Mech Engineer

Mech Engineer

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Rebalance Mod
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10 Oct, 2023 @ 4:09pm
26 Mar @ 4:34pm
20 Change Notes ( view )

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Rebalance Mod

Description
Intended to make the worst performing weapons and mechs more viable, at least in their niche, without ruining the vanilla flavor. Is unlikely to work with other mods.

Updated March 26th 2025 for CN compatibility. No other changes.

Updated for 1.0!

Changes:
-Global
Armor-Fire resistance changed from 10% per point of armor to 8%

Thermal type weapons are now able to do some damage up to armor 12... Still bad but at least Turrets are no longer immune to Plasmaguns.

-Starting Equipment
Added 1x Flamethrower
Added 1x Toxin Sprayer

Flamer/Toxin Sprayer are pretty potent early game and falloff later... but their tech is late in the tree, awkward. Changing this involves a level of familiarity with GML/Lua I have yet to achieve, so I just gave you guys 1 of each at start.

-Plate
Ammo ratio reverted to build 60 stats

C-RAM leakage is significantly worse with build 61, and there isn't really an alternative imho.

-Holo
Removed 1 motor slot
Heat Resist increased to 5%
Added 1 extra aux slot

Conceptually, the Underwater specialists are meant to be less flexible, and so have less aux slots in exchange for having water mobility baked in.
However, Needle or Torpedo aux is almost mandatory for underwater combat, and you really want repair drones too, which makes the default 2 aux setup for underwater mechs almost crippling. 3 gives some breathing room while still making them relatively inflexible.

-Tentacle
Speed increased
Added 1 aux slot
Impact Resist increased to 33%

Same logic as the Holo. Higher impact resistance makes it more capable in melee; unlike the Miner "Coffinmech" (yes that is literally the game file name) you don't have alot of aux slots to spend ammo and impact resist, so I baked some of it in by default.

-Quadro
Cost increased by 50%. Build time increased by 1 day (now 6 days x 5 slots)
Resist profile redistributed from 4/25/95 to 44/5/75

The Quadro is very sad. It requires a mountain of components to fully equip, yet doesn't really have a good niche late game. In vanilla a well engineered Plate will do more DPS, and the Quadro isn't good at tanking or support either. Nevermind the Castle exists and is almost strictly superior.

I've shuffled some Impact Resistance and (uselessly low) Water Resistance into giving it the best baseline Heat Resist. Now the Quadro is a pretty potent DPS platform, though the poor munitions ratio makes it underperform with ammo intensive weaponry, and requires more investment than "look ma I redlined my Plate 27 times"

-Castle
Adds two motor slots

Castle is hardly underpowered, but adding 2 more motors feels natural.
-Tank Gun
Base penetration increased by 3

Was agonizing seeing a crit tank slug larger than the Aries Ram... bounce off of it. Still dependent on armor shred vs bosses.


-Flamer & Chemthrower
Base weight halved
Base dispersion doubled
Cost & Build Time reduced by 50%
Damage increased by 2 & 6
Toxin Sprayer base projectile speed increased from 9 to 18

Still mediocre, but they have a niche as low power, weight efficient sidearms for builds that can run Gas no Reload.

-Cabin 1 'Militarized Cockpit'
Weight 12 -> 14
Control 15 -> 18
Safety 30 -> 35
blurb: "Militarized cockpit featuring slightly optimized control layout and tremendously improved protection for a modest increase in weight and cost"

-Cabin 2 "Armored Cockpit"
Weight 30 -> 18
Control 30 -> 5
Safety 20 -> 60
"Reinforced design seen in both high hazard industries & underground mech fighting competitions. Cramped design hampers complex actions like reloading."

-Cabin 3 - Aerospace Cockpit
Weight 20 -> 22
Control 18 -> 60
Safety 45 -> 5
"Advanced mind-machine interface, to maximize pilot control authority. Primarily used on single-pilot SSTO Aerospace/LEO attack craft, armor was sacrificed to control weight margins. Controversial due to occasionally inducing neurofeedback pain and even fatal heart attacks."

-Cabin 4 & 5
Reverted to Vanilla.

All cockpits now theoretically have a unique niche now.

-Armor
Strike Face 0 weight reduced to 0
Strike Face 1 build time reduced to 1
Bulk Plate #3 (thin white s;ab) build time reduced to 1 day.
Now an niche exists (though not great) for more armor types

-ICE Motors
Weight increased by 2 to create a 2/4/6 weight curve (for standard/improved/heavy ICE)
Tier 2 increased to 16 Speed
Tier 3 changed to 13 speed
-Electric Motors
Base weight decreased to 1/2/3
Electric motor speed equalized with ICE of same tier

Now Tier 2 motors have a usecase all the way into endgame!

Even with these buffs electric motors are still very niche, due to the immense power draw of energy and energy adjacent (EM Accelerator/Plasmagun/Particle Emitter) weapons, not to mention the need for Energy Shields, but at least it doesn't feel awful to have to use electric motors.

Notes:
-Still looking for a way to add evasion/stability to Tier 2 motors

Credits
-WalrusJones for flame-armor suggestion.
-Skaian for debugging 1.0 mod-uploading process and handholding me through adding descriptions.
-Kiber for the game.



Want more spice? Try out Heavy & Superheavy Mechs!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3083535508
40 Comments
newageofpower  [author] 26 Nov, 2024 @ 6:46pm 
Nah, that was a mechanical/hardcoded change to flame stacking which we can't mod as of build 65.
Armedwithpuns 26 Nov, 2024 @ 4:12pm 
not to my knowledge, but the announcement of the update says that they've changed various weapons, so I was imagining this mod would overrule some of those changes (for example to the flamethrower)
newageofpower  [author] 26 Nov, 2024 @ 1:25pm 
@Armedwithpuns
Um, did it break? I just ran a manual diffcheck + merge today, let me know if there's still any issues.
Armedwithpuns 26 Nov, 2024 @ 11:41am 
hey are you going to update this for newer version of the game?
Argon 18 Oct, 2024 @ 11:22pm 
As soon as I finish my first play through i am downloading this
AburntBridges 29 Jul, 2024 @ 10:32am 
This is awesome, love the flamerthrower as a starter option.
Honestly thought it was a junk weapon compared to just machine guns though i've just unlocked the Plate and suddenly flamerthrowers / short range denial weapons make sense.

Best of luck and hope you keep modding for this game.
Bonsono 15 Jul, 2024 @ 3:14pm 
Thanks! I will choose the lazy way. :steamhappy:
newageofpower  [author] 14 Jul, 2024 @ 7:08am 
@Bonsono

Steam Workshop downloads the mod to /steam/steamapps/workshop/content/<gameID>/<modID>; for Mech Engineers the game ID is 1428520 and for the Rebalance Mod the mod ID is 3048952287.

Every time the game starts, it then uses files from this directory to overwrite the local files at user/AppData/Local/Mech_Engineer/mods

If you want to be lazy, make edits to your master copy of the modded-mod, overwrite files at the steamapps/workshop end, and then fire up the game.
Bonsono 11 Jul, 2024 @ 3:01am 
First thing: Thanks for the mod!
Now for the question: I would like to make small adjustments to the balance.ini file, but I noticed that the whole mod folder is rewritten every time I start or save the game, so any modifications are lost.
Is there a way to deactivate this behavior? Could this be a game bug?
I could stop this updating by unsubscribing to the mod in steam, but I'd rather not do that if possible.
newageofpower  [author] 3 Jul, 2024 @ 2:40pm 
Alright. I removed the descriptions. RIP all the hard work (mostly by Skaian)