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I will agree, though. A gatling-style machine gun should have a LOT more spread.
I intend to attempt to rebalance the Minigun, I want it to feel very powerful against large groups.
The current plan is to increase the spread, and slow down the wielder more, so it's not a weapon that you just carry around, it's only used when it's needed. I also need to do a cost rebalance across all of the Avali weapons.
Thankyou for your patience.
The shotgun has the range of a vanilla sniper rifle or so, and absolutely shreads everything. To the point where I had a firing line of 5-6 of them and nothing ever got within melee range, even with 80 man tribal raids. Power armor and shield belts did nothing either - Instead just falling over and dying. Throught the 8 days of total playtime, I think I had 7 prisoners from 60 raids - stupidly ♥♥♥♥♥♥♥ dumb. While the idea of a spread of bullets is nice, it's not nice. Also, most other guns are this way. Hailstorm miniguns threeshot anyone, even with the major accuracy penalty, Firedarts, while multiuse is nice, are way too powerful for a multiuse RL, the AR has more range and accuracy than the sniper rifle, and has the same issues as the above- In general, most guns save for the Pistol, whos damage and firerate are similar to a revolver, and the SMG, being close to a machine pistol, are ballanced.
Blizzard coats are ALSO very stupid. Devilstrand/Hyperweave coats are legitmently bulletproof, and after inspection, have stupid armor values for sharp/blunt protection. They also boost the comf temp UP, rather than lowering it. This is a giant coat we're talking about here. They're also dirt cheap to produce - 75 of any material IIRC. Clothing in general needs to look at vanilla stats. I never needed to make heavy armor, as light armor was also stupidly powerful. For glass cannons, they arn't very glass, they're heavy cannons. The workspeed and other debuffs tried to balance it but it's STILL just overpowered as hell, even if I find them dumber than dumb. I also noted that Avali members who gain royal favor cannot wear any apparel that satisfies their needs. Fancy clothing should count IMO, but i'm unsure if anythings been done to solve this.
As for the workbenches - They're a nice addition, but could use some changes. Not being able to make avali clothing right off the bat and not having the tech as a avali start colony is horrifying. I'd like to make them at tailoring benches - I don't see why they can't be made there, and why humans couldn't tailor it at the start with complex clothing. You did a good at locking cybernetics and bionics behind the normal requirements - Last time I just offput the workspeed debuffs from clothes with bionics and cybernetics.
Onto the next part - Needs tabs. Food needs a slight adjustment. My pawns wake up with minor malnutrition / starvation. It ♥♥♥♥♥ over moods and in the case of some other mods, some other plans. I hate micromanaging them because they're starving. Other than that - It's good here.
As for guns - Pirates and Outlanders frequently roll up with em. It doesn't matter to me because there's 10 of my guys with the OP weapons and only 1-2 of them with them, but for people without, horror stories have been told to me of complete wipes from 1-2 guys with the shotgun, Firelance, and ecetera.
I've tried getting your attention through the HAR Discord channel, and by looking for a github to report issues to, but both times I've failed to get an answer or find one. I understand this is a personal project and "ballance" is biased at times, but it's frustratingly easy. The only real threats I've had in the 8 day colony I had was resource shortages, lack of food from playing on a tundra, Power, etc. I hope you can take some of these into consideration. Feel free to yell at me in either the HAR Discord or the Rimworld Discord - @miniusAreas in HAR and @Kirov in the Rimworld discord, if you'd like help with finetuning values and such.
Kirov D. Vanderbilt.