The "Sometimes Raids Go Wrong" mod has honestly been more dangerous for me not less. Unless the falling meteor even happens, it usually spawns in a mob to 'counter' the raid. For example, you get a couple of raiders armed with knives and clubs. A Manhunting Bear then spawns right next to them and kills them both. Good you say? Well what do you think that angry, manhunting bear is going to go for next?
You got only a bear? I got 2 man hunting ancient dragons while my forsaken base was still wooden. Let’s just say I decided not to have that mod enabled while I have animal play through XD
Pro tip: If raiders dropping into your base are too much for you to handle, get yourself a mountain base. It's immune to pods crashing into your base, mortar bombardments, and the weather. The major downside is that insectoids may infest your base, which can easily kill your pawns if you're unprepared.
@@krischurch3763 just have multiple airlocks throughout your base and keep plate armor and very strong melee weapons around. You can also have furnace chambers of sorts with vents leading to a room full of wood or something. Generally insectoids arent dangerous in straight corridors though.
I know this is a bit obvious, but still took me some time to figure out. When raiders see a haulable high value target, they can decide to steal what they can and leave. So knowing this you can plan your defenses around this - make some statues and put them in stockpiles around the base as bribes for raiders to eff off. Might work.
I never would have thought about using the shield belt to pull a reverse William Tell. Hopefully I can apply these lessons when the hordes of shiny new VFE mechs come baying for my blood.
I remember that I often try to make the Raiders have a mental breakdown by making them goes through a dirty room fill with corpse and human leather furniture... Just make sure your colonist is forbid to go into that room.
Breach raid in 1.3 is crazy. Tynan reworked breach weapons to make them deal extra dmg to structures, and turrets will not scare them off. At least the player have battle command from leader to buff their group
if Rimworld were to add a new raid type, what would you want them to add? personally id like a jetpack type of raid that jumps over your wall so you protect your entire base instead of a killbox.
id like to see sieges that ACUTALLY siege your colony, instead of just mortaring it... you know, setting anti mortar shields, and building an outpost on your map, killing caravans and pawns that come closer
Tbh I'd like to see some type of raider that makes killboxes obsolete. Killboxes are boring and with a good one your colonists can go literal years without firing a shot outside of hunting.
14:00 "EMP them and then bash them with Zeushammers" Well... Zeuses have built in EMP whacker, so you don't really need to grenade the peeds before goind for the bash. Also if you are going to melee a Centepede, remember that you need best blunt armour to do so, or you'll get crushed.
Pro tip: have defenses on BOTH sides of your defensive lines, and strongpoints all around your base especially with mountains. Whenever you have a drop pod raid, infestation, or other raid that bypasses your main kill box, move colonists to whatever strongpoint is closest and try and consolidate your forces gradually. If you have mods that allow it, prepare some kind of tactic to burn or gas out the rest of your base while your colonists hide in strongpoints. A good design for a strongpoint is a 1 or 2 wide hallway lined with turrets behind embrasures/sandbags with sandbags at the back, with a small stockpile of food and maybe a bed and some medicine. Someplace that 2-5 colonists can hole up for a few days. You can repurpose certain rooms to serve as strongpoints, such as your stockpile or other generally empty room that you can throw some defenses and food in. I also like to make one main great “bunker” or “panic room” that’s behind a hallway loaded with turrets and has enough facilities for about 5-7 of my best colonist to survive for several days and with resources to rebuild then rebuild the ruined base
Fun fact about raider AI, any enemy which uses a weapon with multiple projectiles can only target 1 unit for its main attack (eg centipedes can only "aim" at 1 pawn). In essence, if you move this pawn in and out of the enemy's sight (eg: out of range or behind a long wall), the enemy will halt the current attack if it has already fired and the weapon will go on cooldown. You can use this mechanic to cheese centipedes with charge blasters into only shooting 1 shot per long charge.
I remember one time I got a raid relatively early game while I was building a chamber to full of spike traps to clear an ancient danger, and I got a decent raid at a really bad time after one of my favorite colonists lost an arm. And then the Raiders decided instead of attacking my base they'd run down the tunnel full of spikes, they decided to flee shortly after that
imagine someone recreated rimworld as a third person or fps with all the same mechanics as the game but you can play it with friends and can be approached from a new perspective, I know I'm delusional. Had an all nighter playing rimrim xD. Nice vid guys !
I hit a centipede few times and it apparently developped an immunity to emp Better idea Re-enable miniguns for the game and shred them, miniguns with HE bullets will destroy anything and they got 500 shots ready and if targetting a single target, wont stop firing until theyre out or said target is destroyed, even the tankiest of enemies cant last more than handful of seconds
Hey Noobert, I just discovered you by searching "fun rimworld videos" ('cause il really really love this games) and i don't only find a fun guy who just makes funny videos, I discovered a talented men who is serious in his videos and gives helpfull advices. Keep going and maybe one day you could reach 1M sub ;)
this brings me back to that time where classic randy random sent 5 damn consecutive raids one after the other and i stopped playing rimworld for a whole month because of that
There is a fun farming exploit if you have the industry mod installed and are subjected to a siege. You can put an item puller at the edge of your base and extend a stockpile around the surging group. You can basically farm survival meals, mortar shells and occasionally building materials and medicine by doing this. The raiders never seem to twig to what’s happening and just wander around trying to build their siege compound with stuff that vanished as soon as it’s dropped in.
I like to set up IEDs around the entry points of my map. Any survivors have to make it past the spike traps and finally the turrets. There is also a mortar placement I have with 3 mortars so for anyone raiding me that decided to make a plan will be bombed. If they somehow get to my actual base my pawns are ready. Very rarely do they make it to the front door or back door. I had a drop pod raid once where they crashed into my dinning room just like you were saying lol only thing was everyone in my dinning room were ready to fight. It was a bloody mess lol one of the raiders had nades and it... well so many people in one place you can imagine lol. Fun times being attacked in RimWorld.
@@diegomaynez1425 I like the base game, I feel combat extended gives low shooting skill pawns too high of a chance to hit their target, and it feels unrealistic to me.
Me starting to play rimworld again after 6 months. The first 10 Minutes (not joking) Toxic fallout Mana surge (rimworld of magic) Gutworm desease Mad boomalopes Eclipse Siege and a raid (30 seconds between them) ... ahhh i missed this game xD
When it comes to the new mechanoid, the Termite mechanoid is truly a pain to deal with. Still, that's nowhere as bad as what happens when you neglect going after VFX Mechanoid ships and you get like 121 of them dropping down outside your colony's gates ready to kick the door down.
Im in a new game now with VFX Mech ships that keep landing but I cant kill them and they keep building up but they havent attacked yet, im worried they are about to steamroll me
@@jerrybarnette5148 and what happened next? Oh golly I was glad to had found this youtuber, and I will really try to play Rimworld once again. Even if I don't have neither of the two major DLC's
I dont have problems with pawn accuracy, just rotate your hunters until everyone has 12 or higher, they shouldn't be missing too often then, also only use good quality or higher guns, an excellent/masterwork weapon typically has 100 accuracy at its ideal range. Also put a roof over your sandbags so pawns dont get weather penalty in the rain.
Pirates, mechanoids, and deserters showed up at the same time to raid and started killing each other while raiding my very well-fortified spacer colony...... safe to say I end the day without any space in storage.
I have a healthy fear of dealing with bow users in my rimworld playthroughs. For some reason I've had the worst luck with arrows taking out brains. Through heavy armor, I lose more colonists to bow headshots than any other weapon it seems.
2 critical isues, protect lives not property, living is more important than the base you can rebuild and 2: Steel is flamable in base game, idk why but it is.
Is there any chance of this video getting a remake? What with Ideology and especially Biotech there are new threats and issues to deal with, but also new opportunities to exploit.
13:29 but... centipedes don't use mini guns any more, only charge blasters and inferno cannons, i mean they did use mini guns in the betas but not any more, right? :S i remember back in the day you could dismantle centipedes for their mini guns, the same way you could dismantle sythers for their syther blades... why were syther blades removed as cybernetics you could use on pawns? real shame :/
Outranging would be highly recomended if facing any ranged raider type a Case in a nutshell would be Raider with a Pistol cant reach your colonist with the sniper rifle and in max range of their weapon and still shoots the raider thats outranging in a nutshell
0:52 I see young Noobert wich did not knw yet that the freedom and safty of his family, his country it is HIS personal responsability! Are you doing your part? Remmember, servitude guarantees citizenship!
Story Time: Using the Misc. Training and Schools mod, I made a spartan training box. Nude, fed through corners, and lead by a though blood thristy 20 melee psychopath. They either are learning to punch, punching, getting punched, or asleep. It seems there's a hidden mechanic where some go mental quicker than others regardless of stats. Hats and cool dusters! Vanilla Application: If you capture of downed bug or mechanoid, stuff it in a 1x1 corner punch room within your spartan box. Rotate your sleepers, punchers, and fixers. When the beast goes to fist sleep move on to the next one!
@@personperson6750 open up the work top and toggle the manual priorities at the top left of the tab; there you can tell them what to do first and what to do last. If you have growing and plant cutting on 1 they’ll do growing first because it comes before plant cutting.
This gets real complex real quick But since we know the game hates us. You can always expect the worst and be pessimistic of what worst can happen and try to prevent as much damage as possible.
In my current run I taught I'm smart and made a wall around the map with a killbox and embrasure ''bunkers'' around. Randy: ''Heh, this mf thinks he's smart''. Now like 90% of my raids are either drops into my base or mechanoids with termites.😂