RimWorld

RimWorld

Project Armory 1.4.0.1 [1.4]
 This topic has been pinned, so it's probably important
Plymouth  [developer] 26 Oct, 2018 @ 1:13pm
Anti-Materiel Rifles
I would like to survey if you people find the price in waiting and accuracy satisfactory for having extreme range from which you can snipe lancers/ships in general with little to no consequences.

It's open for discussion because I want to know how you feel about Anti-materiel rifles and if you find them useful or prefer to avoid them alltogether. If so, what would you like to have changed?
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Showing 1-3 of 3 comments
Maxene 28 Oct, 2018 @ 12:03am 
Is this because of me?

Because if so, I like the idea- I have mods where there are enemies that do a lot of AOE damage from a range outside of my main damage dealers.

The ability to kill those guys with a few shots would be nice.


If the Anti-material rifle is semi-auto, like the Gepard or Barrett M82, is there a way to make it so that the pawn can shoot the follow up shots faster than the first at the cost of accuracy, so as to compensate for the semi-auto?
Last edited by Maxene; 28 Oct, 2018 @ 12:03am
Plymouth  [developer] 28 Oct, 2018 @ 2:58pm 
@MedicMain
I don't remember right now, but I think I halved the warmup for every semi-auto AMR, while upping the work-to-make, upping it's price, effectively. It still takes plenty of time to fire, but eh.
Last edited by Plymouth; 28 Oct, 2018 @ 2:58pm
Sollis Gratis 5 Nov, 2018 @ 12:28pm 
The anti-material rifles are excellent with simple side-arms. I don't think I would use them if I didn't have the side-arms mod, they are not versatile enough for that. I think the punch and range is good, they seem well balanced imho.
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Showing 1-3 of 3 comments
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