UPDATE Psycast Expanded has turned into an hour and a half video, so Thursdays video is out early and I'm taking a bit more time on Psycast Expanded to make sure everything is covered properly. Bit of a crazy week as we've got builders at our place currently so my work schedule is all kinds of off! Still hoping to get Mechanoids out next Monday but the same thing may happen if the works continue at this rate, as Mechanoids is just as mechanics heavy as Psycasts.
The most op combo in vanilla expanded is dropping your character stats of aiming and reloading to 1% through different means and giving them a sniper rifle which turns them into machine gun. Easiest are: Aiming: trigger happy 50% Shooting specialist 50% Fulisier helmet 50% (altered carbon) Reloading: ammo pack 80% (veapons expanded) Warlord psycast 80% (psycasts expanded) Reloading proficiency 20% (skills expanded)
Thanks for the explanation. I’m still really mad when an ancient soldier I was trying to recruit got killed by stun baton. Now I know about the death down. Thanks very much man.
Also, pals, there are mods adding anesthetic rifles. Anesthetic is different from sedative (used in this mod) because it builds up with each time a pawn is hit, rather than taking time to put them down that can get reset. In my personal experience this is better than the dart gun, as it requires less micromanagement, but results in more deaths among enemies because anesthetic buildup can be fatal.
Likely a lot more balanced too, as you'd need to repeatedly hit traders/travellers to drop them, so handing back their goods is unlikely to cover the penalty of having shot them in the first place.
This mod goes great with the simple sidearms and grenade belt mod. Simple sidearms allows you to have colonists with a lethal primary and nonlethal secondary or a tear gas grenade launcher with a lethal secondary for when things get hairy. Feel like tear gas grenade belts in a close quarters situation is fairly self explanatory
Y-know, I wasn't sure how much attention I'd pay. Then I realized I was at Unatco HQ and the memories came back. Also the possibilities for a trenchcoat wearing colony of nanotech cops. Definitely would need to join the Deserters for the full effect.
That Deus Ex music in the beginning was highly appreciated. Respect the classics! Edit: throughout the video even. Guess a nonlethal approach is always the most quiet.
dart gun is also lovely, because of the range and the non-lethality, for using hunting to train the shooting skill. set your hunter to take a dart gun and hunt one specific animal big enough to not get wrecked by the sharp damage. they'll fire potshots at their prey all day until they're good enough to join your hunting outpost instead of your scavenging outpost.
Amazing! The best VWE of them all! Thanks for moving this up in the list and enjoy your five dollars a month :3 I ALWAYS run a prison colony, the thing is that I also always have an armory from which I swap out my rubber bullets, batons, and stunguns for real weapons! As for further requests, I'd say do mechanoids if potocki himself didn't do a video summary, so I'd most like to see insectoids! If I can give an off the wall suggestion though...Pawnmorpher. :3
Mechanoids is coming up because it's been 3 years of changes since it was released, plus who doesn't love going up against the big man himself when it comes to making content 😂
I had this for a while, but Warcasket Merc that you hire could spawn with an upscaled teargas launcher, just perfect against those large mechanoid raids. It had a pretty high spawnrate too, out of 6 hired warcasket two of them would have those.
it should be mentioned that if enemies go down to hediffs like blood loss, heatstroke, toxic buildup, etc. they don't have a chance to die to the "dead on down" percentage, so the dart rifle is a guaranteed way to get prisoners from raids
I will never forget the very first time I used one of these weapons in combat the stun baton destroyed an escaping prisoners head killing them on the first swing
Little thing I noticed with the stun baton, don't use them with physical shields. Pawns tend to bash with a shield over attacking with the stun baton. Absolutely a devastating weapon. I've yet to find a creature immune to the heavy stun. It's also a great weapon to use to train melee.
Aye, because the shield will do more physical damage than the bonk stick, it'll be used 75% of the time and all other possible attacks will fill the other 25%, so the stun effect is then fighting against the handle, teeth, throwing dirt, all kinds of crap.
Yep! Probably a better idea to float it around 80-90% rather than dropping it right to 0% though, the game is surprisingly easy when you have access to potentially *every* downed raider.
UPDATE
Psycast Expanded has turned into an hour and a half video, so Thursdays video is out early and I'm taking a bit more time on Psycast Expanded to make sure everything is covered properly. Bit of a crazy week as we've got builders at our place currently so my work schedule is all kinds of off! Still hoping to get Mechanoids out next Monday but the same thing may happen if the works continue at this rate, as Mechanoids is just as mechanics heavy as Psycasts.
It'd be really cool if you could do a storyteller rundown
Jesus Christ
The most op combo in vanilla expanded is dropping your character stats of aiming and reloading to 1% through different means and giving them a sniper rifle which turns them into machine gun.
Easiest are:
Aiming: trigger happy 50%
Shooting specialist 50%
Fulisier helmet 50% (altered carbon)
Reloading: ammo pack 80% (veapons expanded)
Warlord psycast 80% (psycasts expanded)
Reloading proficiency 20% (skills expanded)
Thanks for the explanation. I’m still really mad when an ancient soldier I was trying to recruit got killed by stun baton. Now I know about the death down. Thanks very much man.
Also, pals, there are mods adding anesthetic rifles. Anesthetic is different from sedative (used in this mod) because it builds up with each time a pawn is hit, rather than taking time to put them down that can get reset. In my personal experience this is better than the dart gun, as it requires less micromanagement, but results in more deaths among enemies because anesthetic buildup can be fatal.
Likely a lot more balanced too, as you'd need to repeatedly hit traders/travellers to drop them, so handing back their goods is unlikely to cover the penalty of having shot them in the first place.
Could you please provide an example? I'm having a hard time finding anything like that for 1.5.
@@SirToadNews Secure, Contain, Rimworld... I'm addicted to anomalies.
This mod goes great with the simple sidearms and grenade belt mod. Simple sidearms allows you to have colonists with a lethal primary and nonlethal secondary or a tear gas grenade launcher with a lethal secondary for when things get hairy. Feel like tear gas grenade belts in a close quarters situation is fairly self explanatory
Y-know, I wasn't sure how much attention I'd pay. Then I realized I was at Unatco HQ and the memories came back. Also the possibilities for a trenchcoat wearing colony of nanotech cops. Definitely would need to join the Deserters for the full effect.
What a way to be non-violent.. or at least not as violent! Awesome breakdown man, looking forward to using this stuff!
That Deus Ex music in the beginning was highly appreciated. Respect the classics! Edit: throughout the video even. Guess a nonlethal approach is always the most quiet.
Remember, the GEP gun is always the most silent way to take down Manderley
@xeanderman6688 oh my God JC! A bomb!
@@l0rf Get pills against my orders!
Your videos are really high quality man, I've been binge watching all your rimworld content
If I'm ever running a pacifist run, I'll be sure to get this
dart gun is also lovely, because of the range and the non-lethality, for using hunting to train the shooting skill. set your hunter to take a dart gun and hunt one specific animal big enough to not get wrecked by the sharp damage. they'll fire potshots at their prey all day until they're good enough to join your hunting outpost instead of your scavenging outpost.
love you man
Amazing! The best VWE of them all! Thanks for moving this up in the list and enjoy your five dollars a month :3
I ALWAYS run a prison colony, the thing is that I also always have an armory from which I swap out my rubber bullets, batons, and stunguns for real weapons!
As for further requests, I'd say do mechanoids if potocki himself didn't do a video summary, so I'd most like to see insectoids!
If I can give an off the wall suggestion though...Pawnmorpher. :3
Mechanoids is coming up because it's been 3 years of changes since it was released, plus who doesn't love going up against the big man himself when it comes to making content 😂
You should try making a mod review on the Army of Fetid corpses
I had this for a while, but Warcasket Merc that you hire could spawn with an upscaled teargas launcher, just perfect against those large mechanoid raids.
It had a pretty high spawnrate too, out of 6 hired warcasket two of them would have those.
Teargas worked against Mechs? What absolute madman designed the robots to have optics with pain receptors?!
@@MysteriousFawxMaybe it fogs the lenses
@@MysteriousFawx I think it plays to their emotions
it should be mentioned that if enemies go down to hediffs like blood loss, heatstroke, toxic buildup, etc. they don't have a chance to die to the "dead on down" percentage, so the dart rifle is a guaranteed way to get prisoners from raids
Heat stroke does as of Anomaly, tozic build up I think too, but not bleed out
I will never forget the very first time I used one of these weapons in combat the stun baton destroyed an escaping prisoners head killing them on the first swing
Little thing I noticed with the stun baton, don't use them with physical shields. Pawns tend to bash with a shield over attacking with the stun baton. Absolutely a devastating weapon. I've yet to find a creature immune to the heavy stun. It's also a great weapon to use to train melee.
Aye, because the shield will do more physical damage than the bonk stick, it'll be used 75% of the time and all other possible attacks will fill the other 25%, so the stun effect is then fighting against the handle, teeth, throwing dirt, all kinds of crap.
Wasnt nurto made in the drug lab in 1.1
Any hopes of you covering the vanilla animals expanded mods?
VE Animals, Plants, Cooking etc will take place of the 'smaller' videos to produce once the VE Weapons series is wrapped.
its sound way over powered especially if you use extra non lathel turrets
Can death on down setting be adjusted Mid game.
Yep! Probably a better idea to float it around 80-90% rather than dropping it right to 0% though, the game is surprisingly easy when you have access to potentially *every* downed raider.