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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1807638815
Is this not good enough?
Unless using mods to skip the xp grind this could be considered a late game weapon.
Well done ikahurula, I roll my eyes at most modded weapons since they usually have unreasonable high stats. This Great Mace seems balanced to me, given just how absolutely heavy it is.
I find the thought of someone trying to use a over sized Flanged Mace quite funny.
And, If my English is messed up and I can't argue, forget about me.
Then there shouldn't be much difference except for Fragment Axe.
For example:
skill is ALL 70, and uses heavy weapons weight is about 30 kg. It should be about 20 ~ 30 damage to the human Master Work protective gear.
You might think this is a really stupid comparison, but weight is really an important factor.
It is because the weight has a considerable influence.
That's why some people say the Fragment Axe is the weakest of the heavy weapons.
Great Mace combines the characteristics of heavy weapons: "heavy" and "Hacker" weapon class.
The "heavy" characteristic is a disadvantage, and the merit against it is a characteristic of high basic power, and the Great Mace is weakened by about 15%.
"heavy" The characteristic is strong against armor, but when you actually attack it, it can't be a merit enough to overcome the demerit of weight.
Damage would look something like this:
Against humanoids in armor:
Plank - 47 dmg
Falling Sun - 55 dmg
Frag Axe - 56 dmg
Great Mace - 68 dmg
Against skeletons in armor:
Plank ~ 46 dmg
Falling Sun ~ 55 dmg
Frag Axe ~ 56 dmg
Great Mace ~88 dmg
Against humanoids without armor:
Plank - 194 dmg
Falling Sun - 216 dmg
Frag Axe - 191 dmg
Great Mace - 165 dmg
Against robots/skeletons without armor:
Plank - 194 dmg
Falling Sun - 216 dmg
Frag Axe - 191 dmg
Great Mace - 215 dmg
Damage against animals:
Plank - 194 dmg
Falling Sun - 216 dmg
Frag Axe - 191 dmg
Great Mace - 149 dmg
All hacker class weapons have a default AP, bonus to damage against robots and penatly to damage against animals. These are a "Hacker" weapon class features and the damage of hackers was designed with these fearutes in mind.
Paladin's Cross has +25-30% dmg against robots and -10% dmg against humanoids on top of it's weapon class features.
Great Mace has +30% AP, +40% dmg against robots, +15% dmg against humanoids and -10% dmg against animals on top of it's weapon class features.
Heavy weapons weren't designed with these features in mind. Heavy weapons already deal a lot of damage.
Think of it as a heavy weapon version of Paladin's Cross.
If you actually play a robot with the Paladin's Cross and the Great Mace, you'll see that there's not much difference. Rather, a heavy Great Mace tends to be disadvantaged in terms of strength.
However, I can't change the characteristics of my MOD easily because I'm sorry to those who like and use my MOD. I apologize to you on that point.
In order to enhance the characteristics of each weapon category with different elements, you might enjoy adding more animation MODs.
Blunt damage already deals a lot more damage trough armor, giving heavy weapon 30% AP and +40% dmg against robots takes it trough the roof.
Paladin's Cross is light enough to use Meitou without RobotLimbs, but Great Mace is heavy enough to require RobotLimbs to use Edge.
The advantage of Great Mace is that it's heavy, so it can inhibit the recovery of the robot, range is a little strong.
For Kenshi's weapons, the weight is a real drag. As soon as you get damaged, the swing of the weapon becomes slow and very weak.
Against an enemy that Great Mace is bad for (animals), it deals ~85% damage of it's base game counterpart.
To put this into perspective, let's compare Paladin's Cross and Long Cleaver.
Paladin's Cross is supposed to be a hacker class weapon specialized in fighting against robots.
Long Cleaver is supposed to be a Paladin's Cross "base game" counterpart.
Against an enemy that Paladin's Cross is supposed to be good for (an armored skeleton), it deals ~125% damage of a Long Cleaver.
Against an enemy that Paladin's Cross is supposed to be bad for (humanoids), it deals ~90% damage of a Long Cleaver.
You can make your weapons do as much damage as you like, but don't delude yourself thinking your weapons are "balanced" in line with base game weapons.
Don't think that small changes to bleed damage, range or attack/defence modifiers can compensate for this insane damage.
The Kenshi world isn't just about people wearing the best protective gear. And robots are versatile.
By adding a demerit, we don't make it all advantageous with just one weapon. If the opponent is a specific one, the damage is better than the base game.
Strong weapons tend to be Meitou's absent or difficult to obtain (There are exceptions, but they may be adjusted over time)
Of course, I don't think that coordination is perfect. However, it is impossible to weaken a weapon so as to lose its individuality.
And above all, the specification of the relationship between Blunt damage and the required strength bothers me a lot. ([Strength required for Blunt damage * 40] is not affected by any other changes.)
ikahurula, you do understand that 80% of your weapons outperform or completely blow out of the water any base game counterpart, right?
Just this mace, for example, it has 25 range compared to frag axe's 32, yes, it is just as heavy, yes. But when it comes to an actual damage - it's unreasonable.
[Meitou] grade Great Mace damage is 0.33 cut / 3.30 blunt, Frag Axe damage is 0.66 cut / 3.60 blunt
Stats are 70 dexterity, 70 strength and 60 heavy weapons.
Armor is Chainmail and Samurai Chestpiece, both [Masterwork] grade.
Damage listed is before adding modifier from toughness.
Frag Axe damage is 56 (4 cut + 52 blunt)
Great Mace damage is 125 (10 cut + 115 blunt) (against humanoid, against skeleton it would do 153)
And that's just this one, i've been checking your every weapon mod for the last 2-3 months and comparing them to base game counterparts and they outclass them in 80% cases.
However, I will check the performance balance just in case. Thank you very much!