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Robotic Limbs Rebalanced
   
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12 May @ 5:52pm
19 Jun @ 11:44am
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Robotic Limbs Rebalanced

In 3 collections by willum.d
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Description
My attempt to balance robotic limbs, mostly through nerfs.
I aimed to make less useful limbs better as well, so these changes aren’t just blanket nerfs. There should now be reasons to pick certain limbs over others, unlike before (such as with Scout Legs being the only good leg choice and KLR limbs getting ignored).

I had to fiddle with the number values in the FCS to get them to display correctly in-game. Exact FCS number values can be found in the images [WIP].

“min” is used to refer to [Prototype] Grade limbs, and “max” is used to refer to [Masterwork] Grade limbs.

SUMMARY


Assuming Masterwork limbs,
  • Industrial Lifter Arms and Skeleton Arms are the same, except Lifter Arms buff Strength by +15% (from +25%) while Skeleton Arms buff Dexterity by +15% (from +25%). They both have 150 HP now (from 200/175).
  • KLR Arms buff both Strength and Dexterity evenly at +7% (from +10%). They have 175 HP now (from 250).
  • Steady Arm gets *almost* half the Dexterity of Skeleton Arms at +7% (from +20%). It has 125 HP now (from 150).
  • Thief’s Arm has 2/3 the Dexterity of Skeleton Arms at +10% (from +20%) and keeps its +25% Lockpicking / Thievery. It keeps its 150 HP.
  • KLR Legs are practically unchanged and still have their 300 HP. However, they are now comparatively better due to my nerfs to the rest of the legs.
  • Skeleton Legs now only get +5% Athletics (from +10%) but keep their 175 HP.
  • Stealth Legs now get +10% Athletics (from +5%) and keep their +25% Stealth but only have 125 HP (from 175).
  • Scout Legs now only get +15% Athletics (from +40%) and only have 100 HP (from 150).

ARM CHANGES


Industrial Lifter Arms
  • Dexterity min buffed to -25% (from -40%)
  • HP min buffed to 75 (from 70)
  • HP max nerfed to 150 (from 200)
  • Strength min nerfed to -15% (from 0%)
  • Strength max nerfed to +15% (from +25%)
  • Thievery min nerfed to -80% (from -50%)
HP min/max nerfed to 75/150 and main effect nerfed from +25% to +15%. HPs nerfed to make robotic limbs less exceptional compared to normal limbs, and main effects nerfed to +15% because they were just too good, namely when stacking with themselves (+50% Strength/Dexterity etc. is now only +30%). These arms are now identical to Skeleton Arms, except Strength and Dexterity are swapped.

KLR Series Arms
  • Dexterity min buffed to -20% (from -25%)
  • Dexterity max nerfed to +7% (from +10%)
  • HP max nerfed to 175 (from 250)
  • Strength min buffed to -20% (from -25%)
  • Strength max nerfed to +7% (from +10%)
  • Swimming min nerfed to -40% (from -25%)
  • Swimming max nerfed to -30% (from -25%)
  • Thievery max nerfed to -10% (from -5%)
Nerfed HP while still keeping it slightly higher to maintain KLR’s niche. Dexterity/Strength maxes were nerfed, but they are now (almost) half the values of Lifter/Skeleton arms, so they are more useful if you want a bit of both effects. Buffed the Dexterity/Strength mins slightly, since these arms are supposed to be decent for both Dexterity and Strength. Nerfed Swimming min/max slightly to align with the KLR Legs’ poor Swimming stats. Thievery max nerfed to align with Lifter/Skeleton Arm maxes.

Skeleton Arms
  • Dexterity min buffed to -15% (from -25%)
  • Dexterity max nerfed to +15% (from +25%)
  • HP min buffed to 75 (from 50)
  • HP max nerfed to 150 (from 175)
  • Thievery min nerfed to -80% (from -25%)
HP min/max nerfed to 75/150 and main effect nerfed from +25% to +15%. HPs nerfed to make robotic limbs less exceptional compared to normal limbs, and main effects nerfed to +15% because they were just too good, namely when stacking with themselves (+50% Strength/Dexterity etc. is now only +30%). These arms are now identical to Skeleton Arms, except Strength and Dexterity are swapped.

Steady Arm
  • Dexterity min buffed to -20% (from -25%)
  • Dexterity max nerfed to +7% (from +20%)
  • HP max nerfed to 125 (from 150)
  • Crossbow min buffed to -15% (from -25%)
  • Crossbow max nerfed to +15% (from +25%)
Nerfed Dexterity max to half of Skeleton Arms’ max. HP max nerfed slightly because this is a crossbow arm, and crossbow users hardly get hit. This change should hardly matter, but I found it fitting and fair since this arm buffs two stats. I chose to leave this arm’s HP min at 50 for the same reasons. Crossbow min/max adjusted to match the other arms.

Thief’s Arm
  • Dexterity min buffed to -18% (from -25%)
  • Dexterity max nerfed to +10% (from +20%)
  • HP min buffed to 75 (from 50)
  • Swimming min buffed to -30% (from -40%)
Nerfed Dexterity max to 2/3 of Skeleton Arms’ max. HP min buffed to match other arms. I chose not to nerf the Lockpicking / Thievery maxes since they are non-combat skills. I buffed the Swimming min to match this arm’s slightly higher Swimming max.

LEG CHANGES


KLR Series Legs
  • Swimming max buffed to -35% (from -50%)
Swimming max buffed to bring it in line with the other limbs (however it is still lower). I know that these legs are hardly used, but my nerfs to the HPs and Athletics of the other legs make these more useful comparatively.
I originally wanted these to buff Strength, but Strength is considered an “arm buff” so it wasn’t working. Oh well.

Scout Legs
  • Athletics min nerfed to -45% (from 0%)
  • Athletics max nerfed to +15% (from +40%)
  • HP max nerfed to 100 (from 150)
  • Stealth min nerfed to -80% (from -75%)
  • Stealth max nerfed to -10% (from -5%)
  • Swimming max nerfed to -15% (from 0%)
Hit the best legs in vanilla with some hard nerfs. Toned down Athletics max all the way to +15% (which still allows for a solid +30% Athletics boost with two Masterwork legs). Nerfed the Athletics min because I wanted all robotic limbs to be bad in the early game. The Athletics debuff is gone at Standard grade or higher. Nerfed the HP to 100 to give these legs a noticeable downside compared to the others. Stealth and Swimming slightly nerfed to match robotics’ poor performance with these tasks, and to make other legs (notably Stealth Legs) slightly more appealing.

Skeleton Legs
  • Athletics min buffed to -55% (from -60%)
  • Athletics max nerfed to +5% (from +10%)
  • HP min buffed to 75 (from 50)
  • Stealth min buffed to -85% (from -90%)
  • Stealth max buffed to -25% (from -40%)
  • Swimming min nerfed to -50% (from -25%)
Athletics/Stealth/Swimming tweaked to match the other legs. HP min buffed to match the max 175 HP of these legs.

Stealth Legs
  • Athletics min nerfed to -50% (from -30%)
  • Athletics max buffed to +10% (from +5%)
  • HP min buffed to 60 (from 50)
  • HP max nerfed to 125 (from 175)
  • Stealth min nerfed to -50% (from -25%)
  • Swimming max buffed to -15% (from -25%)
Buffed Athletics so now these legs are the middle ground between Scout Legs and Skeleton Legs. Max HP nerfed to make Skeleton/KLR legs more appealing. Stealth min nerfed to match the other legs, while still being decently better. Swimming max buffed to match Scout legs.



OUTRO
Thank you for checking out my mod. If you have any constructive suggestions or criticism, then please leave them down in the comments below. Any corrections, bug reports, etc. are also appreciated.
If you like this mod, then consider checking out my other mods.