Ranking All New Xenotypes in RimWorld Biotech

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Kokoplays MB

Kokoplays MB

Күн бұрын

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@Iced333
@Iced333 Жыл бұрын
I thought the reason for psychic deafness on hussars was essentially mental hardening to make them immune to enemy psycasts.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
That would make sense indeed
@michaelrichards5340
@michaelrichards5340 Жыл бұрын
It is
@RamenDenominator
@RamenDenominator 10 ай бұрын
And so you can drop an AOE psycast with your melee Hussar in the middle and not have it hurt them.
@JoshSweetvale
@JoshSweetvale 4 ай бұрын
​@@RamenDenominator*And* so Nobles can offload psychic heat onto Hussars. Not sure if it reduces the backlash but it very well might!
@HyperionCSS
@HyperionCSS 2 ай бұрын
It makes them really hard to capture because you can't shock lance them
@Wolftatze
@Wolftatze Жыл бұрын
Playing an Impid colony right now and there is one very important thing you left out: They have the Very fast Runner gene, which gives them Jogger, which raises their move speed by 0.4. This might not seem much at first, but they have this move speed constantly, which makes hauling, remote construction and just getting from A to B extremely fast. I also have a Baseliner and a Dirtmole in the colony, and by comparison, the Impids just get stuff done so much faster because of this.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Good point
@auricanmajere6236
@auricanmajere6236 Жыл бұрын
and as I said in other comment, they are really good for fights and stop fires because of their speed, they can outrun a lot of things, with snipers they're amazing
@dangerface300
@dangerface300 Жыл бұрын
I'm going to be so sad when I stop using my custom xenos with naked speed and fast runner. Even more if I immediately go to slow runners. That's a 20% drop in speed. Literal snails.
@infernapocalypse
@infernapocalypse Жыл бұрын
They also make really good Sanguophages, it removes their slow wound healing and weak immunity completely. They also have better metabolism than other xenotypes.
@arthurut5883
@arthurut5883 Жыл бұрын
@@auricanmajere6236 I can’t see how impids are great at fighting. Their jogger speed cant really amount to much in melee since their poor regeneration encourages not engaging. I could only see them fit the role of a moving sniper, since it wouldn’t be a hefty cost to deal with their wounds constantly if they took a more front-line role.
@fcm3d
@fcm3d Жыл бұрын
I'm loving waster mechanitors. It's just lonely until you can get a fellow waster to hang out in your polluted wasteland.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Me too!
@KubinWielki
@KubinWielki Жыл бұрын
Bonus points for strategically placing your wastepacks in choke points/killbox, so your Scorchers can set them alight for the toxic gas release.
@HappyAspid
@HappyAspid Жыл бұрын
Usually I create custom xenotypes, but real strength comes from gene manipulation and bionics. For my latest colony it is mandatory to install full array of detox augments.
@ChromePyramid
@ChromePyramid Жыл бұрын
@@HappyAspid Custom xenotypes are busted at first I was focused on making one around combat but then realized you can get the "great at" genes for only -3 a pop which gives them +8 and one passion in that skill.
@HappyAspid
@HappyAspid Жыл бұрын
@@ChromePyramid you sure the passion was from xenogenes?
@rainmanslim4611
@rainmanslim4611 Жыл бұрын
I like the Highmates, they're perfect for social jobs. Not the most useful, far from it. But I like making them the "public face" of my colony for role-play purposes
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Makes sense
@idontgiveinfo3781
@idontgiveinfo3781 Жыл бұрын
I was thinking this too.
@calebjosef6248
@calebjosef6248 Жыл бұрын
A good highmate is one of my favourite pawns to get. It's so easy to keep them happy, I can often entirely forgo any recreation and have them work and sleep non stop. Can't have too many, but they can be some of the hardest workers in the colony who are always happy
@lixlivlxxxiv714
@lixlivlxxxiv714 Жыл бұрын
I like to start with a Highmate Medic Specialist. The Medic Specialist's only downside is being non-violent, it's really nice to have a super-doctor, and tending with them gives mood buffs which complement the Highmate's role. The Medic Specialist can be unlocked with a mild Blindness ideology, respected Blindness basically has no downside.
@thedemonhater7748
@thedemonhater7748 Жыл бұрын
Totally agree. I had a highmate with incredible medical and construction. Over 2 years he only broke once. The problems started when his wife died and he lost an arm. Make sure your pawn never loses a spouse.
@caltheuntitled8021
@caltheuntitled8021 Жыл бұрын
Where do you even get them from? None of the factions in my game list them as being members and the only one I’ve ever seen was the trader for an empire caravan. That game has been going for 7 years in world, too.
@calebjosef6248
@calebjosef6248 Жыл бұрын
@@thedemonhater7748 the psychic bond can be a game over should either one of the involved pawns die. Max happiness to stress induced coma REAL quick. Though the bond gives a 15% buff to each pawns consciousness too, which is really solid.
@lixlivlxxxiv714
@lixlivlxxxiv714 Жыл бұрын
@@caltheuntitled8021 I start with one. Otherwise, good ones are incredibly rare considering highmates are barely seen to begin with, as you say.
@valen1429
@valen1429 Жыл бұрын
One thing you missed on highmate pyscic bond is the 15% consciousness buff which is quite good with the risk if either one of them die the other are guarenteed to have a major or extreme mental breakdown
@KokoplaysMB
@KokoplaysMB Жыл бұрын
You're correct, that buff is actually very good.
@labrat_09
@labrat_09 Жыл бұрын
@@KokoplaysMB also any psychic buff or debuff effects their ability as a psycaster or mechanitor and highmates not being able to fight is less and less bad the more good fighters you have and you see one as a teacher in the trailer
@carto4028
@carto4028 Жыл бұрын
15%?! That's huge, putting that on your surgeon would be great.
@HappyAspid
@HappyAspid Жыл бұрын
I would say that being incapable of violence becomes less and less problematic with every new dlc. Highmate with shieldbelt can be an excellent support psycaster in combat, not even mentioning ability to control mechs.
@valen1429
@valen1429 Жыл бұрын
@@HappyAspid still not gonna recommend using highmates as a frontline unit heck even at the backline i still think no but as a psycaster i can see they could be quite beneficial
@carto4028
@carto4028 Жыл бұрын
The dirtmoles actually end up outspeeding raiders when it's dark due to their eyes. They don't get the slow down from darkness.
@blazezz1101
@blazezz1101 Жыл бұрын
Dirtmoles are insanely good for mountain base colonies. Nearsighted isn't a big deal most of the time since I design my mountain bases around infestations with melee chokepoints and Heavy SMG range in mind. However, they do face more problems in situations where they have to sally out to the open field to deal with threats like sieges or mech clusters.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
True
@nunya1688
@nunya1688 Жыл бұрын
Mortars can fire through mountains ? Is your whole base underground or some of it
@Arbaaltheundefeated
@Arbaaltheundefeated Жыл бұрын
Recently started an all-dirtmole tribal caveman colony myself, looking forward to seeing how it works out! I imagine recruitment is going to be a major issue, the chance of getting other dirtmoles would be incredibly small. Taking into account that expanding the tribe would be a massive roadbblock though, I did have us start with six instead of five, and force-bonding them to form three couples. Just going with the headcanon that they were three couples who decided to strike out from their original tribe to form their own settlement. Will be interesting to play with a bunch of kids around anyway since it's a new mechanic!
@blazezz1101
@blazezz1101 Жыл бұрын
@@nunya1688 Mortars cannot hit overhead mountain but in older patch vanilla game I had rare moments when mortar shells land a hit even under overhead mountain (assuming it's a bug and this has already been fixed since it's quite hard to replicate it). I focus on making my base completely underground with a small area of open/roof area for power, farming and baiting drop pod raids.
@HighAdmiral
@HighAdmiral Жыл бұрын
​@@Arbaaltheundefeated Make your own dirtmoles by extracting dirtmole genes and implanting them with a xenogerm. Bam, there's your recruitment issue resolved.
@kuno3336
@kuno3336 Жыл бұрын
"I'm not good at violence, but... I'm very good at getting people to do violence for me." -my Highmate Mechanitor
@JoshSweetvale
@JoshSweetvale 4 ай бұрын
Highmate Mechanitor married to Engi crafter And a whole colony of Hussars. >:]
@kuno3336
@kuno3336 4 ай бұрын
@@JoshSweetvale oh my god
@yondrin
@yondrin Жыл бұрын
Another good thing about Wasters is that they can't be addicted to wake-up, so with enough supply (and maybe a bionic heart) you'll get a perfect worker
@strikeb1t
@strikeb1t Жыл бұрын
Whats the bionic heart for?
@exelenxius5832
@exelenxius5832 Жыл бұрын
@@strikeb1t Heart attack
@Satepin
@Satepin Жыл бұрын
Genie is amazing for how easy they have it sustaining 20 skill on crafting and intellectual, they're an economic boom if you base your silver on clothes
@Sheenoharu
@Sheenoharu Жыл бұрын
P99pooo00pp0lllooooopiipipipipipipipii silver cloud is the best feeling what clothes to sell for silver
@Satepin
@Satepin Жыл бұрын
@@Sheenoharu back in ye old days someone said it was dusters and I never bothered checking whether it was true or if Royalty/Ideology clothes had a better selling ratio
@KokoplaysMB
@KokoplaysMB Жыл бұрын
I still make dusters although I'm pretty sure capes sell better and cost the same amount of materials. Old habits die hard
@charltonblake9967
@charltonblake9967 Жыл бұрын
@@Satepin the royal clothing just requires so much more work to make that I'm not sure it's worth it.
@defalt8624
@defalt8624 Жыл бұрын
@@charltonblake9967 prestige robes can be sold for more than 1k silver each depending on the material and quality
@sethrainey7105
@sethrainey7105 Жыл бұрын
Idk if you saw the space marine organ genes in the workshop. It also adds 40k psyker powers that works with psycasts expanded
@KokoplaysMB
@KokoplaysMB Жыл бұрын
I'll take a look at it, thanks for the suggestion
@heatherharrison264
@heatherharrison264 Жыл бұрын
I prefer to play in a peaceful or low-violence mode (because I like to build large settlements and don't really enjoy fighting off constant raids), but with other challenges, such as bad environments and ideologies with extreme beliefs. It is interesting to consider how this list would be rearranged for a more peaceful world. In this situation, I find highmates to be one of the most useful types. Their high social skills are good for activities such as trade, recruitment, and conversion. They fall in love easily, and the associated buffs from the bond and lovin' help to keep the mood high, especially in the early game when environmental problems can cause a lot of trouble. This is good for colony growth too, as they tend to produce a steady supply of babies. In a recent solo-start game, I had one join the colony fairly early into the game. He and the original colonist fell in love almost immediately, he quickly converted to the colony's religion (and became the moral guide), and his wife started popping out babies. The colony immediately took a turn for the better with his arrival. Pigskins are good in the early game. Their ability to eat raw food without complaining or getting sick is incredibly valuable when trying to get a colony established in a nasty place. Later on, their usefulness depends on which skills they happen to have. Dirtmoles are good too, especially in the early game when resources are scarce. A colony with a few of them will rapidly mine out the map. Genies are also good in a peaceful setting since keeping them safe isn't so much of an issue, aside from unlucky encounters with manhunting squirrels. A genie can sit at a fabrication bench and churn stuff out. It's a shame that they don't show up very often.
@localtavernsluteplayer2182
@localtavernsluteplayer2182 Жыл бұрын
I actually found the highmate really useful, I did a sanguophage start with a highmate sidekick, I made the highmate the main trader and I gave her titles and psylinks causing her to actually help in battle since stunning works even when they cant commit violence, idr if this was a genetic trait or just my highmate but I gave her roles that required high mood since she's always ecstatic edit: I made up for firepower with just more pawns, specifically a couple of hussars and yttakins
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Highmates tend to be happier than the rest
@Pedone_Rosso
@Pedone_Rosso Жыл бұрын
Sounds like a colony that can manage to specialize early in automated fighting machines could prosper even with a population made mostly of Genies? I always love when in a game you can get characters with some extreme plus and minus traits, so that balancing their effectiveness becomes a main focus of any whole playthrough that features them: it makes every run more interesting and often full of hilarious surprises, for me. Thanks for your videos!
@KokoplaysMB
@KokoplaysMB Жыл бұрын
I'm sure genies could do very well on their own with support mechs. Only problem might be starting out when the mechs are really weak and you need to defeat bosses to unlock better ones.
@Pedone_Rosso
@Pedone_Rosso Жыл бұрын
@@KokoplaysMB Bosses? That sounds like quite the problem. Maybe one Lord Phatbottom and a whole lots of Genies? Thanks for your answer!
@Shinzon23
@Shinzon23 Жыл бұрын
@@KokoplaysMB That's what traps and explosives are for
@caltheuntitled8021
@caltheuntitled8021 Жыл бұрын
@@Shinzon23 I think you mean “that’s what psychic shock lances are for”
@willbordy
@willbordy Жыл бұрын
I still half way in the video but i think I have a valid but quite unique opinion about highmates. They are in fact very bad a most things but like you said they are super easy to keep away from mental break but they also have several positive about them. 1º the Psychic Bonding gives both colonists a resistance to pain and a 15% increase in consciousness, meaning the person and the Highmate receive bonus in moving and manipulation 2º The High libido gives the person a higher chance of getting some lovin, +8 minimum , they also receive the opinion of their lover up to +10 plus they bonding of +8 making two pawn unbreakable 3º the Psy-sensitive gene is better technically them the trait of having high sensitivity because also increase heat recover and meditation focus, so if you have royalty they are very good casters. 4º since they are naturally good in social and also very happy because of the sanguine they can be very good colony leaders using ideology, High nobles with royalty or merchants since they are also Beautiful on top of the natural high social 5º They are kind, one of the most annoying thing is when two people are together or even married and they suddenly break up because up of them lost a ear and it's now disfigured, they don't have that problem, and even if they break up you can just use the Psychic bonding to force them together again. The fact that they don't fight make them very rarely useful but I have a colony almost 300 days long and I found 4 of them. Got to say something, They are Very good prisoners. They can't fight back, They don't get mad. if you gene extract them you can get High social and Psy-sensitive, always a pro to me that likes psycasting and even the disable violence, if you extract this gene you can farm them and implant in slaves to make them stop fighting back, and something simple that to me it's very important.
@Longknife
@Longknife Жыл бұрын
The problems are: 1) In order to give one pawn a 15% consciousness buff and 50% less pain, another pawn has to bow out of combat entirely. Who would win: two normal combat colonists or one with 15% more consciousness...? The alternative of a normal human partner that can fight is superior. Furthermore, should their partner die or get lost, they finally have a violent outburst. Basically if you lose one, you likely lose both, potentially more if the violent outburst lets them take down one of your pawns. 2) Cool!....Except Lovin' doesn't need a buff. Normal pawns already do it so frequently that that +8 buff tends to hit +40. This is enough that nothing can touch their mood. If Highmates bring that to +48 or +56, this is not game-changing. This is *overkill* for something that didn't need a buff in exchange for numerous downsides. 3) While Psysensitive is nice, I'd typically prefer it on a *combat pawn,* not a Delicate wimp that falls over at the first sign of danger and can't protect itself from immediate threats. Royals are expensive too and add to colony value exponentially. To invest all of that into Highmates when other alternatives surely exist...? Nah. Given that, I'd actually prefer they have Psychically Dull, just so that they're immune to Psychic Drones. I mean again: they clearly don't need more mood buffs, so extra mood boosts from a positive Psychic Drone is just overkill. But a Medium Psychic Drone....? Yes, this will get strong enough to cancel out Lovin' on them, for example. 4) Same point as #3: ideally you want a caster that can defend itself and doesn't have the Delicate trait. It is not hard to find a Baseliner with good social. 5) Again, Kind is not significant enough in the overall package trade of what you're getting. In the end, it's a race that buffs things that didn't *need* a buff whilst adding new detriments you have to deal with.
@Kaiser282
@Kaiser282 Жыл бұрын
Don't they also make great caretakers of children usually?
@willbordy
@willbordy Жыл бұрын
​@@Longknife You have a fair amount of points but it's in fact the same points everyone always talk about , The thing I like the most with this DLC is the fact that you can experience new "races" with weak and strong points , I don't play to min-max , I play to have fun and interesting stories , I play in the Hardest settings but I tune down the scaling to be 100% and and zero chance of one shot for me and the enemy. most enemies don't die after receiving a punch in the leg, they die when they bleed just like my pawn only die if their neck or heads are rip off or they take a blow into the heart making they melt into bleeding. I think the Highmates are in fact a valid Race because I'm not trying to create a RTS base with overwhelming odds of survival, I don't even make kill box ever. The idea of creating a square that kills my enemies and them saying I'm playing effective is stupid to me. I found interesting the ideal of having a pawn incapable of fighting because if they can be useful in other areas I'm okay with that, when everyone is special, no one is anymore you just have a bunch of pawn doing you shit why you expand your base with no end goal other them save the nameless horde of people you recruited. I create story to my pawn and give them name and purpose. If one single character not holding a gun makes the difference I think there is something wrong with the way people play. I had a highmate, several years with the colony , leader and very high in the empire. a valid colonist even without fighting. after a while I manage to change her genes using genetic modifications and making her no longer a Highmate but a better version with more positives and more negatives and capable of violence. the fact she was now capable of fighting doesn't change shit, because that was not the point from the beginning. I'm not shit talking the way people play just reminding positive things that sometimes are overlooked because it's not Meta and optimal .
@willbordy
@willbordy Жыл бұрын
@@Kaiser282 They are in fact very good teaching children, and I love how you can need to take care of them in this new DLC by having people tend to them and looking after them. When I first saw the release of Children I was a little bit nervous with the fact because I didn't know what to expect but now I found quite interesting the concept of having them naturally "spawning" in the game world and having meaningful impacts in the whole story of your colony. I don't really play with children being raiders because I think it's just stupid sending kids to a battle field and this makes the game easier since kids fall if you look at them the wrong way unless they are Yttakin or Neanderthals. and also the fact that they haul and clean is something beautiful. but about the Highmates, Kids are amazing because while they teach kids they gain social and the skill they are teaching, so it's quite normal to see they leveling up several levels in skills by teaching kids a variety of subjects. I played with a race of Great shooting/faster learners and it's insane , kids at the age of 3 have 8 shooting when they hit 10 they are already max out without never even holding a gun because since everyone is good at shooting people try to teach them how to do it and since leveling up to level 10 it's easy they speed run to 16-20 extremely quick
@Kaiser282
@Kaiser282 Жыл бұрын
@@willbordy sweet. I plan on eventually having a body purist cult with teachers for the elite children and have a bunch of tube pawns for replacing expendable ones. Want to see if I can keep up with a mechanist on bodies
@chaosstripe9446
@chaosstripe9446 Жыл бұрын
Hussars in my experience are primarily in one faction: The soldiers and cataphracts of the Empire.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
I expected them to be part of Wasters as well, but yeah they seem to be only Empire
@brianhillman5867
@brianhillman5867 Жыл бұрын
@@KokoplaysMB the rough outlander union has them too but its off by default
@WhatTheFuckIsAHandle
@WhatTheFuckIsAHandle Жыл бұрын
A Genie pumping out high quality gear is a force multiplier making those combat xenotypes even stronger
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Good point
@brianhillman5867
@brianhillman5867 Жыл бұрын
Pair it with a highmate and the crafter role, maybe some bionic arms and watch the masterworks and legendaries roll in
@maayatheperson9635
@maayatheperson9635 Жыл бұрын
Yttakin are amazing. I had this one Yttakin who i freed from a prisoner camp. There were countless occasions where she just tanked attacks and carried the colony. She was always the last one standing after a tough raid
@KokoplaysMB
@KokoplaysMB Жыл бұрын
She didn't fall asleep in the middle of the raid?
@TIIKKETMASTER
@TIIKKETMASTER Жыл бұрын
great animals is good too. its so easy to get a 20 animals yttakin and for them to almost guaranteed tame anything.
@maayatheperson9635
@maayatheperson9635 Жыл бұрын
@@KokoplaysMB Nope! She fell asleep after!
@maayatheperson9635
@maayatheperson9635 Жыл бұрын
@@TIIKKETMASTER Yeah. I once had a literal seven-year old be our main animal tamer. If I remember correctly, he was the master of both a rhino and a megasloth. Or maybe just one or the other.
@newgirlde
@newgirlde Жыл бұрын
I love highmates. They are perfect for populating a colony, dedicated medic, and dedicated cook. Though i also play at lower difficulty.
@carto4028
@carto4028 Жыл бұрын
I have to say, the Ykattin should be resistant to -32 degrees by default. They are quite literally covered in a natural parka. 16 degrees is not enough in my eyes.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
True
@iamnotjcook
@iamnotjcook Жыл бұрын
I think they get -25 from their tail and fur. The fur is -18 and the tail is -8 I believe
@Tamizushi
@Tamizushi Жыл бұрын
I feel like genies are A tiers just because crafting is the second most important skill to be good at all the way to the late game. A level 20 crafter with the production specialist role will regularly produce legendary quality equipments which means your whole colony will be better in combat. It's a good idea to give your genie a half-cycler so that can work almost all the time. It will slightly slow down their production speed but their longer work hours will make up for it and they will get a lot more xp so they can reach level 20 more quickly and maintain it. A learning assistant is also a good idea.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Genie with implants and bionics would be a beastly crafter for sure
@brianhillman5867
@brianhillman5867 Жыл бұрын
half cycler reduces manipulation so if you want quality crafts better to just go with the circadian assistant for less sleep, or a bionic heart and steady supply of wake up is very productive too
@mattk909
@mattk909 Жыл бұрын
The only Hussar I was able to capture so far was incapable of violence...
@KokoplaysMB
@KokoplaysMB Жыл бұрын
RIP
@tprimmers9360
@tprimmers9360 Жыл бұрын
Then my Neanderthal pawn have 20 intellectual. What a smart monke
@Inactive_Account29283
@Inactive_Account29283 7 ай бұрын
Once had a highmate who was asexual
@theg0z0n
@theg0z0n Жыл бұрын
When I first found your channel I was into Project Zomboid, and I always thought it was kinda over the top how you started off naming all the rankings you've done. Now, I love it so much! You should do a compilation of all your intro ranking lists! Thanks for your content, you're a great content creator!
@KokoplaysMB
@KokoplaysMB Жыл бұрын
All I had to do is be obnoxious long enough to infect you :D
@nerdlingeeksly5192
@nerdlingeeksly5192 Жыл бұрын
I wish you would have included the baseline xenotype as reference for how other xenotypes compare
@azulablue6988
@azulablue6988 Жыл бұрын
Baseliners are S+
@Thromash
@Thromash Жыл бұрын
In my play through I've found Hussars to show up more with the Empire. Not sure if it changes from play through to play through though 🤷‍♂
@Real_Sp00ks
@Real_Sp00ks Жыл бұрын
Yeah, pretty much all imperial soldiers are Hussars
@valen1429
@valen1429 Жыл бұрын
Well hussar can show up as refugee too. Just imagine they having a breakdown and your colonist that tries to stop it just dropped one by one because that melee genes and maxed out melee skill
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Yeah I've only seen them as Empire soldiers. I thought wasters were supposed to have them in their ranks as well, but I haven't seen any yet.
@Ceberius79
@Ceberius79 Жыл бұрын
the pigs are horrifying if they raid you. they run over you, accept you have a very strong dev
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Their grenade squads can be terrifying
@alrizor1171
@alrizor1171 Жыл бұрын
Having 1 high mate in the colony of 10 is good since they can be your negotiator, moral guide or maybe if you have a colonist with terrible mood you can make them fall in love and not worry about their mood for a while. (overall improves a colony mood I would put them atleast at "C") also this vid is very informative thanks!
@ruud9761
@ruud9761 Жыл бұрын
Great video. I do think ranking would change depending on how big a colony is and how many of each xenotype you have in said colony. For example I have 2 genies in my colony of 16. 1 main crafting, 1 main research they are great in this situation, but having 16 genies makes their positives useless as I don't need 16 crafters/researchers. Same goes for highmates. I like to pair my highmate up with a hussars or sanguophage. They make the aggressive hussars really useable because they barely break, and make sanguophages even stronger. Also when you have a colony of 16, having 2 highmates in the back either psycast/stun or as field medics can be rather useful so they can contribute in a fight. While in my opinion the dirtmole and wasters are especially good in bigger groups, or even the majority of a colony. This is because some of their genes are really good in specifiek environments. Mountain base for dirtmoles, polluted base for wasters.
@Thor.Jorgensen
@Thor.Jorgensen 6 ай бұрын
A combination of Hussars, for combat, dirtmoles for resource-gathering, genies for pumping out gear and research, and a couple off Sanguophages as wardens, traders, and researchers, and you got yourself an insanely productive and perfectly min-maxed colony. Those are god-tier.
@BucketKingu
@BucketKingu Жыл бұрын
Yttakin is great if you're doing medieval vanilla runs, they got that going for them at least. But yeah, on normal runs...not so great.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
I can see them being good choice for sea ice
@SaltyCrabOfficial
@SaltyCrabOfficial Жыл бұрын
Im doing a tundra yttakin sangueophage run... along side her dirt mole (with some modifications) gf... and its going pretty well
@clnetrooper
@clnetrooper Жыл бұрын
Or with a small melee fighting squad. I have a tough yttakin. She never goes down, that's insane. I'm always trying to look for one when i get raided by them. Then i hooked her on wake-up. Who needs to sleep anyway ?
@carto4028
@carto4028 Жыл бұрын
I have some tribal Yttakin melee cannibal raiders and they are absolute beasts. Yes they heal slow BUT they take less damage, do more melee and can are great for taming animals for combat. On top of that if you want something else to soak damage for you can just ask a nearby muffalo for help. Long story short you will be killing your enemy's before they can land to many hits on you. The only thing is aggressive + slow healing leads to constant fights.
@DonPetexX
@DonPetexX Жыл бұрын
For a full Highmate playthrough you'd need to play as a mechanitor and link them to a garluan tree.
@CapybaraEnthusiast882
@CapybaraEnthusiast882 Жыл бұрын
a tough nearndethal must be one of the most fucking roughless motherfuckers you just need pain reduction on them and some decent armour and they’ll be eating everything, put a good shield belt on him and just give him a mace and he’ll be unstoppable lmao
@wk3772
@wk3772 Жыл бұрын
Side note on Genies: Prison Breaks seem to be considered a violent break, which means a handful of Prisoner Genies can safely feed your vampires without risk.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
I just remove the legs of all my prisoners. No breaks ever.
@wk3772
@wk3772 Жыл бұрын
@@KokoplaysMB I don't know if it's caused by a mod, but I'm only able to amputate 1 leg. Hmm...
@KokoplaysMB
@KokoplaysMB Жыл бұрын
@@wk3772 Is their other leg currently injured? It won't allow you to amputate it until it's full healthy but you can install and then remove a peg leg.
@SirHusky654
@SirHusky654 Жыл бұрын
I'd probably move Genies up to A or even S because of how useful they are to have in your colony.
@trickygamer9563
@trickygamer9563 Жыл бұрын
I honestly want for someone to try to make a perfect zenohuman.Only having the good genes and traits.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
That will be hard without mods probably.
@trickygamer9563
@trickygamer9563 Жыл бұрын
@Kokoplays MB True. It would be even better if you also turn them into psycasts and mechanitors at the same time,get all offencive mechs and raid every base you see just for the fun of it
@JoshSweetvale
@JoshSweetvale Жыл бұрын
@@trickygamer9563 That's starting to trend toward melee. Combine survival biomods with a Persona weapon and Psycasts and you start getting filmic bullshit like teleporting in, throwing a mass berserk Psycast before one-shotting dudes with one's genemod-buffed Persona weapon. The ideal backup for this would be ranged mechs. You'd need a hell of an infrastructure to pull it off, though. Probably a Transhumanist ideoligion, friendship with the Empire, slaves for farm labour (possibly also to drain of blood and/or sacrifice) ...and *hundreds of hours* of skilled gameplay. Likely with a few backed-up cheat saves.
@JoshSweetvale
@JoshSweetvale Жыл бұрын
Can you jailbreak the Sanguophage xenotype? Get rid of some strengths in exchange for getting rid of some weaknesses? Or do you have to take traits one at a time to build up your own geneline?
@JoshSweetvale
@JoshSweetvale 4 ай бұрын
The latter.
@yashida1999
@yashida1999 Жыл бұрын
Vampire prisoner refuse join as my colony... *Prosceed harvesting all of their organs*
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Then you can make more vampires with them and harvest even more organs!
@hideshisface1886
@hideshisface1886 9 ай бұрын
One thing to note about nearsighted trait - it only matters for weapons with more than 26 range - so characters with these traits are perfectly fine with things like charge rifles, SMGs, LMGs or shotguns. Some xenotypes are also better or worse depending on stage of the game. Dirtmoles - they make fantastic melee fighters and, in my opinion, second best after neanderthals. Assuming you go full on mountain base, they basically have no real downsides. Easy A tier for me. Genies - they are good early on due to the fact that you get a guaranteed skilled crafter and researcher out of the box but you can possibly get a pawn with their major upsides and none of the downsides, so they lose their edge over time and become just a pile of maluses. B tier early, drop off late. Highmates are generally a poor choice for anything and can be a hassle. BUT, they do have their niche - because they gain psychic bond, they are generally happy - they make decent psycasters and are good candidates for psychic harmoniser implant. The psychic bond is also a good enhancement for skilled or combat pawns, because consciousness bonuses are hard to come by. But they are by no means mandatory, ever. F tier for me. Hussars are like combat genies - good combatant out of the box, and they can safely take go-juice, which is perhaps the best combat drug out there. But in a long run, they offer little - reduced pain and fast healing - other bonuses they offer become irrelevant with experience and right equipment. A tier early, if you can manage their genetic addition, fall off later. Impids - generally poor. Weak in melee, very prone to mood breaks. They pay a very hefty price for very few advantages. Their signature fire spew is useful, but comes with a very long cooldown. C tier, on verge of F. Neanderthals - they have simple niche. Melee. If you get Neanderthal who is also tough and nimble, you basically have an unstoppable melee god at your hands. For any other task, there are better options, but for this particular one, they are insanely good. C tier if you are using them for anything except melee - for melee, they are high A tier. Pigskins are surprisingly good in tough environments and squalor and early game. Cooking penalty doesn't matter much for them, as they can eat just about anything - and their penalty to cooking maxes them out at 16, which is still not too bad. Trotter hands are a problem, but can be offset by bionics. Short sighted doesn't matter as much - because vast majority of the best weapons are medium range. The fact that they can't get food poisoning makes them good for very early game and for caravans. B tier overall, perhaps even A tier early game. Wasters - amazing for full colonies made out of them, as they can utilise polution to their advantage. When mixed with other xenotypes, they do not offer much. Wonderful mechanitors if you plan on disregarding polution. A for their intended exploitation, B if playing with others. Yttakin - they make some amazing ranchers and are generally good melee fighters on paper. In practice, they are hampered by sleepiness and slow healing, as melee pawns are more susceptible to damage. C tier, their traits conflict too much.
@Philipio119
@Philipio119 Жыл бұрын
Genies might actually be good as slaves tho.
@JoshSweetvale
@JoshSweetvale Жыл бұрын
/rubs lamp
@KokoplaysMB
@KokoplaysMB Жыл бұрын
That is a great point actually
@carto4028
@carto4028 Жыл бұрын
Having an ultra good crafter just boosts the quality of the rest of your colonists. I will gladly take one if it means better armor, weapons and everything.
@lonerimortal8
@lonerimortal8 Жыл бұрын
The only thing I would do differenly on your list would be to raise both pigskins and neanderthals by one tier. Pigskins are very cheap to maintain at the start of the game and Neanderthals are a more forgiving version of the Hussars who doesn't need a constant suply of Go-juice to keep running. But that's Just my oponion, and everything else seems about right, so good job :^) Btw, do you plan on making a tierlist of the genotypes? That would be interesting.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
List of mechs is next, I'll look into all genes next but there might just be too many of them.
@Person01234
@Person01234 Жыл бұрын
I got a hussar I recruited fairly early and she has hands down been MVP of my colony. Even aside from being a beast in combat and basically being guaranteed to win a fist fight with any trouble makers within the colony, she's also been one of my most productive colonists in the tasks that she has been assigned to. She actually gets stuff done and she's never had mood problems. Plus she's provided me with some nice genes. Granted I'm not playing on sweaty tryhard difficulty though so ymmv.
@hozic9929
@hozic9929 Жыл бұрын
Already ??? I think all of them are amazing in their own way and playstyle
@KokoplaysMB
@KokoplaysMB Жыл бұрын
You're correct, if I it weren't for the sake of ranking I'd put everyone into A or B tier and that'd be it. It shows they're really well balanced based on the circumstances.
@PredictedCyborg
@PredictedCyborg 9 ай бұрын
I've had every one of these xenotypes in a colony with the exception of the Highmate and the Hussar. The Highmate because somehow I've just never had the opportunity to get one?? (they never seem to spawn for me) and the Hussar mainly because I find Go-Juice to be a pain to make and while I could just go buy it... somehow I always seem to get raids JUST as my caravan is halfway to almost to the nearby settlement. xD; My current game has a Genie who has near-20s in Crafting and Intell and was literally THE FIRST RAIDER I GOT, so I was so happy I was able to knock him down without killing him. He's now swiftly researching everything I need early-game. ^^ I think if I DID get a Highmate though, I'd bond them to another non-violent/far-range fighter so the chance of psychic break from death would be nil-to-little and have them give me some children to raise into capable new colonists.
@ruthlessasmr6662
@ruthlessasmr6662 Жыл бұрын
Really looking forward to adding wasters to my colony!!!
@rileydavidson207
@rileydavidson207 Жыл бұрын
One of the problems with wasters is that with certain ideologies they are always upset. I have a spiritist colony who hate drug use and my waster is constantly mentally breaking down because of it. So they basically have to clean the floors and not leave the compound because they may just see a body and call to the floor in a state
@apgamer4053
@apgamer4053 Жыл бұрын
5:28 why does everyone forget about the ET tinfoil hats that block PSY when ever theres a negative drone i just throw a few of these on forced ware this and its a non issue 16:08 so is it just me or are the gas weapons very underwhelming unless you make a box for it it just builds way to slow unless it stacks with each grenade i haven't tested it
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Yeah gas weapons are not the best
@spp6849
@spp6849 Жыл бұрын
you have to worry about the psychic ships. if you have super sensitive pawns then these ships will get very risky to handle cus now you have to keep them away from combat. late game ships can be crazy so that sensitive colonist with the thin ass foil hat is going to get their head blown off in a fight. out here in the rim, you might need all your colonists to fight... or avoid all of this with the op mechs.
@nickjonker503
@nickjonker503 Жыл бұрын
I've got a hussar that's incapable of violence. She's great at hauling an cleaning tho😅
@KokoplaysMB
@KokoplaysMB Жыл бұрын
RIP
@C2a3u7a9
@C2a3u7a9 Жыл бұрын
Quick Solution for the Hussars: Keep then in Cryosleep and wake up then when a raid arrives. No need to feed the bastards, give then Drugs our have your workes lost a limb your two because he look at the Hussar funny. Shure, the cryo debuff is anoing, but since they regenerate faster this is not o problem at all!
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Oooh that is a really cool idea. Great for a RP colony as well
@voidseeker4394
@voidseeker4394 Жыл бұрын
Impid fire attack is amazing if carefully placed. I use it to nullify most of the small animal manhunting pack of zerg rush from melee raider party.
@zourin8804
@zourin8804 Жыл бұрын
highmates can be offset as a mech colony to handle the fighting and heavy lifting.
@NotSoShabby
@NotSoShabby Жыл бұрын
I accept your challenge and I'll do a full Highmate challenge, just wait. Any other restrictions besides every colonist and slave to be a highmate?
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Up to you how you want to run it. Looking forward to see how it goes!
@SaltyCrabOfficial
@SaltyCrabOfficial Жыл бұрын
The "Pleasure cove" ... what a chaos of a colony that would be
@fenmuir
@fenmuir Жыл бұрын
First, they raid you. Second, they [CENSORED] you. Third, they join the colony because DAMN!
@JoshSweetvale
@JoshSweetvale Жыл бұрын
@@fenmuir Yes officer, this comment. Ain't it obvious now?
@fenmuir
@fenmuir Жыл бұрын
@@JoshSweetvale Joke's on you! The officer just finished Step 2 and is joining the colony!
@MicroPeen-lh4gi
@MicroPeen-lh4gi Жыл бұрын
The tending spell for vampires is such a lifesaver
@balkan495
@balkan495 Жыл бұрын
If a xenotype is incapable of violence, can it still set traps or send animals after raiders with high animals stat?
@thesaltyduckling80
@thesaltyduckling80 Жыл бұрын
The royals sure do love to send hussars if you’re in need of some.. lol
@tldrSF
@tldrSF 8 ай бұрын
Imo dirtmoles are S-tier as long as you have a mountain base. Infestations aren't a big deal with basic base setup, while you're immune to toxic fallout, drop pod raids, and sieges.
@VisibleNoises
@VisibleNoises Жыл бұрын
I like highmates a lot since they are always happy and the psychic bonding conciousness buff is very strong. Not being able to fight is annoying but typically I don't want everybody in the colony fighting anyways. I do think Impids are the worst though, just hard to manage all their downsides with their upsides rarely mattering. Jogger is also overcosted.
@Linkatchu
@Linkatchu 3 ай бұрын
finally have my first hussar. Given I play dirtmole transhumanist, the mental breaks are managable, tough the gojuice dependency can be a bit annoying, but other than that I like em much more than Neanderthal, given they don't have the nasty slowdown, which is handy for power armor
@Dr4wfox
@Dr4wfox Жыл бұрын
Also turning into Sanguophages can fix most of those xenotypes downsides
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Very true
@Tainira94
@Tainira94 2 ай бұрын
I think, with the launch of Anomality, highmates have become a lot more useful.
@t_gabiuel6058
@t_gabiuel6058 9 ай бұрын
Highmates are really underappreciated. Not every xenotype needs to be a genetic super-soldier. Highmates are really good for colony stability as they can psychic bond with people giving them insane bonus to both combat and productiviy, not only that but they can be great wardens due to their social skills and high beauty, and they are genetic very happy meaning they are less likely to have mental breaks. It's also worth mencioning their high psychiness allowing them to be great psycasters. My point is that Highmates are great xenotypes for mood manegement and colony stability, it's especially good with ideology since you can assign them as leaders and moral guides. And most people play with killboxes anyways so having one or two pawns that dont do combat isnt such a big deal.
@Nipskie
@Nipskie Жыл бұрын
Mmm yes dirtmost, imposters and unicorns
@timemonkey4027
@timemonkey4027 Жыл бұрын
i managed to catch a hussar in my vegan vampire playthroughs and i just started strapping psychically deaf and super fast wound healing on anyone who wasn't a mechanitor or psycaster
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Super fast wound healing is really good
@garrylove8955
@garrylove8955 Жыл бұрын
I would've swapped yattakin and highmate. Late game highmates are great when you've installed a psychic harmonizer and maybe even turned them into a meat beacon. Yattakins are only good in nudist colonies or until clothing is researched
@unknownpeople4613
@unknownpeople4613 Жыл бұрын
I usually use genies as snipers in fight, so they safe, they useful I have one hussar in colony, idk why but if it have body modder trait it get bonus only from genes Impids fire easy control by fire poppers, just use one and keep shooting: they can't do anything when firefight stuff here
@kevinwesterlund732
@kevinwesterlund732 Жыл бұрын
I'm doing my best to make an impid-pigskin baby, hopefully not inheriting the worst of both worlds
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Good luck!
@Petter1900
@Petter1900 Жыл бұрын
Last playthrough I had a pair of Yttakin with 20 melee. Absolutely broken in melee. Only issue is if they get into social fights they tend to take one or more limbs off whoever they're fighting with. I forced armor on them, and just dealt with their nudism penalty which isn't that bad.
@F1reFireBall
@F1reFireBall Жыл бұрын
I had a colony in which 2 highmates bonded to a single guy. When he died they both went berserk. Never again
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Good times
@directrulefromgamerchair3947
@directrulefromgamerchair3947 Жыл бұрын
I wonder if polyamorous highmate colony would work? Stack the psychic bond buffs, and stick them all in cataphract armour so they don't die easily
@csgaiao33
@csgaiao33 Жыл бұрын
I had a gourmand yttakin. He would never have violent brakes just food binges
@seta16
@seta16 Жыл бұрын
incapable of violence are the best slaves. thez never revolt so if desired zou have a steady mood buff
@KokoplaysMB
@KokoplaysMB Жыл бұрын
You're not wrong
@auricanmajere6236
@auricanmajere6236 Жыл бұрын
I really like the video but I don't agree with imps because jogger it's amazing, you can outrun a lot of things and it helps a lot in fights and with some labours like haul and clean, also they're amazing stoping the flames destroy all your base, I like to have some imps in my colonies they are good snipers
@KokoplaysMB
@KokoplaysMB Жыл бұрын
I don't value movement traits as much, but I completely agree they're amazing on haulers and cleaners.
@LikeTotallyDonut
@LikeTotallyDonut 9 ай бұрын
If you start with a leader high mate or have a high mate leader at any point and they most likely will have high social, they will be able to good and unforgettable most events in ideology making them incredible for moral boosting, teaching and wardening, I would say just because they can’t fight doesn’t mean they’re useless and certainly don’t belong in F their, if anyone hasn’t used them, do it they’re amazing
@gabrieljoseozanan6989
@gabrieljoseozanan6989 Жыл бұрын
Highmates make for pretty good cult leaders, assuming you don't make them into Sanguophages instead!
@dangerface300
@dangerface300 Жыл бұрын
Running a custom xenotype in my current game and having issues with Extremeley aggressive. I've lost 4 prisoners when somebody went into a murderous rage or abusive. I can't keep dolling out medicine when the prisoners get like 30-40 injuries a week.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
At least they attack prisoners and not your colonists
@FlacidRob
@FlacidRob 8 ай бұрын
The only hussar I've seen since the dlc came out showed up a couple weeks ago via a drop pod crash who I captured, harvested 2 organs and replaced all his limbs with pegs. Oh and I cut out his tongue before releasing him
@KokoplaysMB
@KokoplaysMB 8 ай бұрын
Normal behavior for a RimWorld player
@FlacidRob
@FlacidRob 8 ай бұрын
@@KokoplaysMB we got that dog in us
@goreobsessed2308
@goreobsessed2308 Жыл бұрын
Finally a ranking I can use time to start the force breeding program
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Go for it
@goreobsessed2308
@goreobsessed2308 Жыл бұрын
@@KokoplaysMB I'm gonna end up with so many vamps and wasters lol
@KokoplaysMB
@KokoplaysMB Жыл бұрын
@@goreobsessed2308 nothing wrong with that
@Imbapiranha
@Imbapiranha 11 ай бұрын
Yttakin deserve a to be on level with the genies. The natural bonus to animals easily puts them into range of most wildlife in the beginning of the game plus the value of their melee damage cannot be overstated, especially with maces against mechs.
@azulablue6988
@azulablue6988 Жыл бұрын
Dirt mole above Genies? Not all colonists have to be fighters. My genie has double passion for construction, crafting and intel. He single handedly researched and built my nuclear power plant while crafting masterworks and legendary weapons for my other colonists. Once i had a terrible cold snap happen which i was terribly ill prepared. My colonists are shivering and hypothermic, the kids have frostbites, all looking for a safe temp. It was terrible. But look at my genie, researching calmly at -5d C lab. While shivering. Genies are S tier right there with Sanguophages.
@weker684
@weker684 Жыл бұрын
I don't think Biotech is better than Ideology for buff workskill, But Xenotypes is very helpful for personnel selection and expansion. I think that's why Tynan wants to keep some people from being recruited.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
The loyal prisoners are their own worst enemy. They become leather chairs and dusters.
@TheWalachei
@TheWalachei Жыл бұрын
Yttakin are in my opinions realy good for Meeles. In my current run i have 3 of them in Meele and i took some DNA of a bunch of dirtmoles and Vamires the Very Fast wound healing and inplanted it into them and the DESTORY Shit.
@isolatedegg3234
@isolatedegg3234 Жыл бұрын
I always try to ally the pigskins purely because the aoe weapons are such a pain to deal with.
@AB-pj7mc
@AB-pj7mc Жыл бұрын
Oh Impids i could imagine are devastatingly good in jungle maps. Burn down the whole jungle around your base (Scattered Flames mod to disable Fire Watcher so game doesn't make it rain) as a first line of defense. Whatever isn't ending up as BBQ and is still capable of attacking can be torn apart by your actual defenders. xD
@MrNinjakid2
@MrNinjakid2 Жыл бұрын
If Highmates cultivated dryad trees or Animus trees to grow those tree creatures then they could use it like that
@hazechannel7340
@hazechannel7340 Жыл бұрын
Thank you, This is what I'm waiting for
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Hope you enjoyed it!
@ThePEI
@ThePEI Жыл бұрын
The fire part about the Vampires is just annoying. What I mean is my last playthrough, I got over run. Everything that could burn did, Including my vampire. On the ground burning.. everyone died to the point a man in black showed up. I knew the run was over so just watched hands off waiting for the death screen. I never came. my vamp just laded there till they were forced into a deathsleep. She kept her high moral dure to the deathsleep. the man in black rebuilt everything he could with what was left. build a bed, then recued my vamp. This took him two sleeps to do. So even fire isn't a major threat to vamps
@Jaime_Protein_Cannister
@Jaime_Protein_Cannister Жыл бұрын
You could play Highmate with some trading tweeks and hire mercs from Vanilla Pirates Expanded Or Mercs for me
@Ghastly_Grinner
@Ghastly_Grinner Жыл бұрын
I assumed that Yttakin were werewolves we already got Vampires Ghouls Greys & Tieflings
@HalfPunch
@HalfPunch 4 ай бұрын
I personally hate every single highmate that joined my colony because they always break marriage of my colonists and for some reason Randy wanted them all to be incapable of dumb labour. But you know what, i like the idea of making vanilla highmate nationalist colony, i am going to do it next time i run Rim
@lkaryy
@lkaryy Жыл бұрын
can you make a guide on vats? like how to make baby in the vat
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Need to extract ovum from a female via operation, inseminate it with a male by clicking on it and then just put it into the vat
@dochente
@dochente Жыл бұрын
Just an opinion but, i believe genies definetely deserve to be in s tier because first of all, just a couple will be more than enough for any late game colony and they are very easy to convert if you are planning to recruit them and they are also easy to enslave. The thing is, a masterwork charge rifle is much more valuable than 3 colonists with high shooting skill. Even if you have like 20 shooting skill, as long as you are wielding revolvers, you are gonna get destroyed by mechanoids anyway. Their great crafting makes crafting require way less skill points than normal and even you can make them production specialists if you have the human primacy meme. Besides these guys seriously pump out money if you intend to trade. Every leather that you gather from hunted animals basically triple their market value with a crafting level 20 colonist which is not that big of a deal if you have some genies in your colony and you gonna get high quality gears as well with proper research of course and guess what, they are also excellent with the research xd
@labrat_09
@labrat_09 Жыл бұрын
With the exception of inbreed and the archite stomach, the higher the metabolic efficiency, the worse the trait.
@delta-qb6bl
@delta-qb6bl Жыл бұрын
Honestly I think that genies should be at A tier, because their only downside is that theycare bad at close range (but no one said you can give them a sniper) and these dudes can easily have crafting at intelectual at permanent 20, i literally have 5 genies whit 20 crafting, these dudes singlehandely allowed me to fully equip my colony whit masterwork weapons
@ElCarnesX20
@ElCarnesX20 Жыл бұрын
And humans? What's their position in this tier?
@glumplog1552
@glumplog1552 Жыл бұрын
Am I the only one who love the Neanderthal
@carto4028
@carto4028 Жыл бұрын
They are melee machines. God help you if you get in close up combat with one.
@KokoplaysMB
@KokoplaysMB Жыл бұрын
They're great when you introduce the wonders of modern society to them
@csgaiao33
@csgaiao33 Жыл бұрын
I had an impid who had the sanguine trait.
@Lordofhollows15
@Lordofhollows15 9 ай бұрын
Can't you build turrets to deal with all the raids? I mean delicate doesn't matter that much when you have 2 million traps and a few hundred traps. This was mostly a joke with numbers but the idea is solid unless I'm missing something.
@wJermell0
@wJermell0 Жыл бұрын
Impids are those guys that are really unremarkable until a whole bunch of them raid you mid game. I lost track of one. ONE. during a fight and when I look back where is he? Oh he's broken open the doors of my warehouse and he's setting fire to all the flammable stuff inside.
@wujek7616
@wujek7616 Жыл бұрын
Literally racism
@meer7872
@meer7872 Жыл бұрын
Tierlist for the offensive mechs would be nice
@KokoplaysMB
@KokoplaysMB Жыл бұрын
Mech list coming soon™
@DarkTemplarlord
@DarkTemplarlord Жыл бұрын
I woud love to see that one
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