Ranking All Melee Weapons in RimWorld
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- เผยแพร่เมื่อ 8 ก.ย. 2024
- I'm ranking all melee weapons in RimWorld!
Check out my RimWorld ranged weapons ranking video: • Ranking All Ranged Wea...
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My main issue with the plasmasword is that everything starts catching on fires, first is the bodies, then it's your own guys. You must be carefule when using it, especially indoor, for example when fighting drop pod raids or infestations. Solid A+, but a monosword is just more convenient imo
Делай каменные постройки и строй каменные дорожки или бетон вокруг базы. Мой тебе небольшой совет.
@@g-g4505 Делаю, но трупы ещё сжигают. И кравати, стулы, столы... Моносорд лучше я считаю
Fire can also be a good thing. Like Fire also acts as like a pseudo stun that will make enemy pawns run around like idiots
Completly agreed. On paper it looks eay better.
As a persona sword it's probably the best, skip in set fire skip out
Also not recommended to give to a sanguophage with their pyrophobia....
I would 100% keep a zeushammer for humanoids, as I'm fairly certain they shut down shield belts. emp launchers would be safer to use, of course, just have them auto-ing the ground where the raiders will be walking would turn them all off, but it still has its use.
Yes, the zeushammer is the perfect corner camping weapon, imo. Knocking out shields so a quick charge pistol or chain shotgun series point blank can quickly finish the job unmolested. Meanwhile, the hammer itself really doesn't care about most armors, just like the trusty mace.
Also it instantly downs any pawn with a brain implant. That's not that useful for players since I don't think any enemy pawns spawn with brain implants (in vanilla. psylinks don't count), but it makes angry Zeushammer wielding Imperials terrifying to Transhumanist colonies. So do EMP grenades. That can be useful for slave revolts if you have the resources to stick every slave with an implant. The slaves just get shocked and get up after a few minutes, no cuts or bruises that need healing at all.
@@TrollOfReason Wait, what mod adds charge pistols? That would be a good mod.
Club is have one important thing - it don't have quality, so any craft level craft same old club, that's sense of this weapon
How is the spear written off so easily? In the Wiki, compared to Longsword, it is only 0.1 second slower attack while having ~ +23% AP. The DPS is only 1% less as well. (compared with steel as the base material)
Yeah, spear life hey. East A tier by wiki stats.
Ya never know when that could make a difference between life and death
In a game where the mace exists, the spear is too much a generalist. While its main attack verb (poke) encourages infections in downed pawns. So you're likely gonna be burning up more medicine on your captures.
Maces excel against armored elites & capture chaff, while swords mop up chaff. Spears are okay in all roles, but the Rim rewards specialists.
@@TrollOfReasonthe rim rewards .50
There is a video doing weapons comparisons and apparently the damage/attack types affect how fast you can kill off enemies. For example a mace smashing into a limb for 50 damage will have the overkill 25 damage carry through to another body part (most likely the torso) in the form of blunt impact shock. So if you have a really good mace you can easily kill an enemy pawn in one blow regardless of where your strikes land. But the spear due to it only doing stab damage has no ability to have overkill damage carry through because the spear just pierces the destroyed body-part. Therefore in order to kill with a spear you must poke them in the vitals, making it far less efficient. And swords land somewhere in the middle with their slash attacks capable of carry-through damage and their stabs incapable of doing so. So spears really have nothing going for them alas 😢
The spear for its value an is just slightly below S tier especially with its AP and melee cooldown
I agree with everything, except for where you put the Warhammer. I'd argue that the Mace is the Gladius of blunt weapons, and the Warhammer is the Longsword equivalent. It might hit slower, but when it hits it TRUCKS. Explodes heads like Watermelon, shatters limbs in 1 hit, causes huge amounts of pain.
I agree it can hit like a truck, but personally I still prefer something that can hit faster.
It's better to hit more times, pain and injuries debilitate opponent
@@Petrovich2049that doesn't make sense. Why hit more times when you can hit them once and move to the next opponent.
Nice one! Usually I like to have a mix of melee weapons in my team but generally lean more towards plasteel longswords for my melee bois. I've used a non-persona mono-sword before and it was pretty amazing, for sure. Well played!
imo an uranium club is the mvp of earlygame for knocking out pawns without slashing them into pieces to recruit them and additionally they dont have weapon quality so they're always on the same power level if your crafting dude doesnt have both arms and eyes or whatever that stick is gonna be just as powerful
My pawns keep destroying the heads of people I'm trying to capture when I give them maces. :(
@@evanmarogen well yeah thats likely to happen but the same can happen with a cut off head so no real way of stopping that
Here's how I see it:
- Early game clubs all the way because they're blunt damage which means higher odds of putting enemies in pain shock than outright killing them.
- After you're a couple months in, just focus on Heavy SMGs as your goto weapon for everyone with thrumbo horns for the brawlers.
- Endgame, zeushammer and monoswords all the way with charge rifles, miniguns, heavy smg and assault rifles.
Never tried thrumbo horns actually, I always had a decent blacksmith to that point of time to make plasteel longswords.
Absolutely agree with your other points, although I prefer to mix all available weapons, not just SMG's
Club has no quality, meaning that crappy crafters can still make a decent club.
Non leathality is a plus too. You can imprison and recruit your enemies early on.
It's also pretty awesome to beath the crap outta' your enemies with a steel club!
Урановый молот уничтожает поселенца с первого удара при качестве шедевр с dls идеологией в главенстве человека есть специалист по производству, если ещё взять непонятого творца можно постоянно делать даже легендарки . Как по мне молот крут он бьёт сквозь броню так как у него дробящий урон и он способен с одного удара уничтожить Имперского котофрактария или чемпиона
О привет
I think the uranium mace should be S tier because its easy to make for its power level.
And it's a good uranium sink. Plasteel can be spent on other things
I've gotten to endgame with Uranium Mace on a melee blocker pawn. Can be made really early on and cheap. It's only way to go for that 1 melee specialist blocker pawn later change to Zeus hammer.
Good tier list! I think the Zeushammer deserves an S+ ranking above the others thiugh. It highly counters mechanoids, which are arguably the hardest enemies to deal with late game and few other weapons can handle them. If I had a choice to arm my colonists with only persona weapons, they would all always have a Zeushammer. Damage isn't as high but the hits are enough to take out armored infantry and raiders just as easily as the other persona weapons so you might as well also hit them with an EMP.
most of my pawns are ranged but i do use a few melee for cleaning and hulling tasks there used mainly for distractions and running around while my other pawns shoot a hail of bullets but if i need them to be actually fighting i prefer the mono sword or maces :D
Sword and mace are simple and good, versatile and rather stylish.
But spear is above longsword in my opinion. You have marginally worse DPS (and I mean, marginally) than a sword, but vastly improved AP value.
Sword will deal slightly better against soft targets, but spear will negate far more armour. And spear is cheaper. With this, spear is a low S tier in my opinion, perhaps alongside the mace.
I'm also have doubt about plasma sword - it is a great weapon, but setting enemies on fire is not as good as it sounds - it may lead your guys to chase right in the middle of enemy pack, if you are not careful.
Also - Zeushammer is amazing against virtually anything - it is by far the most versatile melee weapon. Monosword being close second, and only due to lacking utility in form of EMP. But the problem with them and plasma sword is that you have no way of producing them - they are limited you get from quests, and thus have no control over their quality as well.
Hmm. Going to have to rethink my warhammer. I love the warhammer. I do recommend them against mech turrets though (or any turret really). They tend to destroy them outright rather than allow them to explode, unlike the sharp weapons, which tend to trigger them to explode.
"you can't make beer out of steel" not with that attitude
Good point tbh
Love your content! Please include some “bad gals” in your next ranking video. Thank you!
Screw me in the convinc because I'm making a plasteel long sworb and I've already got a plasteel glad.
Awesome video. I suggest you include all stuff added by Vanilla Expanded mods too since literally everyone uses those and they are basicaly a must-go extension of vanilla game. It will also make your videos more interesting.
Его очень много я думаю если ставить всё , то тир лист получится огромным . Это займёт много времени.
Thanks! I might revisit vanilla expanded mods in the future, but wanted to cover vanilla first (especially because console players don't get to play with mods)
Awesome :D
I didn’t even know you can use wood as a weapon
Very useful information isn't it :D
Mace can't one hit a human torso, a mw uranium warhammer can, and masterwork weapons are reasonably easy to acquire from a skilled production specialist, or from inspirations. That's a ~40% chance to instant kill provided it's not mitigated by a _lot_ of blunt armor, and such high level of blunt armor is quite rare. While mace swings faster, there is no faster TTK than instant.
I agree. But he did say "for ranking purposes, they are made out of steel and normal quality".
Beer and wood is actually S tier, change my mind😂
If we're talking about drinking and banging then 100%
Blunt weapon IMO is better than sharp weapon overall since armors are less effective at blocking blunt damage. Blood Loss don't really help that much in the heat of battle (and blunt weapon can still inflict Blood Loss indirectly via body part removal). Compared to Longsword, Spears have higher AP but are more prone to RNG to roll the highest AP attack. Warhammer has a better potential to 1-shot an enemy compared to Mace and it should only be reserved for healthy pawns who have mastered the art of Melee as missing a hit is more punishing.
Gotta say that _knife_ easily outshines the club in early game for taking out opponents, the club is probably better if one's intent is to incapacitate, rather than kill.
Incidentally, if one is playing with the *Primitive Research* mod, the ikwa starts off unlocked, along with the pila - although shortbows are locked behind research to compensate. The reasoning behind this being that these two weapons are basically useless when unlocked, as the ranged one (pila) is at best equal, if not inferior to the short bow; and the melee one is straight up inferior to the gladius which it unlocks with at the exact same cost.
@8:45 - One playthrough I had a pack of thumbos wandered in, one of which had brain issues. As a result it didn't fight back and so died easily. The other one was in fine health however, so I left it alone XD
Tbh, Club S tier simply for getting people downed to get prisoners.
Thrumbo Horn does ALOT of damage (28) and has an armor penetration of 41%! it also swings as fast as a steel longsword..
I would say the the wood and beer should go up a level because you can give them to slave without making rebellions more likely
Wood and beer are fun to beat up slaves and prisoners with and they won't cause leathal injuries.
I want to fight with bottle bruh
this guy is an expert ranker in RimWorld
Ranker is his word, you can say ranka
I got an inspired tame on a thrumbo early game and slaughtered it and the horn carried me through raids
Challenge: Don't say badboy (Impossible)
But all teasing aside I do think insectoids should be taken into consideration too like Mechanoids. And fire REALLY messes them up. Plasma sword is amazing if you have a good choke point and if you are outdoors- which you probably are if you aren't closing all the doors and lighting the place on fire- does you the solid of getting rid of the corpse too.
Bad boi
Yo mr @kokoplays MB, quick question: does blunt weapon gives higher chance to capture peapole (make them uncouncious bc of pain instead of killing with stabs and cuts?)
At the start of the game i always got a few peapole with clubs/maces to attack raiders with good BIO. I think that make most of them be able to capture, but tbh no sience bh that.
Chopping their head off with a sharp weapon is definitely worse than merely breaking their skull with blunt if you're trying to capture a raider.
@@KokoplaysMB Ty for info!
The use of blunt vs sharp weapons does not make any difference. Enemy pawn death chance upon downed is determined by the population size of colony and storyteller setting (you can set it to 0% in Custom setting). Only enemy pawns downed by Hypothermia, Blood Loss, and Heatstroke ignore the death chance. You may get lucky with a few enemy pawns downed from Blood Loss when they are fleeing due to wounds or body part loss.
The most reliable method IMO to capture enemy pawns is to induce Heatstroke to Extreme level. Construct an indoor heat killbox using burnables, ignite the objects on fire to increase temperature but keep it below 200C so you don't set the pawns on fire. Once they're down, quickly swoop in to capture as many enemy pawns as possible.
Persona monosword aka start working on bionics your new recruits won't be joining in one piece
What happened to "D" tier?
Warhammer is the most epic, Badass weapon, but sadly ridicolously inferour to the mace and absolutely pointless from a min-max perspective.
It's MUCH harder to make, has the same durability and somehow has far LESS DPS than the mace.
I guess, it makes sense from a realism perspective since sledgehammers are highly impractical as weapons but it is horrible game balance!
I still use it because cool knight weapon!
Jade Club is a very good weapon, especially earlygame.
Real warhammer is nothing like a sledgehammer, and more like the meat tenderizer you use in the kitchen. They have about the same weight as maces, but perform more concentrated hits. Also have longer handles.
@@voidseeker4394 In Rimworld, the warhammer is described as "A long polearm topped by a brutal hammer". With that knowledge, judging by the proportions of the head compared to the handle on the warhammers sprite, it is more like a sledgehammer than a real life warhammer.
That's at least how I interprete the sprite and item discription.
My uranium masterwork mace has 13.88 dps with 46% AP and my Nalorgarmar persona monosword good has 17.64 dps with 92%AP so as you can see monosword is great for armored and non armor opponents. Compared to this mace is crap.
zeus hammer has 40% armor penatration
So do people mix melee with guns or do you just equip all with guns once you get them?
Usually I have at least one melee guy to tank if needed.
I personally love heavily melee colonies. I've done it lots on "Losing is fun". You can make some pretty nasty melee kill boxes and its great for drop pod raids & mechs. Decent against infestations but I tend to design my base in where they usually spawn in the mines with a room of wood walls to purge the whole mines using fire.
Melee mixed with guns is what I do. If they get too close to the shooters in the kill box send in the melee and then send them back behind the shooters. If they're fighting in the open with no cover in sight then shield belts and plate armor so they tank and then have everyone else with guns behind them shooting
Melee fighters are just really good and can hold out for a long time especially with plasteel plate armor, shield belts, and a tight space. Once had a raid where they used breach axes and broke through 3 walls of limestone. My melee fighters were in the right area to fight them head on and they tanked long enough for my shooters to arrive along with my bear army and then my trade caravan came back with with my main healer to patch everyone up
You should always have at least one pawn to melee. Melee pawns help to draw aggro away so your other pawns can keep shooting. Shield belt keeps a melee pawn relevant even in the late game where they should be used to keep dangerous enemies occupied or tank small amounts of projectiles. Even with shield belt, never charge them straight into enemy gunfire since that's guaranteed to get them killed.
you forgot unarmed
Unarmed is by definition not a weapon
@@KokoplaysMB lies and deceit my 18 melee double passion had to register both his guns as weapons
He forgot all the guns because they techinically have melee attacks.
Not actually a weapon
breach axes going through granite walls like they are made of paper is super silly
This is true. But in the past they didn't even have breach axes, they just walked to the walls and "mined" them in couple of ticks.