
Thanks Colin!
Thanks for the good video Guide.
these videos are very well made, maybe you could do videos about armor, or just good animal farms
Thank you! Made a video about armor already, (th-cam.com/video/VXJ7RruUN3Y/w-d-xo.html)I discuss how armor works and the best setups for different game stages.
Comment for the Algorithm gods of youtube.
Favor this guy ! Thanks for the wisdom.
So in summary:
The two ways to always hit are holding your weapon of choice against the target's head. Guaranteed shot.
The other is minigun. You cant miss if you hit every tile in front of you
One of my colonists accidentally hit a chem fuel generator whilst fighting insects in the base it went off knocked out some of my colonists near it then a zzzt event blew up whatever remainder of my base
Yo where are those shelves you have in the background from? (2:25) with the rounded surfaces? I've never seen that before. Is that from a mod? I only know that the techists have their own style so where are the rounded shelves from?
Good video, and also good to see I was overvaluing my masterwork weapons. Isn´t there some sort of work around on weather? Ceiling on your shooting spot or something?
You are correct for weather, a ceiling will prevent the weather debuff. Thought I mentioned that but looking back I didn't :/
@@OneHunchMan Perhaps in some other video you did, I recall it being from you.
Hmm maybe in the tips video? Not sure
Thank you teacher
🙏
The background music could be a bit lower
Definitely a problem with many of my videos lmao
I SWEAR multiple "covers" increases proctection??
I wish user accuracy would go above 100% as most masters can compensate for bad gun to some degree. From 12 to 20 there is a lot of space to introduce something, that helps level 20 shooters do more. I know doing 105^10'th would be counterintuitive, but if they would do math, and just add (level - 12) at the end of calculating distance, cover, smoke etc....
100% agree, Would be nice to have less of a accuracy drop with high shooting at the very least
Casually explained : rimworld would be a nice video from you lol.
I like this enough that its on the idea list, thanks for the suggestion
do you have an idea if light plays a role? Do my shooters need to be in the light or the things theyre shooting at?
I don't believe there is but a mod called combat extended fixes this issue I think
Your shooters need to be at least in a 50% light level area for proper shooting, not the targets.
A great way to deal with raiders is to place collums with ceilings and IED close to them in an area that your pawns can be both protected and able to see them. The invaders will either stop bellow the covered area, that wont have any trees for cover anymore or will rush you just to get shoot, blown up and crushed by the falling structure.
Pawns whose ideoligion includes the "combat in darkness" precept get penalties to fighting in the light (during the day/near other sources of light) and bonuses to fighting in darkness (at night/in roofed areas without any light sources).
music way too loud
You got a discord?
Not yet, sometime in the new year!
but we never learned how to hit every shot. At least say "you can't" at the end, eh
Two words - Combat Extended.
This guy sounds completely dead inside
Combat extended lol
Ay
✌ay
Too short