RimWorld

RimWorld

Combat Skills Matter More
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.
Kasa 29 Mar @ 7:57am 
neat mod!

Not my coup of tea as I find people trying to balance melee with.. you know.. fire arms the thing that changed warfare completely.

But it's good to have for folks who want it.
lostormisplaced 27 Mar @ 8:34am 
This is awesome!
Dombie The Zombie  [author] 26 Mar @ 3:52am 
I've made a simple patch mod to nerf just the Strong Melee Damage gene in order to compensate for this mod.
Dombie The Zombie  [author] 26 Mar @ 3:17am 
As for melee pawns, Neanderthals already do pose a great threat to them as is. I did nerf the Melee Damage gene in one of my other mods to make Neanderthals less likely to shut down those without the gene.

However, with this mod, a high-skill Melee Neanderthal is still very likely to deal serious damage with the reduced Melee Cooldowns. Ideally, your melee pawn is also a high enough level to dodge attacks while supporting Shooters focus-fire on the major threat.
Dombie The Zombie  [author] 26 Mar @ 3:06am 
With the increased fire-rate of high-level Shooters, and the lack of innate melee skill levels for Neanderthals, I would assume that the Neanderthals would be more likely to get slowed down by stagger. Plus, with the lowered cooldown for high-level Shooters, you'd be more likely to kite the Neanderthals whilest taking shots at their slower speed.
Turkwise 25 Mar @ 10:31am 
Sounds like this is just going to make Neanderthal raids ridiculously over tuned