RimWorld

RimWorld

Apex: Rimworld Legends
zanaikin 5 Sep, 2019 @ 8:45am
Suggestions
Hey Oskar:

I figured since you found my comments on the Security pack useful I'll pass along some feedback for this mod as well. This is probably the mod of yours that's made the greatest impact on my games, and I prefer it over Vanilla Weapons Expanded because (1) I consider the tools' work speed bonuses from VWX overpowered and makes early game too fast, (2) this mod came earlier and I grew used to it, and (3) the high-tier guns in this one simply look cooler.

So things I've noted about this mod, including a few changes I really hope you consider:

- The combat handgun and charge pistols are absolutely amazing for the roles they fill. Combat handgun for training, and charge pistol as one of the best sidearms for snipers. The charge minigun easily takes the spot for best crowd-control weapon in-game that's not a single-shot -- absolutely essential for those of us who need to handle massive, late-game raids but dislike killboxes.

- The charge shotgun is very nitch. In terms of pure close-combat output, the automatic/semi-auto shotguns perform better. Charge shotgun is only good against high armor (mechanoids) which... but why would anyone choose to fight a centipede at close (but not melee) range? So it's stuck as a weird spot where lower-tier shotguns are better in most situations, and charge rifle/SMG/mechanoid rifle is better at tackling high armor in low/mid-range scenarios.

- The mechanoid sniper rifle is also niche (high AP), and comparative worse than the charge sniper rifle (and arguable even the marksman rifle) which are lower-tech / less expensive. My main problem is that its projectile speed is too low for a snipe weapon.

- the assault carbine is slightly overpowered: same range as assault rifles, lower damage/penetration but more shots and better accuracy. Since the role of the assault rifle is to chip away at enemy health to begin with, the assault carbine is just all around better while being same tech level / cheaper.

- the charge sniper rifle is extremely overpowered. Higher range than sniper rifle, higher penetration, 3 shots each with the same damage as a single sniper rifle round. A good sniper team can take on ridiculous odds with this gun and come out unscathed. Suggest nerfing per-project damage to something similar to marksman rifle (maybe bit higher but not too much). It already has the benefits of higher range, higher rate-of-fire per reload, and higher AP. Comparing this version with your other weapon mod's charge sniper rifle really highlighted this for me.

Thanks as always for your time and efforts :)
Last edited by zanaikin; 5 Sep, 2019 @ 8:48am