RimWorld

RimWorld

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[Og] Real Charged Shots
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.500 MB
13 Jan, 2023 @ 1:14am
11 Jun @ 7:59pm
9 Change Notes ( view )

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[Og] Real Charged Shots

In 1 collection by OganessonG
CE in Bulk 散装CE
24 items
Description
Description:
What is charge weapon?

"Build weapons which fire pulse-charged munitions for extra damage."
"Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done "

It sounds powerful, doesn't it? But in actual use, you will find out what is called false advertising. The so-called "unstable energy" cannot cause extra damage, and I don't know where the "greatly increases" is coming from. This mod enhances charge weapons to make them more in line with the text description.
  • All charge weapons will produce electric arcs due to the release of "unstable energy" when hitting targets, resulting in additional burns (and temporary stun effects, for some weapons). Electric arcs can penetrate shield belts, but cannot penetrate shield backpacks or other shields which have a protection radius.
  • Sniper-type weapons (charge lance, charge sniper rifle added by vanilla weapons expanded) also cause a large amount of EMP damage (40/30, 20s/15s) in addition and can control mechs and break shield belts, but have no effect on shield backpacks or other shields which have a protection radius.
  • Burn damage is half of the bullet damage, and stun time is 1s, only take effect on single-shot weapons and shotguns .
Balance:
Yes, this mod affects mechs, including the secondary gun of the boss.
In the vanilla environment, this is a mod that increases difficulty - but if you have the mod Vanilla Weapons Expanded or Rimsenal - Augmented Vanilla Pack , it will be better. And the setting of electric arcs penetrating shields also weakens the ranged shield belt from vanilla apparel expanded - accessories. Those who have used it should know how powerful it is.
If you don't want a certain weapon's modification, you can directly delete the file named after the weapon in the folder.
If you have any suggestions, feel free to bring them up!

Compatibility:
Make changes to Vanilla Weapons Expanded, Vanilla Factions Expanded - Deserters, Vanilla Factions Expanded - Pirates, PLA-Armory and Rimsenal - Augmented Vanilla Pack.
This mod will not make any changes to weapons added by other mods, unless they use the projectile def in vanilla or mods above.
I think that it may not be compatible with CE.

Changes:
Remove "stun" damage from all of the high firing-rate weapons, to keep balance.
1.5 update ---- change package id so might need reactive in mod list.
42 Comments
rainy-star 19 hours ago 
似乎对奥德赛的有词条的武器不生效
roc 14 Apr @ 8:55am 
能不能搞个类似弹药系统的设置,通过xml tweak 来自定义哪些武器使用加强后的电荷弹?
joe2_4 7 Sep, 2024 @ 4:21pm 
great mod but jesus its brutal when your colonists have ai brain implants and they get one tapped by lancers regardless of armor because of the EMP effect
a quality meme 18 May, 2024 @ 7:26am 
With the new release of Edge of Descension Vanguard, could you please add a patch for the charge magnum it adds?
Merlotron 8 Apr, 2024 @ 7:49am 
Understood. Thanks for the reply!
OganessonG  [author] 8 Apr, 2024 @ 7:05am 
It's compatible, but I don't make any change to the mod, because it's weapons are plasma based, different from vanilla's charged weapon.
Merlotron 8 Apr, 2024 @ 6:23am 
Hey, thanks for the mod! I'm just curious if this is this compatible with Imperial Arsenal? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3047778917
OganessonG  [author] 6 Nov, 2023 @ 9:14pm 
@Vaphal Fixed, thanks.
Vaphal 6 Nov, 2023 @ 10:46am 
The patch for Vanilla Expanded Factions Deserters does not PatchOperationFindMod it just tries to patch the weapon causing an error if not installed.
a quality meme 21 Oct, 2023 @ 2:18pm 
Thanks a bunch. Don't sweat it.