RimWorld

RimWorld

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Laser Weapons: Re-Examined
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Mod, 1.5, 1.6
File Size
Posted
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2.707 MB
24 Mar @ 10:20am
2 Jul @ 12:35pm
7 Change Notes ( view )

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Laser Weapons: Re-Examined

In 1 collection by Smxrez
Re-Examined Mod Series
8 items
Description

Laser weapons! Who doesn’t love them?
Me! I just like them. But I felt I had the potential to love them, so I made a bunch of changes and additions to make lasers more appealing.

First, I modified and added research projects—making salvaged laser weapons cost 1500 RP less, and I added research that lets you craft all of the perfected laser weaponry. But be warned: due to how advanced this technology is, you will need to invest a lot of time researching and acquiring techprints.
If you don't have Royalty, don't worry—the techprint patch won’t be applied. However, the research point cost will be increased to maintain the balance.

Next, I lowered the overheat explosion chances by 40% across all laser weapons and halved the advanced component cost of salvaged laser weapons. With the high explosion risk and steep prices, salvaged laser weapons were getting outclassed by most other options at that stage of the game.

I also cranked up the bullet speed on all projectile-based laser weapons by 2-3x. It always felt weird that a core gimmick of laser weapons is instant travel beams, yet some guns in the mod fire slow-moving bullets. On top of that, I buffed global armor penetration by 20% since AP is another laser weapon gimmick that wasn't performing as well as it could.
There’s a bit more balance changes than what I mentioned here—check the Contents section for the full detailed list of changes.

To wrap things up, I added two brand-new turrets and if your using VWE - Frontier I added non-salvaged variants for all three of the salvaged laser weapons.

For mod compatibility VFE - Pirates' laser warcasket is patched with similar changes along with obviously, VWE - Frontier laser guns.

As always, if you run into a bug, please leave a comment containing a hugslib log + what you were doing when it happened. (If you don't give me a hugslib log and I chop off your limbs)


[ko-fi.com]









Full list of balance changes:
Research: - Base research cost 6000 -> 4500 Salvaged & non-salvaged laser guns: - Overheat explosion chance reduced by roughly ~40% - Armor pen buffed by roughly ~20% - All projectile-based weapons bullet speed buffed by ~2x-3x - All sniper/hard-hitting weapons visual beam width increased by ~33% Salvaged laser weapons crafting cost: - Advanced components 6 -> 3 Tesla gun: - Burn chance 5% -> 50% Laser sword: - Relic chance 3 -> 2 (to be in line with the rest) VFE - Pirates Salvaged Laser Eradicator: - CD 2s -> 1.5s VFE - Pirates Laser Blaster: - CD 0.6s -> 0.4s
Since this involves a lot of global tweaks, I didn't go into as much detail as I usually do. Let me know if you would prefer an in-depth list of changes here!


Q: CE Compatible?
A: No If you want a patch, ask the CE team.
Q: I dont like the new guns/turrets/research can I remove them?
A: Disable it with cherry picker.
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add but could be dangerous to remove.


- Smxrez (Me): XML, turret textures, and the non-salvaged VWE - Frontier texture modifications. (This is my first time doing textures, so if you have any constructive feedback, feel free to leave it!)
- OskarPotocki: Provided & allowed use of VWE - Frontier salvaged laser weapon textures.
- Rimlaser mod: Heavy turret shoot sound (MIT licensed)
40 Comments
VelxraTV 5 Jul @ 9:54pm 
Could you add the retextures of this abandoned mod into this one? And or as new laser weapons? I really have enjoyed this retexture over the year. The author has sadly walked away.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2874341239
Smxrez  [author] 2 Jul @ 12:37pm 
1.2.2
- Fixed VFE - Frontier compat
- Added preemptive fixes for when VFE - Pirates updates
Smxrez  [author] 29 Jun @ 1:20pm 
1.2.1
- Updated to 1.6 and new VE Framework changes
Smxrez  [author] 4 May @ 10:12am 
1.2.0
- Increased both laser turrets power consumption 750 -> 1000
- Increased both laser turrets silver cost 600 -> 1000
- Decreased disintegrator turret damage 12 -> 11
- Decreased laser cannon turret damage 125 -> 110
Smxrez  [author] 4 May @ 10:12am 
@rout what in specific doesnt fit? im guessing the color scheme?
Head 2 May @ 8:37pm 
I wish the VE team used different sprites for these weapons, it doesn't really fit with RW art
Smxrez  [author] 15 Apr @ 1:37pm 
1.1.0
- Made VWE - Frontier weapons no longer load if Frontier is not running
- Made VWE - Frontier weapons cost some gold (Like the rest of the Frontier mod does)
- Merged laser turrets and laser weaponry research into "Laser technology"
- Reduced Laser technology research price with royalty 10000 -> 8000
- Reduced Laser technology research price without royalty 14000 -> 12000
- Reduced Salvaged laser weapons research price 5000 -> 4500
megabot 15 Apr @ 10:30am 
hence mechs being strong against laser weapons as they have 200 heat armor
Smxrez  [author] 15 Apr @ 6:02am 
@RutraNkckers no it was always heat
RutraNickers 15 Apr @ 4:16am 
Did you change the damage type to Heat?