Ranking All Robotic Limbs in Kenshi
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- čas přidán 5. 09. 2024
- I'm ranking all robotic limbs in Kenshi!
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The ludicrous thing is that you can't swap the limbs of skeletons, you must lose them first as if they were some fleshy plebeian
In the sequel not only should skeletons be able to swap out freely but some skeleton recruits should come with modified limbs from the start
@@wJermell0 I think there should be characters in general that should come with already existing prosthetics
@@soumyadip5434 yeah it's a shame, they could subvert the whole 75 base stat max of recruits that way with like a recruit with 30 str/dex/toughness but hive prosthetics
@@wJermell0 would make sense from a lore point too like who are the prosthetics shop selling the prosthetics to if no one uses them.
@@soumyadip5434 and also, you’re telling me these people haven’t lost limbs? People like traders especially, typically can handle themselves a little bit and have come into a few scuffles so surely we should be seeing more lost limbs
All of them are F, as they are against the holy word of O-kran
lol
Based
Praise be!
Based human
He's not wrong you know
in my first playthrough i kidnapped cat-lon, used a skin peeler to remove his limbs and gave him hiver prosthetics. he proceeded to kill one guy and down 2 others with martial arts
Economy Arms are actually great for strenght training. Since STR reduction is directly tied to max encumbrance reduction, you want to reduce your strenght as much as possible while still having two arms to carry a body. So slap two Prototype Grade Economy Army and you-ll train much faster. I'd say just for this reason Economy Arms are C to B tier, with higher tier to the lower grades.
KLR series are great for Sabre tanks. They don't need much STR anyway, and the extra hp means they're almost impossible to cripple in the right arm.
its not hard to overencumber at all
You won't train any faster if you reach the 50%xp walking cap anyway
@@tripslord9029 Yes, but when you get to high STR levels it becomes really hard to get there, especially if you need to save some inventory space for whatever reason and can't carry three backpacks.
Stealth Legs are situational, but they are great at what they do. These are the ones I use if I send a lone Infiltrator or Runner (or Covert Medic), then paired with Thief and Steady Arms to upgrade that role into Sniper and Thief. These help when trying to procure blueprints and weapons in hostile buildings.
I use Stealth Legs instead of Scout Legs when I don't want to be spotted. If I really want to, I could just put scout legs on a Hive Prince to outrun even Beak Things, but so fast that it outruns the engine's navmesh load rates on x2 speed.
If it's Tank (Crab/Samurai armor + polearm) units, it will use KLR, but heavy strike (Dustcoat/White Plate + Falling Sun/Plank) units get Industrial Lifters to maximize blunt damage. Fast strike (Assassin/ Dustcoat + Crossbow+Guardless Katana/Foreign Sabre/Polearm) units get Skeleton Arms to take advantage of whatever dexterity bonus it can squeeze out.
If this was steam, I would award this "deep thoughts"
-2 scout legs, 2 lifter arms. Melee
-2 scout legs, thief arm, crossbow arm, ranged
-All economy, dance peasant dance!
Thank you for keep providing videos about kenshi. It’s hard to find a youTuber can with such high quality and useful product like you can make
Glad you like them!
You can always have a carrier to have a set of every limp to switch for every situation
a mule with two strength arms and two scout legs, a ranged thief that uses dex weapons like katanas with all stealth legs and thief arm and crossbow arm, since carrying a lot reduces your stealth. Then everyone else gets whatever they need. Full KLR limbs since the falling sun is the best heavy weapon and therefore would benefit from it the most.
Masterwork scout legs are imo easy S tier just below the industrial arm since with those crazy speed you can just outrun and kite anything in the game, once i got masterwork scout legs i never change them, even for my heavy main character since with those speed you can also manually evade any attack.
The issue with them is that they scale with you PC ahahah. I can't go 3x speed with those on a hiver, I'll be constantly loading if I do. Great for carriers that you just click on the map while you focus on your base tho.
@@giacomomeluzzi280 even with my NVMe and RX 6900 XT, the CPU and RAM speeds are likely culprits of my load pace
The loading screen boss is the toughest one in Kenshi, everyone knows that.
@@KokoplaysMB that's true, my NVMe still can't handle it lmao
@@KokoplaysMB oof
Few things to note... Lifters give 23.75% str not 23%. Multipliers well multiply. So 2x KLR arms is +21% Str/Dex not +20%. 2x Lifters is +53.140625% STR. 2x Skele is +56.25% Dex. All races have a reduced chance to be hit in their right arm so you should use the lower hp limb in that slot if you really want to do so... wouldn't suggest ever using KLR arms though. The Legs are only useful imo for martial arts characters if you do not micro. Stealth legs are useless, as are Skeleton legs. Scout is SS tier as are Skeleton Arms.
*sighs* Sorry but I honestly have to disagree with the KLR Arms. If you're going to be mixing an Industrial Lifting Arm with a Skeleton Arm, you're considerably better off going with two KLR Arms instead. The primary reason for this is, the KLR Arms have roughly 30% more HP than the Industrial Lifting Arm. The amount of DEX and STR you lose is relatively insignificant. Say 3% STR with 90STR which is very unlikely to have but for a very long play character, you're only losing about 2 strength, maybe 3 counting how it's rounded. When you're factoring in how much extra Blunt damage you will be doing with say 2-3 additional STR, it will not be noticeable at all in combat. Mean while having your character able to absorb more blows to the arms is invaluable in a fight.
I would agree that the KLR arms are not worth it if you want a specialized build, like say a Type 3 Plank character, and using two Industrial Lifting Arms, or a Nodachi with two Skeleton Arms. But for a generalist character, that say is using a Polearm which benefits from both STR/DEX, KLR Arms are just over all better choices, as the weapon can capitalize from both stats, and the additional HP is just invaluable.
So situational wise. KLR Arms are among the best in the game for a majority of scenarios. Though personally nothing beats a heavy weapon user with two Industrial Lifting Arms with a base STR of 70+, that sh*t is just broken OP.
But being I prefer using the Polearm and Heavy Polearm on most of my characters, as they're great generalist weapons that work well against most everything you encounter with high attack speed to boot, KLR Arms have always been my personal favorite choice of Limbs for most characters. I say the only downside with KLR Arms is they're idiotically expensive. For obvious reasons.
Honestly, I think the Polearm is perhaps the best over all weapon in the game to use on most characters for a number of reasons.
1. Provides a balance of Cut/Blunt Damage, so you can still train DEX while being more effective against enemies in Arm.
2. Polearms have higher attack speed than heavy weapons, with similar reach. It's actually possible to stun lock enemies with a Polearm hit them fast enough that they're constantly staggered and unable to defend themselves. Which in large battles is just amazing, as 2-3 guys can rip through a group of 10-20 constantly interrupting their animation cycles. Easily makes them more useful than Heavy weapons personally.
3. They're super light weight, meaning doesn't require much training to use a Type 1-3 Polearm meaning they're great for equipping armies of fresh troops.
4. Benefit greatly from KLR"s Arms, which is a blessing for the balance DEX/STR bonus + insane HP.
This is why I'd always recommend the combination of KLR Arms and Polearms for the majority of your troops. Though it's always good to have specialist in a patrol however.
theres a reason like 90%+ of soliders in the ancient world went to war with some kind of polearm, even the romans used them at several points in their history
I'd say in most playthroughs manufacturing your own limbs isn't worth it. If you're just replacing parts that you naturally lose in battle there's enough in shops around the world and by the time you get to the tech level to make them you'll have more than enough cats. If you're doing a playthrough where you're intentionally delimbing a large party it's very worth it though.
Not necessary early on anyway. If it's only a couple of strong and rich main characters, buying Masterwork Skeleton Arms/Legs is never too difficult. However, if your playthrough goes on long enough, your priorities change.
You only need to get to around lv 80 Robotics (it levels up very quickly even at high levels, and its very doable if you have even a couple of Skeletons getting into constant fights, or Iron Spider/Skin Bandit punching bags that you like to heal up) to constantly make Masterwork limbs.
It's not hard to find Masterwork limbs in Mongrel and other Tech Hunter towns, but finding the specific limbs you want, and in large enough quantities for a 10+ party? Pain in the ass. It's also a pain in the ass to get enough Masterwork Scout Legs and Masterwork Industrial Lifter arms for a whole party, which is why you'll want to set up a cybernetics lab eventually. The bottom floor of an Outpost IV should be more than enough for two Electrical Workbenches, four Robotics Labs, and two Skeleton Limb benches + storage + even a few batteries and Skeleton beds for flavour.
You'll also want to set up a proper limb factory if you're turning captured humanoid enemies into live sparring partners! You can cut the limbs off strong enemies and then you can give them KLR-series limbs when you want to fight them properly for melee defense/toughness training, and then take the limbs off them again when you're done. You can then store the limbless victims (which I call "nuggets") on Sleeping Bags or Beds/Skeleton beds. Limbless, they can't get up or move in any way, they don't despawn as long as your base stays loaded by any single player character, and they don't use up any food because they're not in a cage. KLR series limbs are so strong that you can give your training dummies Holy Chest Plate armour and not worry about their arms getting injured first.
Making limbs is hella rewarding and really underrated, you don't need much to set up a production of them as well, if you're at a point in time where your base is defensible enough by a couple of crossbowmen/harpooners then you're all set to let your mechanic start producing them, and it'll take them shorter than your smiths to start making masterworks, one way of doing this even faster is speedrunning getting the peeling machine, put a skeleton in it, and start repairing them as they pile up damage, at one point your mechanic will vastly outheal the peeler's damage, like I'd say at around lv 80, and by then they should be able to make specialist grade and crit masterwork somewhat reliably, not to mention the cost to make the limbs is tbh really cheap by that point in the game, not something you wanna do if you're still struggling with raids of course, but once you get control of your own turf.
Hell you could even do all this while living inside a town, with the peeling method and buying/looting skeleton repair kits, the higher the skill goes just like with first aid the less charges healing uses, to the point you could heal from -99 to 200 a full party 32 and barely tickle the charges of a full kit.
This good info because I plan on delimbing like 40+ characters because the holy nation is evil then I’m marching north to purge out everyone
I will become the Emperor of the Sun, the sand snake of all Kenshi
Cat-lion will become my pet LMFAO 🤣
Pair the Thieves arm with the Steady arm. The Thieves arm is really good if you want dex. assuming we were comparing 2 Specialist grade arms, It looses 4% dex compared to the Skeleton arm, but for that for that 4% loss, you gain 18% in 2 other skills, and it has 8% less swim penalty. I know the extra bonuses don't really matter if you don't care about stealing and lockpicking, but the 4% loss is a small trade for the gains.
Your ranking is pretty good. When it come to either:
option A: 1 strengh + 1 dex arm. (what you prefer)
option B: both arms giving 10% strengh + dex.
My opinion is, less strengh and dex you have better the option A will be. You want to get evey +% you can. Then, in the very end game when your stats are in the 90-100, 4 or 5% don't really matter that much anymore.
So option A then option B. And one or a few scouts, always good to have someone that can run across the map in no time and outrun everything even in stealth mod. We can say that stealth don't even matter because of our speed but in Kenshi, characters love to get stuck on everything. So when you send you scout somewhere it's good to see him alive when you eventually remember you sent him.
tbh I really like the extra hp on KLR legs and then either just skeleton arms or industrial lifter arms. It's just basic and effective. Scout legs for anybody who would be running by themselves a lot or If I'm down to micro a crossbowman during fights.
I wouldn’t know anything about prosthetics, I’m yet to lose a limb for any of my characters.
Master Torsolo sends his regards.
I’d put econo legs in c, just because a crawler can’t do anything, but the arms, it’s arguably better to save and just buy one better arm than to settle for a econo arm.
Economy legs may be worse than when you had both legs but they're great for when you have less than 2 legs and nothing better so I'd put it in C. The economy arms? Probably better off without them even if you're down an arm, the legs? When you have nothing else? with how affordable they are? Vital.
Yeah, but by that logic, literally every leg should be above c tier
@@VictimOfFat3 And that would be a problem why? Legs are far more useful than arms. The loss of an arm is bad but the loss of a leg in genuinely crippling.
@TheAnon03 I just think the tier list should focus solely on each prosthetics functionality rather than its' relation to its' missing counterparts.
It's interesting that the economy arm is worse than no arm though, I didn't know that.
Still a noob at this game xD
@@VictimOfFat3 The stat/skill penalties for the economy arm are pretty high and iirc the only thing it fixes is letting you use heavy weapons (badly) again.
@VictimOfFat3 Fair logic. But I'd agree with the OP above still just by how widely available economy legs are compared to other models. If you're fielding a large squad and one of them loses a leg, the nearest dedicated robotics workshop might be very far away but if you're near any hive villages or by hive trade routes you can pretty reliably find a temporary leg for that character rather than having to haul them half the map away just to get a good one. Plus, since they are cheap, any character could afford one no matter how far into a game you are, rather than having to save up 20k+ before you can use your legs again.
They achieve what they are designed for, being cheap and widely available. I think we need to rate things based on all their merits and cons, and these variables are just as important, too, not just the raw stats.
Stealth legs are great for situations where you want to offset stealth penalties.
u get my sub and watch time, thaks for making quasi guide/quasi showcase. i like info
Glad I could help!
I train as many people in my squad as possible as high as possible in thievery… it’s useful for fencing stolen items yourself rather than relying on the Shinobi Guild who buy at -50% on everything. Also, if you’re hitting multiple stores in one town at the same time to maximize your night 😁
I wish there were aquatic limbs, just to have the option for skeleton limbs which have swimming bonuses.
I actually like to keep my legs so I can wear boots.
A Hive Prince with a skeleton arm, a steady arm, scout legs or a stealth leg mix if you need help reaching 100 stealth after modifiers, ninja rags, hiver leather vest, samurai cloth pants, Heavy Hachigane or Iron Hat depending on preference, and an old world mk2 or eagle cross depending on skill level and preference is a master stealth archer assassin. Keep a thief arm in inventory for when lock picking is needed.
You can usually find masterwork arms in Black Desert City. Also use a toothpick at low levels to train archers, especially precision to prevent friendly fire.
In all honesty you don't need strength on a crossbowman, but dex and crossbow helps your reload speed, so max out dex and crossbow.
can't you use the economy limbs for faster leveling?
S(tier)cout Legs and KLR Series Arms ftw
Great List ;)
Buy? what is this word you speak? I get my limbs from a chest in the black desert machine shop.
SPECIFICALLY for stealth users I think the BEST is 1 stealth leg and 1 scout legs ( I n like scout legs on almost all characters that mix with high strength makes it easy to grab a dying member and still out run your enemy massive groups) for that reason I think stealth legs should be higher cus they still give a small boost in athletics ... I think that for any turret gunners should use all the beefier legs while training to get better to help build their chance to friendly fire less while Taking a lot less damage and of course 1 perception arm
The stealth max is 100, just wear ninja rags, dark leather shirt, ninja pants and headwear, then just use both scouts as if you have stealth of 60 or more the equipment should max it out while also being a speeding boi
When will you do a armor tier list?
That is a good question.
MORE FOREPLAY
Scout legs, KLR Arms on everybody, except the occasional crossbowman who gets one Steady Arm. Easy as. People are overthinking that stuff imo.
Beep
Wrong.
High lvl Thiefs Arm + Stealth legs = Gathered 1.000.000 coins from loot in 60 days ,built entire city, assassinated all major bosses including Phoenix, Bugmaster, Cat-Lon and ran away with their bodies before anyone noticed.
S + if you go thievery ,it is so unbalanced that it beats full masterwork KLR Martial Artist robot any day.
If you look only from the perspective of combat, KLR is better than Skeleton,and KLR arms are way better than Industrial since their total is still 40% stat boost, but HP gain is much higher.
Thievery and assassination is so broken it ruins the game completely if you abuse it.
@@KokoplaysMB Yeah true, at least you know. And masterwork thief arm+steady arm on a single of your characters can basically make you able to steal anything, so id say situational A rating at the very least. Not to mention dexterity alone with some fast legs can make you kite an army and crosbow all of them.