Streams and let's plays may be posted in r/RimWorldStreams Self Promotion: Guides are OK, Let's Plays are not. Tasteless shock-value posts/comments may be removed and banned at mod discretion try to at least be cheeky. NSFW comments on untagged posts will be removed. Discussion and in-game circumstance that entail infanticide/miscarriage, sexual abuse, or otherwise peak-edge must be flaired. Vanilla content on it's own (blood, hediffs, moodlets, etc) shouldn't be tagged NSFW. Tag NSFW and/or flair "Explicit" as appropriate Use the NSFW tag for nsfw discussion, in-game circumstance, and modded content. Maintain an atmosphere of respect and never personally attack anyone. See this post for specifics of discussions on minors. Reddit's Content Policy must be observed at all times. However the Tough, Jogger, Brawler/CarefulShooter/TriggerHappy combo is best for a combat pawn, depending on the type of combat you want them to do.Official subreddit for the console version! Buy RimWorld and the DLCs! 1.4 - Biotech DLC Announcement Live Help Thread Steam Workshop Q&A Threads Fan Art Fan Comics Monthly Subreddit Challenges 2020 HP Interview with Tynan DEV BLOG OFFICIAL SITE OFFICIAL WIKI STEAM PAGE RimWorld FAQ Modding FAQ Non-Official Discordįollow standard reddiquette. I would say the strongest trait combo in the game for a generalist worker pawn would be Industrious, Very Neurotic, and Transhumanist. Somewhat of an issue with the tiers is it doesn't account for specialization. Not sure why you have Sickly as neutral, +4 medicine is not worth getting extra illnesses every 30 days. Transhumanist is like an inverted Beautiful with a permanent mood buff higher than Sanguine. Transhumanist and Sanguine I would swap places there. Very Neurotic is extremely OP in most situations, the only time it's questionable is stacked with some other trait that causes a mood or mental break penalty. High beauty includes indirect mood buffs from relationships and lovin that people tend to overlook, in addition to increasing colony stability and reducing social fights and breakups. ![]() With the DLC it's usefulness is negated somewhat by aesthetic parts, but then also has the advantage of stacking like stone skin without suffering a beauty penalty so it's still pretty strong. I would say beautiful is at the right place on the list if you have the DLC. Likewise Bloodlust is OP in the right situations, if you can keep colonist opinions high (like with the beautiful trait) you can avoid the social fighting and get a bunch of mood boosts, the ability to wear tainted armor without penalty, and another pawn that can butcher raiders. They can butcher raiders and the rest of your colony wont care that much, while getting massive sustainable mood buffs from cannibalism and human leather clothes. Bionic organs also make it mostly redundant later.Ĭannibal is always OP, even if (or especially if) you just have one in a colony. Super-immune is alright but far from OP, it's not necessary and only saves a colonist from a little bit of downtime like once or twice a year if that. The medical bonus is usually irrelevant since medical is so easy to train due to tending wounds and performing surgeries, so it's really just randomly making them sick for no reason. Sickly should be in one of the bad categories. The breaks don't really mean much since you can just follow them with a drafted person to extinguish the fires instantly, or arrest them, so it's really just "can't fight fires". Pyromaniac is irritating but not really much of a problem. Lazy and Slothful both make perfectly usable janitors and are perfectly fine for fighting so organ farming them is a bit extreme. Ugly and Staggeringly Ugly are also pretty meh. They mostly fall under "meh/10" because it doesn't really do much. Pretty and Beautiful are definitely way too far up on the list. Especially guns with short aim times like revolver, autopistol, machine pistol, and heavy SMG. After combat is normally the most likely time to get breaks due to injuries, seeing dead bodies, and possibly allies or relatives dying (and the most damaging time to get them) but both Bloodlust and Psychopath don't care about the bodies, Psychopath won't care about allies dying, and Bloodlust will get large mood bonuses from seeing people die and especially if they were the killer.Ĭareful Shooter is better than Trigger Happy on most guns until they have pretty high Shooting. ![]() Psychopath and Bloodlust both allow them to butcher humans without mood penalties (which is great for getting cash) and Bloodlust in particular means they are very unlikely to break after combat since they'll see a bunch of people die and be thrilled about it. I don't understand why you put Psychopath and Bloodlust so far down.
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