RimWorld
Combat Extended Fixes
Logan  [producent] 21 lipca 2019 o 10:28
Weapon ranges
Rather than continuing the discussion on bow ranges in the comment section, I'm moving it here.

As far as ballistics go, the Remmington blackhawk has ballistics comprable to the Uzi, in that both are point blank (-0/+4 inches) from 0-120 yards. The 1911 in .45ACP is slightly worse, but not by all that much. In both cases, the sight picture itself is good to about 7 MoA, which means lining up on a man-sized target will result in a hit at 100 yards, every time. (The width of a 'man sized' target at 100 yards is 12ish MoA). Of course, having the skill to hold a pistol steady to actually line up on a target is another matter, but weapon ranges are fixed per weapon, not per shooter.

By comparison, a 35# bow will have a drop of 20 feet at around 70 yards. Whatever is used for the sight, assuming it's not a modern bow sight (which are usually seen on compound bows), the width of the sight will be greater than front sight of a pistol. Hence, it will obscure more of the target. It is a fair point that you can see the arrow in flight, and adjust your aim for subsequent shots, but I'm not convinced that matters much with such a lackluster bow.

All that aside, questions of ballistics ans sight picture are not actually the issue here. None of these affect or are affected by the 'range' in the weaon table. That range only sets the distance at which the AI is willing to shoot. It should be roughly the distance at which the wasted ammunition is 'acceptable'. And here is the problem: acceptable to whom, and for what purpose? If the weapon ballistics support shooting much further than the AI shoot distance, you get the perverse situation of giving the weapon to a worse shooter, so you can order them to shoot at a rock halfway to the target, and hope they'll miss. Meanwhile, with the stock ranges, pawns will shoot 30-40 arrows at each other with shortbows and not hit a bloody thing.

Short term, I do think the greatbow and recurve should probably get a range boost. I'm thinking of putting the greatbow at 20 cells, on par with the large pistols and uzi. The recurve I'll probably put at 28. It's a bit shorter than their initial range, but it seems to be about the edge of their effective range for an average shooter.

Long term, I plan to make weapon ranges scale with shooting skill. Probably from -50% at 0 shooting skill to +50% at 20 shooting skill.
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Scout Gaming 23 stycznia 2021 o 13:52 
Bring back grenade range! Unusable!
Logan  [producent] 26 stycznia 2021 o 15:53 
You are welcome to make whatever changes you like locally. If you are aware of how grenades are *actually* used tactically, this actually has it right. You don't throw a grenade at someone when you're standing in an open field with them. You throw it around a corner, through a door, or at least from cover. Why? Because the average soldier can barely throw them farther than their expected lethal range.
Scout Gaming 26 stycznia 2021 o 16:19 
Początkowo opublikowane przez Logan:
You are welcome to make whatever changes you like locally. If you are aware of how grenades are *actually* used tactically, this actually has it right. You don't throw a grenade at someone when you're standing in an open field with them. You throw it around a corner, through a door, or at least from cover. Why? Because the average soldier can barely throw them farther than their expected lethal range.
They are unusable at this point.
Logan  [producent] 26 stycznia 2021 o 18:46 
I use them regularly, they work quite well for their intended purpose. Use an RPG if you want longer range.

There actually is a minor issue, the minimum range should probably be decreased by a square, but then I fear the AI would use them rather badly.
Ostatnio edytowany przez: Logan; 26 stycznia 2021 o 18:48
Richard Mc Nutbuster 21 października 2021 o 5:41 
dude, if you manage to get ranges to increase based on their skill i'm lovin it, dont forget to take into consideration if a person has eye issues though (so watch out with someone with high skill, but low ass shooting accuracy)
iceball3 25 stycznia 2023 o 11:32 
Two years late but wierd idea: maybe a "range bonus" stat that's a summation of aiming accuracy and weapon handling? Have the value of a 100% healthy pawn at level 0 shooting be +1 per 10 tiles for example, and being at most +4.
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