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bug:
<explosionBuildingDamageFactor>6</explosionBuildingDamageFactor>
<explosionPlantDamageFactor>4</explosionPlantDamageFactor>
Resolved bug:
<buildingDamageFactor>6</buildingDamageFactor> <plantDamageFactor>4</plantDamageFactor>
XML error: <explosionPlantDamageFactor>4</explosionPlantDamageFactor> doesn't correspond to any field in type DamageDef. Context: <DamageDef Name="PlasmaBomb"><defName>PlasmaBomb</defName><label>plasma bomb</label>
These are the 2 errors I think
And add Plasma Pistol (requires portable capacitators), a small but still powerful gun. Works well as a sidearm.
Unstable plasma accelerator: plasma variant of flamethrower with incredible armor penetration
Plasma sphere launcher: equivalent of doomsday round but with flasma flame in explosion radius
haha
(hint only the sniper or slow shooting guns should have high armor pen)
but a armor pen around 40-60% is really an ideal area for high end weapons as an average and snipers/similar weapons near the 80% or more.
https://imgur.com/9OxYN7E.png
A good-quality Assault Rifle's max theoretical dps is 12.185.
A good-quality Plasma Rifle's max theoretical dps is 17.955.
Accuracy on my Shooting 14 colonist is exactly the same between the two guns.
Assault Rifle has a range of 31, but the Plasma Rifle has a range of 29.
TLDR: Plasma Rifle deals 47% more damage, at the cost of 2 tiles of range.
>Aggressive Attaclk
Also, will raiders be carrying these weapons as well?