RimWorld

RimWorld

RT's Weapon Pack Reloaded (1.0)
ColOddball27  [developer] 4 Nov, 2018 @ 3:12pm
Balance Plans and Discussions
*Note: This is a copy of the B19 Discussion

Current balance plans are going to be adjusting stats to be roughly equal to their vanilla counter parts.

Most weapons classes will have roughly the same ranges between the weapons in the class with damages based of the vanilla damage values and the round being fired, with certain weapons also getting higher AP values than the base calculation as the ammunition those weapons fire is designed specifically do defeat body armor.

Pistols have been mostly unchanged with the only thing changing really being the damage values

Submachine guns have had their burst counts toned downed and also fire a bit slower now, damage values will be the same as Pistols since SMGs fire pistol cartriges

Shotguns have had their damage values equalized with their vanilla counter parts with range values varing with size of barrel and burst counts depending on the action

Rifles have been kind of split into 3 sub groups, Battle Rifles (EX: M14), Standard Rifles(EX: AK-47) and Bullpups (EX: FN F2000), battle rifles are single shot with longer ranges and generally higher damage values, the Standard Rifles have been kind of left the same but damage values have been adjusted to fit the caliber they fire, finally Bullpups have a slightly shorter range but have the same general characteristics of the Standard Rifles

Sniper Rifles probably have some of the biggest changes on them as the Vanilla Sniper rifles damage value changed from 25 from 40 so for the majority of the Sniper rifles they will have equal damage to the vanilla rifle with really only the range, warm up and cool down times being other factor. While the Barrett and the AMW still retain relitively high damage but have vary long firing cycles and in the next few days likley be getting made more expensive and moved to the Fabrication Bench.

Heavy Weapons the machine guns have had there ranges adjusted to match the LMG they do a bit more damage but with fire times in between that of the LMG and the Minigun. Launchers have had their ranges adjusted to be easier to counter.

Things in the other category ive left mostly untouched with exception to the Compound Bow and Crossbow
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Showing 1-5 of 5 comments
nextdayair 4 Nov, 2018 @ 4:45pm 
@ColOddball27 Understood. From first glance, I immediately recognized that you had already done a pass over the damage and range values for the RT weapons. They are all on par with the vanilla weapons. Not much concern there.

What caught my attention was some inconsistency in accuracy values between weapons within their respective weapon class with varying burst shot counts taken into account. I mainly noticed this with the RT assault rifles. Some assault rifles which should arguably have higher accuracy at medium/long distance simply don't, compared to other assault rifles that are shorter in barrel length/smaller in caliber.

I minaly noticed this when I look at the LVOAC, it's noticeably weak compared to the assault rifles which have burst shot counts, such as the Honey Badger.

1. I noticed you (or RT himself) commented out <burstShotCount> on the LVOAC. Is this intended? I understand that most LVOAC's out there are civilian semi-automatic versions, but it really weakens the weapon in this game. When you take into account the LVOAC's <burstShotCount> and <warmupTime>, we have an issue. If the LVOAC lands a successful shot, it only deals 12 * 1 = 12 damage. When the Honey Badger fires a volley, it can potentially land 13 * 3 = 39 damage, and fire another volley again even faster than the LVOAC.

2. This issue is compounded even more since the Honey Badger is even more accurate than the LVOAC at intermediate ranges. The LVOAC is a tactical/match rifle. It's designed to excel in rapid, accurate shooting at short-medium ranges. It should be just as accurate as the Honey Badger at these intermediate ranges, not less accurate.

3. If the Honey Badger in this mod is using subsonic loads, it should probably have a much shorter range than <range>40</range>. Its speed should be lower than <speed>80</speed> too.
Last edited by nextdayair; 4 Nov, 2018 @ 4:49pm
nextdayair 4 Nov, 2018 @ 5:03pm 
I'm not sure if this is a good idea, but would it make sense to set all RT weapon stats to the exact same as their vanilla counterpart, then do a full balancing pass over all RT weapons and adjust off the baseline vanilla stats?

For example, for the L85A2. Set all of its stats equal to the 1.0 vanilla assault rifle. Then adjust off of those vanilla stats in the direction where you think the L85A2 should be.

I don't really know. It sounds like a pretty radical solution.
Last edited by nextdayair; 4 Nov, 2018 @ 5:04pm
ColOddball27  [developer] 4 Nov, 2018 @ 6:22pm 
I havent touched any of the Accuracy Stats alot of them are likely to be rather wonky as of right now, Im more concurened with right now getting alot of the weapons to a base line roughly on par with the vanilla weapons primarily in Range, Damage and Burst Counts since at the time these weapons were still balance for A17 and B18. With the Warm Ups and Cool downs another thing I really havent touched yet.

As for Rifles my thought process from them currently is splitting them up into Subclasses

Rifles/Battle rifles: Garand, FN FAL, HK G3, M14 and the LVOA-C. These are likely going to have a decent ranges with accuracy leaning more towards longer ranges and high damage values since the majority are firing 7.62 or 30-06. Im including the LVOA-C in here since in alot of the times ive seen this rifle its semi automatic in a Sport Shooting role. All of these weapons will be firing 1 shot per burst when previously most of them were firing burst so thats why the Burst counts are commented out

Assualt Rifles: M4, AK Varients, HK XM8/G36C, FN SCAR-L, AAC Honey Badger. With the Exception of the Honey Badger and the AK47 weapons here will likely mimic the vanilla AR roughly with accuracy being decent at short and mid ranges with damage values also being roughly the same. AK47 will have a higher damage value and the Honey Badger will likley have its stats change to show its using a Subsonic Ammunition.

Bullpup Rifles: F2000, STG.77 Tavor, QBZ-95, L85A2, FAMAS. These weapons will have a shorter range then their other counterparts but will be accuate at close range and then on par or better at short and medium range. Then have damage values similar to the vanilla AR
nextdayair 4 Nov, 2018 @ 6:51pm 
I think that approach is great. Can I help contribute anything to the development of this "subclassification" balance pass?
nextdayair 17 Nov, 2018 @ 12:20am 
Is it just me or is the ACC Honey Badger still overpowered compared to most of the other assault rifles?
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