Correct me if I am wrong but I think raiders arrive with these weapons, as I remember being attacked by pirates using them. So even if you don't plan on using these weapons, it can add more weapon variety for the people trying to kill you.
It does. I like this so you don't get a lot of good guns fast which can have a huge effect in tribal runs. Include a mod that adds limited ammo and now your tribal colony will be using mostly bows and bringing out the guns whenever bigger threats arrive
The main issue used to be trying to find traders that would take the leftover makeshift guns after a pirate raid. After I while I just started throwing them in a caravan and dumping them on the world map, haha.
Great video! Also, I've played so much CE that I forgot that machine guns are less than ideal in Rimworld, which is quite funny when they are so useful in Combat Extended.
Thanks for the fantastic content, you have a genuine skill in being to articulate quite dry information in an engaging and entertaining way. I'd love to see some content around lesser known mods as opposed to breaking down the most popular ones.
Not even 24 hours after I released this too! If anyone wants a sequel or update to a mod releasing let me know.... I'll cover the original and a follow up will just appear like magic on Steam the next day.
If I recall - the "forced miss radius" was removed from LMG and miniguns a good while ago - literal years at this point - they are just woefully inaccurate. If memory serves me right - it was removed in Beta 19 version - just before release. But somehow, the myth from pre-release still persists to this very day.
Forced miss as a specific mechanic was removed, yeah, to compensate for this accuracy was nerfed so hard on the effected weapons that they still miss shots constantly in ideal ranges with a perfect shooting skill and the biggest accuracy buffs possible. The removal of the specific mechanic was purely to allow it to attack a single target rather than the area itself. They're still garbage guns.
@@MysteriousFawx I would disagree - a legendary minigun becomes pretty much the highest dps vanilla weapon out there in hands of a trigger happy pawn. And with good enough skill and preferably eye bionics, it becomes reasonably accurate. The biggest boon of a minigun is against large enemies, like centipedes - they have a 200% modifier to be hit by various projectiles - which largely offsets the lack of accuracy (and it is also the reason why you should not test weapons on centipedes, it makes accuracy largely irrelevant). LMG is still pretty bad though - it has no volume of fire to compensate for lacking accuracy. The key is - minigun needs to be of highest quality possible to be truly relevant - so you wand masterwork or legendary. But once it becomes, it is a massive jump in its effectiveness. On a similar principle - Vanilla Expanded Charge LMG is absolutely broken OP. HMG from the same mod compensates for the lacking accuracy with insane penetration potential - 50% at normal quality.
There was a good breakdown by Francis John a while back, with some really good points made in the comments too. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fFjPzn_NNAg.html The minigun is pretty much a napkin math weapon. It does insanely well on paper and in extremely managed test scenarios with no variables. In reality it interrupts its own bursts because the target died, so you end up targeting something behind the raiders, like a wall. This means low shooting skill and worse accuracy is now more important as you *want* the weapon to miss and hit collaterals instead, rather than destroying the thing you're aiming for and interrupting the salvo. The potential DPS they can achieve is rarely matched in game because there are too many other things going on, its why charge rifles and chain shotguns are best in vanilla. They're flexible, reliable and don't come with a stat penalty.
I like pairing this mod with another I believe was called Tribals Have Guns, in the mod settings you can enable them to have Makeshift weapons as an option as well as the Frontier weapons. It’s a really nice mod when you want either a Wild West, or a fallout game where technology has regressed to Neolithic weaponry and makeshift firearms
Makeshift Rifles are pretty damn OP for how cheap they are. I had my entire tribal colony equipped with them only a few days into a playthrough, and they were the only guns I needed for at least a few ingame years until I finally bothered to finish precision rifling. Having 2 or 3 pawns with makeshift rifles basically nullifies the unpredictability of the shot count, so it ends up just being an assault rifle with slightly worse accuracy. I had to take this mod out of subsequent playthroughs because the fact that makeshift rifles exist made all other pre-precision rifling tier weapons feel like a waste of materials and research time to get.
Hm, this could be great for a VFE tribals run, as they get ridiculous populations very fast, and it's hard to get them proper weapons. With this, you can have like fifty people with assault rifles by the end of the first year. With the lowered research cost, you can just tank the research penalty.
I personally love these weapons, but they don't have a place in the game by default. I use a custom mod that expands the role of techprints in the game. Part of this means electricity, machining, and gunsmithing have required techprints you have to buy from outlanders or the empire. If you can't get in good with the empire and a good income stream going, your going to be using these for a while if you can't scavenge weapons from raiders.
An hour? I've already done some napkin math and SOS2 is about 3, minimum, for how I'd normally cover a mod. It's on the cards, it's just not currently possible without my channel going dark for a couple of weeks whilst I make it, which at my current size I can't really afford.
Love the mod for role play and game balancing perspective. Early game, even before you can research gunsmithing, you can always get guns from raid. And the silver you get from selling the taid drop are very decent. So there's no insentive to start making weapons early, better to wait for mid and late game when those high quality rifles actually needed. This mod not only bridge the gap between early and mid game, it also nerf the silver you can get from raid drop if the raiders carrying these as well.
I personally love these weapons, but they don't have a place in the game by default. I use a custom mod that expands the role of techprints in the game. Part of this means electricity, machining, and gunsmithing have required techprints you have to buy from outlanders or the empire. If you can't get in good with the empire and a good income stream going, your going to be using these for a while if you can't scavenge weapons from raiders.