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Rimworld Mod Rundown - Vanilla Weapons Expanded Makeshift 

MysteriousFawx
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26 окт 2024

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Комментарии : 47   
@SargBjornson
@SargBjornson 3 месяца назад
The entire Vanilla Weapons Expanded series has now been covered! WELL, ABOUT THAT.....
@MysteriousFawx
@MysteriousFawx 3 месяца назад
i.imgur.com/ydSCX.gif
@techienate
@techienate 3 месяца назад
The rate at which this guy pumps out super high quality videos is astounding
@t_gabiuel6058
@t_gabiuel6058 3 месяца назад
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.
@shoelessbandit1581
@shoelessbandit1581 3 месяца назад
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
@MysteriousFawx
@MysteriousFawx 3 месяца назад
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.
@Gladistroid
@Gladistroid 2 месяца назад
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.
@GazMCFCok
@GazMCFCok 3 месяца назад
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.
@HoarfrostTrickle
@HoarfrostTrickle 3 месяца назад
And here we have the unluckiest mod showcaser. Reshaping reality to ensure their informations are outdated within 24 hours of upload. ^^
@MysteriousFawx
@MysteriousFawx 3 месяца назад
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.
@hideshisface1886
@hideshisface1886 3 месяца назад
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.
@MysteriousFawx
@MysteriousFawx 3 месяца назад
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.
@hideshisface1886
@hideshisface1886 3 месяца назад
@@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.
@MysteriousFawx
@MysteriousFawx 3 месяца назад
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.
@ronaldp7573
@ronaldp7573 3 месяца назад
Must have mod for scavenger, post-apoc, fallout playthroughts. Really captures the 'feel' within rimworld's mechanics.
@steamtasticvagabond474
@steamtasticvagabond474 3 месяца назад
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
@pendantblade6361
@pendantblade6361 3 месяца назад
Still looks better than Fallout 4's pipe guns.
@Ashen75
@Ashen75 3 месяца назад
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.
@fernyvideos
@fernyvideos 3 месяца назад
Don't worry dawg we got a new vanilla weapons expanded dropping any day now, this aint the end
@MysteriousFawx
@MysteriousFawx 3 месяца назад
Dude your mod pages are *wild* haha. Using 30 images to tell a story for a single QoL fix is a top tier shitpost and I love it. Never change man.
@fernyvideos
@fernyvideos 3 месяца назад
​@@MysteriousFawx Love you too my man, favorite youtuber no question
@Random.Rebel.Lt.General
@Random.Rebel.Lt.General 3 месяца назад
Modular weapons
@MysteriousFawx
@MysteriousFawx 3 месяца назад
I wanted to get VWE wrapped so I can cover that! I'll push it up in the schedule as I think it's really cool.
@Horesmi
@Horesmi 2 месяца назад
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.
@JayoftheWind
@JayoftheWind 3 месяца назад
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.
@BlackSheep205
@BlackSheep205 3 месяца назад
Will you do VFE - Ancients?
@holarndius
@holarndius 3 месяца назад
Didn't he already cover them a while ago?
@BlackSheep205
@BlackSheep205 3 месяца назад
@@holarndius No i don't think so
@MysteriousFawx
@MysteriousFawx 3 месяца назад
VFE Ancients is due out on Monday, it's why this week has been a little light in terms of video length.
@BlackSheep205
@BlackSheep205 3 месяца назад
@@MysteriousFawx Oh dam I didn't expect a response. Good to hear one of my favourite mods is getting covered by you!
@MysteriousFawx
@MysteriousFawx 3 месяца назад
I thought it'd be a nice one to cover... Then realised how many damn powers the gene tailoring mechanic has. It's like doing psycasts all over again.
@Morlair
@Morlair 3 месяца назад
My biggest issue is that when the guns are so bad, your better off running in with a knife. Kinda defeats the point of using guns at all.
@Kia780
@Kia780 3 месяца назад
LETSSSS GOOOO!!
@quetzal8100
@quetzal8100 3 месяца назад
VGE or alpha mechs rundown 🙏
@lucabalestra3550
@lucabalestra3550 3 месяца назад
Can you do the Guns Galore mods?
@michaelrichards5340
@michaelrichards5340 3 месяца назад
Okay, good job! Now I'll have a point of reference for these. Now, must I say. Combat Extended? Lool
@agent0-wk5he
@agent0-wk5he 3 месяца назад
Poor, poor you. You say that this is the finale, yet there is a new VWE mod out now. VWE: Bioferrite.
@ShyGuy23751
@ShyGuy23751 3 месяца назад
Now do all of the Arms/Guns Galore.... Heh
@wyattswag3718
@wyattswag3718 3 месяца назад
Inb4 VWE bioferrite lol
@TechSupportPriest
@TechSupportPriest 3 месяца назад
We need SOS2
@olschoolsosok
@olschoolsosok 3 месяца назад
Or The dead man's switch
@akmalrafiaa4772
@akmalrafiaa4772 3 месяца назад
Oh man that'll take like an hour or so
@MysteriousFawx
@MysteriousFawx 3 месяца назад
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.
@Theogest
@Theogest 3 месяца назад
Day 748 of asking for ushankas biological warfare (you could probably get it in a short)
@TheTSense
@TheTSense 3 месяца назад
Another easy skip
@lordheadass8310
@lordheadass8310 3 месяца назад
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.
@JayoftheWind
@JayoftheWind 3 месяца назад
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.
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