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I think that all the weapons / armors (composite vest, ect.) should be 100% craftable. I could see in a multiplayer game trying to worry about balance, but rimworld is a single-player, do what you want kind of game. The only person who should decide whats "balanced" (no disrespect to the author as they have done AMAZING work) for their world would be the player playing it. Thats not to say that the author isn't the final verdict, it is of course thier labor of love that makes this possible. I have seen other mods that give the user options in the "mod settings" tab to select what they want and don't want and even change multipul values in a mod. While balancing is important to make the game still challenging for those who want it like that, some players don't want a predetermened balance. If the items were all researchable and craftable then the balance is ultimately left up to the player to decide. If they don't want composite vest for everyone then just don't craft any, same with weapons. I do think that the author should put some weapons that you can't craft simply to add some wonder and excitement to quests and raids, but that those are limited to very exotic weapons or armors, like uniques in fallout or skyrim. I love using this mod as it makes raids more interesting and adds some realism and believabillity to the game, but i hate that i cant craft a GMG or an AMR to deal with mechs, or craft a riot shotgun to put my 15 sla.. prisoners back into their cells. All in all, I think that the balance is up to the players because if they really want a unique they will just use console to spawn one in, but for players who like to play thier own game (it is a sandbox game) and craft these weapons it should be available to them through research and resources.
What I'd be more interested in seeing is some way of selectively making weapons from this mod craftable by custom factions, playable or otherwise. The polymer weapons would be ideal for raiders sent by a remnant of the government that built all those Ancient Highways, for example, and I'm sure someone would love to create some Neo-Soviet Pioneers with AK-style weapons.
I think in the future it would be cool to have era type factions (lever action/revolver faction, blowback faction, polymer and modern, ect) that the player could farm for certian weapons or befriend and trade with or even eliminate all together, but for now I would be extreamly happy with just being able to have the choice to make the weapons and armor in game or not.
And I know of at least one custom faction mod that is designed to work well with Weapon Tech: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1486131836
There are also some of them that I think should be craftable.
The Lever Action should be given the stats of the Large LA and the large LA should be removed IMO, the standard LA is kind of a direct downgrade to bolt actions in most cases while the large LA is more of a sidegrade, focusing on RoF instead of accuracy.
The Anti-Material rifle should be craftable, it's a significant enough difference from the bolt action.