RimWorld

RimWorld

Forsakens
Crisp  [developer] 3 Dec, 2017 @ 7:16pm
Balancing issues
Post your balancing issues here :)
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Showing 1-15 of 15 comments
Crisp  [developer] 3 Dec, 2017 @ 7:16pm 
Things too long, too weak, too strong etc.
Ummm, I know you say youve nerfed it but just to reiterate, the balancing was *REALLY* *REALLY* bad. There was no reason to ever take off the armor or wear somthing else because getting a wound worse than a bruise did not happen, at all. ever. and it protected against heatstroke and possibly hypothermia though I didn't test the latter, what with me living in a jungle.

Oh and a 100 damage sword with no handling malus was... entertaining. I was having flashbacks to the time I downloaded the lightsaber mod and gave it to a living force master which is really saying somthing.

That and the sniper-rifle kicked an unresonable amount of ass at any range, even at point-blank.
Last edited by Unorignallyoriginal; 4 Dec, 2017 @ 1:14am
Lyna 4 Dec, 2017 @ 5:27am 
The weapons are extremely easy to craft and probably need to be on par with the armor due to how strong they are.
My Forsaken guy has a research speed of 1283%. His intellectual level is 14. This can`t be normal.
(*^▽^*) 4 Dec, 2017 @ 11:12pm 
Should be more elegant
And more powerful:steamhappy:
I think the mod is fine, would suggest making a more vanilla version for people who just want the skins though. I like the rp element of being an advanced alien race. Ya you're OP, but so are other forsaken.
Meowtown 5 Dec, 2017 @ 10:58am 
It all looks really good. I prefer having challenges to get such OP gear though. The first forsaken gear i was able to craft were really OP with their speed buff@ 6.66. Maybe make them require alien materials that you only get by trading or cause toxic buildup from wearing the gear as normal human.
d09smeehan <MHN> 5 Dec, 2017 @ 11:45am 
Absolutetly love all the ideas, but I feel this mod needs some serious nerfing. Generally speaking I feel most of the numbers need to go down.

In melee my one Forsaken with armor/shield and his fists is downing entire raids. Not huge ones or heaviliy armoured yet, but I feel that shouldn't be possible.

The armor itself is ridiculously good. The solid protection combined with the ridiculous movespeed means you can basically charge straight into melee no matter what, or kite the AI if you're really worried. Especially if you're using a shield. While the various bonuses to workspeed, aiming and such means I never have to take it off. Ironically I don't want to use it because it just makes the fighting meaningless.

The assault rifle is just brutal, especially at close range. It's essentially a lightweight minigun with better accuracy and no cooldown. Combined with the armor bonuses and it only gets worse. The short range is a blessing when fighting it, but since Forsaken armor is so good it's hard to take advantage of it, since they never have trouble closing in. The low damage barely matters because it practically stunlocks anyone it's aimed at even at range. A rapid fire, low damage weapon is fine, but this gun really needs to be slowed down.

The shotgun is better. Warmup and ooldown is good. A 4 shot burst of 25 damage is still very powerful. Not sure how I feel about it yet, but at least it just feels elite, rather than godlike.

Haven't tried all the melee weapons yet, but again they seem ridiculously powerful. The smaller sword's DPS is something like 25 on a brawler, and watching in battle (with the armor again) it swings about 5 times a second. For context, I've watched it single handedly bring down multiple scythers at once, and Dark Young from Rim of Madness, and the user is barely bleeding at the end.

Finally the research speed bonus seems very high. I think the number said something like a 2000% increase, which is just ridiculous. I might as well just open dev mode and instant-complete them.

Again, love all the stuff. The mod looks absolutely stunning. I love the theme, and I love practically all the new stuff as a concept. Plus Nightlings are just awesone! But it really could do with some scaling back to bring it more in line with vanilla elite gear. I'm fine with gear being powerful, but this is a bit much.
Crisp  [developer] 5 Dec, 2017 @ 5:09pm 
I've been reading all the comments! Will be trying to balanced this asap when I get the time, thanks for being patient!
Lord_Eol 5 Dec, 2017 @ 6:54pm 
Just a comment I noticed in the "Eldar Things" mod they made it so that only the Eldar Things could actually use the weapons (or craft the beds, etc). I think that would work here as well as it incentivizes you to try and capture one plus keeps it from being insane OP should you kill one and their loot drop.
(*^▽^*) 6 Dec, 2017 @ 9:06am 
You can try the RPG system QWQ
And I suggest that the forsaken can't install the bionic limbs
After all, this is too boring for the old race.
And something like a fire or something like that
I'm sorry if there's a problem with the grammar
I don't understand English very much.
Last edited by (*^▽^*); 6 Dec, 2017 @ 9:18am
jacksin125 8 Dec, 2017 @ 12:20pm 
If you do make the forsakens way weaker, please leave the OP version for people to use.Sure, for normal gameplay they might be a bit OP, and there are probably times I'd like to have a less OP version of them, but there are also times (Like my current playthrough), where a super OP ancient race is perfect.
Lyna 9 Dec, 2017 @ 2:37pm 
They should be kept OP as a race. Thats kind of the point imo. If anything the most broken part about the mod was how insanely strong the weapons/armor was and how easy the weapons were to obtain. Since that was balanced to be more inline with thier strength I'm really happy with how the mod is atm.

While probably hard or time consuming my thoughts would be to have the forsaken start out not extremely strong but over time by either getting special items or researching repeatable research would be to "Return them to thier former glory" in a way.

But for right now I really enjoy playing as the Forsaken and i'm glad you brought the weapon costs more in line with the armor.
Azrael 8 Apr, 2018 @ 11:48am 
A Nightling got angry because of a Raider attacking it. The Nightling then 2 shot my colonists(Regular Humans) and ate all of them because He sped across the map like the flash faster then my colonists fingers pulling the trigger. (Slow em a little down please thanks Mod is amazing :) Or just add some kinda mod options that we can tweak so people can change the speed or damage easily for normal players. Thanks Love you ;)

Edit: Using the Race makes me feel badass, Everyone should put a high difficulty on Randy Random to have 20 people attack you and then just Slice through them like butter
Last edited by Azrael; 8 Apr, 2018 @ 11:54am
888main 8 Jun, 2018 @ 7:54am 
^ The nightlings having 30 speed is incredibly fast and the damage is fine as some terrible creature of night but maybe have them super slow and tanky stalking creatures since they have so much hp :D
Or maybe make them way less hp but like 15 speed and the big damage so they're like glass cannons
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