RimWorld

RimWorld

29 ratings
Combat Skills Matter More
   
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Mod, 1.4, 1.5, 1.6
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14.309 KB
23 Mar @ 12:30pm
16 Jun @ 8:47am
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Combat Skills Matter More

Description
News: Updated to 1.6 with no noticeable issues



This is a simple patch to give melee/shooting skill more weight in Rimworld.


Things this mod does:
1. The post-process curve for melee dodge chance has been reworked. A level 0 melee pawn will start with 15% dodge chance instead of 0%, making them feel less like punching bags and more like competent human beings. A level 20 melee pawn will reach 75% dodge chance without buffs. The dodge chance cap is 95%. However, reaching that cap is substantially more difficult than reaching 75%. This is to keep bionics and drugs as powerful boosts even when reaching maximum skill.

2. All melee cooldowns are reduced by 50%. Each point in the melee skill additionally reduces melee cooldowns by ~1%. That is not to say that level 20 melee pawns will always attack 20% faster, as material speed is still taken into account. So give your melee fighters good weapons! This change means that high-level melee pawns could shred quickly through your ranged units if not careful, as your shooting pawns have less time to react to getting stabbed to death. If you think this will be a problem with the Strong Melee Damage gene, I have a patch listed down below specifically for that gene.

3. Shooting cooldowns are reduced by 5% per skill level. This does not touch aiming speed. Shooting pawns felt unresponsive in vanilla, so I made that responsiveness tied to their shooting skill. Shooting is already really powerful in Rimworld, but needing to retreat can sometimes feel frustrating when your level 20 shooting pawn just stands there while a maniac with a knife is charging towards them. Now, your shooting pawns can prepare to aim/run much faster than before. This means that they are more dangerous to your melee pawns, as well.

4. Shooting cooldowns are reduced by 5% per skill level, up to 100% at max level! This does not touch aiming speed. It does have a side effect that pistols are substantially more powerful as their skill increases. I don't necessarily find that to be a bad thing for the player.


My goal is to create a more responsive experience for gunslingers and melee pawns as they level up, further encouraging having high level pawns over a bunch of level 9 shooters that feel roughly the same to play. High skill melee pawns will feel far more competent than they already were in vanilla Rimworld.


There is a nerfed version available:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3456155186




Edit: This mod is built around my other related mods:

Dombie's Trait Balance Changes
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3450871780

Dombie's Gene Balance Changes
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3450858354

Strong Melee Damage Gene Nerf
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3452324590
16 Comments
Garminseeker 10 Aug @ 8:40pm 
Also I do agree with Funnypig on adding customization, though seeing as this is just an XML mod, that would require making a C# assembly which is alot to ask for lol
Garminseeker 10 Aug @ 8:40pm 
I like the mod but I'd consider rethinking the 100% shooting cooldown at max level, the mini-turret pack from vanilla expanded turns from a shot every few seconds to being a hailstorm of bullets, which is really funny just a little imbalanced
Funnypig 27 Jul @ 4:12am 
This mod seems like it could benefit a lot from mod options. I know the nerfed version exists, but personalization would be useful
Dombie The Zombie  [author] 20 May @ 3:25am 
Should work fine for the most part. The balance...not so much.
frost.9 19 May @ 8:55am 
Is this compatible with Combat Extended?
Dombie The Zombie  [author] 6 May @ 5:14am 
I have thought of this when I wanted to make the nerfed version of this mod. I did want melee fights to last longer overall, with the melee cooldown reduction hopefully being enough to balance out the dodge change.

However, upon further testing, I do see that the random nature of Melee Dodge Chance often overshadowed the reliably shorter melee cooldowns. I have been enjoyed the Nerfed Version more, overall.
Colossus of Chodes 25 Apr @ 11:44pm 
I enjoy this mod overall, but I do feel like the base melee dodge chance is a bit too high - fights between even mildly skilled pawns tend to result in drawn-out exchanges of whiffed attacks, which ends up making any ranged pawns in the same combat even more deadly because they can leisurely hang back and shoot the melee combatants while they try to hit each other.
GULÉ🏠 30 Mar @ 1:28pm 
@Dombie The Zombie thanks for explaining!
Dombie The Zombie  [author] 30 Mar @ 3:03am 
Melee can attack at a ludicrous speed, although there is a minimum value of 0.05 seconds between attacks. You cannot be staggered at all, thus making the Unstoppable gene worthless.

Shooting adjustments with this mod, on the other hand, are functionally identical at level 20 as it is at level 200. Ranged cooldowns are already at 0% when hitting level 20.


Overall, the balance of the game completely shatters in favor of Melee pawns.
GULÉ🏠 30 Mar @ 1:32am 
what happens after level 20? using endless growth.