RimWorld

RimWorld

Vanilla Weapons Expanded
Werda Kad 10 Feb, 2020 @ 1:28pm
Flashbangs are too powerful
I really like most of the weapons in this mod, but I just now lost almost an entire colony to what should have been a run of the mill raid, only because one enemy was equipped with flashbang grenades.

A single grenade stunned every single one of my fighters, and the enemy just kept throwing grenades, effectively stun-locking all but one shooter (who finally moved far enough away to escape the flashes).

Grenades already exist in the game to punish you for grouping your colonists too close together, I get that, but flashbangs are guaranteed death for doing so. At the very least, please, make it so flashbangs only have a chance of stunning a pawn, rather than a guaranteed chance if they're in the blast zone.

Unfortunately I'm going to have to stop using this mod until that changes.
Last edited by Werda Kad; 10 Feb, 2020 @ 1:41pm
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Showing 1-14 of 14 comments
Space 15 Mar, 2020 @ 4:48pm 
I agree with you 100% - Oddly, I can't find the crafting recipe for Flashbangs at all, it's the only one that seems to be missing.
Wish Granter 22 Jun, 2020 @ 6:49pm 
it has to be researched for 3000 Research points, its somewhere after explosive research, quite at the end. Yes they pwoerful, but what you expect? If you are hit with a flahsbang you wont do anything neither. If he would keep trhwoing at you, you probaly end up blind and loss your hearing ability but still would not be able to fight. As soon as you get em, equip them and throw them at entrances...thats how they were designed to work, in rimworld and rl
Wish Granter 22 Jun, 2020 @ 6:52pm 
There is no "chance" to be stunned. Flashbangs are designed to stun the target, not even closing your eyes prevent a extreme pain and loss of any orientation. Maiby when having heavy marine armor or katap. armor you could say they have safety mechanics against such things, but just looking the other way wont save anybody
Werda Kad 22 Jun, 2020 @ 9:17pm 
I agree about how they work in real life, but video games don't need to perfectly mimic real life, and Rimworld certainly doesn't even attempt to.

I don't know if how difficult they are to research factors into how often raiders have them, but it doesn't seem like it does. I've fought plenty of raiders who had equal amounts of flashbangs to other explosives, if not more.

I don't think flashbangs should be this powerful. If a frag hits every single one of your colonists, yeah, a few of them might die, most of them are going to take serious damage, but you can keep fighting.

If a flashbang hits your colonists, it's actually game over. Your colonists can't shoot back, they can't move to get away from the next flashbang, they're frozen, and they're going to die, and that's what happened to me.

Even if we are perfectly mimicking real life, a person would still be able to stumble away. Blindly, yes, and they'll probably run into everything and fall over, but they can still move. They can even keep aiming in the same direction they were and keep unloading ammo.

Maybe my evidence is too anecdotal to be acted upon, I could be the only one or one of only a few players who actually experienced this. I'm just saying I think it should be looked at closely and tested more thoroughly, but I am choosing to unsub to this mod due to my experiences with it.
Wish Granter 22 Jun, 2020 @ 10:01pm 
Weirdly enough I think I only had about 6 raiders now that actually had flashbangs, I often get rockets too but not at all flashbangs, maiby I am not noticing them because everything turns to dust moving into my killbox sourrounded with deep water so they stop destroying absolutly everything without even a sense behind it, and I also use the first nade I get directly and spam it into the enemy. Later raids or when I again get spammed to death with mech clusters and ship part the stun nades are the only thing that makes fighting the now (thanks to tynan fun destroyer) absolutly worthless centipes (which drop less steel then a sword) even possible
Tactical Cake 3 Jul, 2020 @ 9:37am 
I can see I am a few days late to the party, but there are some pretty big misconceptions here that can be detrimental to gameplay and is more related to gaming tropes than realism.

IRL a flashbang is designed to be a non-lethal tool used in room clearing, and as such it will not have the desired effect when applied outdoors (especially during daytime). When a flashbang is detonated indoors the shockwave will reverb from the walls (effectively amplifying the shock effect many times over), and the light will reflect of all surfaces making it hard to avoid being blinded.

Flashbangs detonated outdoors or in too large rooms will quickly dissipate their energy and since none, or an inconsequential amount, of that is reflected back it will not be very effective at stunning a target.

Speaking from experience, getting hit by a flashbang outdoors in daylight at about 2-3 meters is more like standing too close to a really heavy hitting drummist at a concert and watching a really powerful camera flash, but it's not gonna stun you for more than a split-second.

The misconception of you being completely blinded and unable to do anything from an outdoors flashbang is something that is repeated in a lot of games, but really it is more of a gaming trope and is only loosely based in reality.

Here is a couple of links showing how people react to flashbangs in sunlight.
Flash bang testing
Flash bang testing 2
Note that these are bystanders and even some children, and there is no children crying, nobody shouts "I CAN'T SEE!" and people are generally aware directly after watching it.

How the developers of this mod choose to implement the flashbangs is ofc up to them, but I agree with Werda Kad that their current form does not fit well into the gameplay and is too overpowered. Just look to EMP grenades which are meant to do the exact same to mechanoids, after just a few hits the mechanoids develop immunity as a mean of balancing the game. Maybe immunity to flashbangs is the wrong way to go about this, but realism is no good reason to keep them as overpowered as they currently are, especially when game-ending scenarios can occur from a single flashbang wielding enemy.
Wish Granter 4 Jul, 2020 @ 6:16am 
Nice comment, never thought of that. I am not and I was never fanatic about weapons or theire fact, not saying you are. For me a weapon shoots, a weapon kills. Of course I know and wont accept a 9mm pistol just cutting trough a half meter thick plasteel armor with ease, but with the flashbangs its ok for me, I mostly use it against prisoners or during OP as hell mech spam raids. I can see that they are OP even being able to stund mechanoids, but in my experience, its still more then fair compairing to what the game throws at you. With the spam of mech clusters or mechs expecially late game emp doesnt do ♥♥♥♥. It stuns them once, if you lucky 2 times after which you can hopy that maiby the 50th. hit stuns again, at which point all of the throwers are already dead.
Mechs have unlmited energy, are immun against sun flares, have hyperadvanced technology and theire turrets hit 9/10 bullets far range with a accuracity of 8%, armor that standard weapons cant even scratch and so on, so on.
And you as humanity 3500 YEARS after our time are not even able to build a turret that is preceisive enough to hit 1 bullet of 20 closer range, those dumshits not een know how to throw a corpse in a giant smelter, but everybody else has hyperadvanced ♥♥♥♥ and bread in cans.

I got on day 45, after a traider with some gold, around 300 smt died on my map a mach attack in the middle of my base with !!20!! centipe while having 4 dudes with pistols and rifles....and with the game being that OP what it throws at you, all turrets being nerfed to ♥♥♥♥ and even traps not even able to kill a naked guy anymore, I think you also need some sort of OP self defense wepaons. Think of those nades as "Spacer-Tech" year 5500 stun grenade with smt that even works outdoors.
Why is everybody else able to have unlmited energy but we are to dumb to build a coffee machine...

I always say (expect glitter tech, men thats op), a OP weapon is only OP if you exessivly use it with no limits, but if the enemy also got it, im ok with it. Rather a stun nade then 40 raiders with 30 doomsday launcher on day 32.

PS: I only survived all those game ending scenarios like 3 mech clusters spams into my base in a 5 day span (no quests active) and around 45 centipes, 18 scythers, 5 lancers and 7 pikeniers with those nades, those events were OP as all fugde and I didnt even had to much worth. Guess its just tynan the fun destroyer patching the game to be less fun every update. No more menhunting meat, no mech drops (material) and sun flares up your ass.

And whats best? Mechs dont even drop anything anymore to pay you at least some ♥♥♥♥ back after wasting all mortar shells and them just single guy wiping 12 turrets out because nothing OF YOU hits. A giant centipide large as a whole room does drop less steel then a sword..(slow sarcastic clap) thanks tynan
Last edited by Wish Granter; 4 Jul, 2020 @ 6:21am
Tactical Cake 4 Jul, 2020 @ 7:11am 
I think I can see where you are coming from. The late game can get really stupidly hard, especially with the mechanoids being as overpowered as they are. However I don't think super flashbangs is the way to go, especially since it introduces an early game problem where the enemy can permanently stun-lock large portions of your defenders, if not all of them.

Balancing gameplay is really hard, but introducing even more OP weapons to combat already OP enemies is not a good solution to the problem. There is a reason the emp only works a few times on mechanoids in the base game, it is supposed to be a tool that gives you an opportunity to close the distance and deal a killing blow, or escape back to safety. It's hard, maybe even unfair, but there are ways to even the playingfield without removing the challenge with permanent stun-locks.

Personally I tend to use heavy weaponry from CE to combat the mechanoids, or just mortar them into submission. But ofc every modset will yield a different set of tools to handle any scenario. I just don't feel like permanently stun-locking mechanoids is a fun and engaging way of dealing with them, and so the drawbacks of super flashbangs far outweigh the benefits for me personally.
Wish Granter 4 Jul, 2020 @ 8:45am 
yeah I am not using CE, its to easy for me. Its realistic, you can just with one guy spray down 20 naked tribals..like you know...it actually work, not the stupid aiming system in Vanilla where even lvl 20 shooters with assault rifles miss around 17/20 shots mid range at 88% acc.

Sadly I got no spotters or AP ammonition. So I only have this stun lock left, I thought. Actually I just installed some turret mods and they seems really balanced yet powerful, like auto mortars yourself (Like said, its the year 5500 and already 2000 we had auto locking laser targeting weapons, so why not 3500 years later tynan? And they pretty good bug very expensive, expecially power. So yeah, up now, I only use this stun lock against prisoners because they tend to melee kill my lvl 20 fighter in heavy marine armor packed to the face with over-expensive hyperadvanced bionic parts.

Example, prisoner, melee lvl 2, weapons: Wood, skills: none relevant to fighting.
Guard, melee lvl 20, weapons: Stun weapons and giant thor hammer, skill: Brawler, and the one that give you boni on avoiding hits in melee.
He took out one arm and bruised the chest while the prisoner just beat him to death while the guard constantly missed. To note, that guy was 70 (the prisoner, had a bad back, cancer and 2 pig legs...and he wins......

Tynan, f************** you and your stupid RNG.

But back on the point, they are OP, yes, but weirdly, I only had (in a full 4 year playtrough) only 3 enemys with stun nades, one at beginning, 1 sometime, 1 on a outpost attack.
Hmmm, yes, probaly the mod makers shoud act since tynan is to proud and self loving to every make the mech weaker..no wait..actually BALANCE THEM.
Robob 28 Oct, 2020 @ 2:36am 
I support this,the ability to stunlock/be stunlocked in a huge radius,by one raider is too much
Either make it so flashbangs apply short consciousness/vision debuffs or reduce the radius drastically,probably to a 3x3 area or smaller

Even a scyther or a molotov throwing guy,hell,probably even a centipede aren't as scary as one naked dude with flashbangs
Spades 25 Nov, 2020 @ 1:34pm 
Bump
Scout Gaming 11 Feb, 2021 @ 6:10pm 
Solution - use Combat Extended.
Sherryge 23 Oct, 2021 @ 4:52am 
Originally posted by Scout Gaming:
Solution - use Combat Extended.
it's incompatible with alot of mods so if you're a mod maniac like me you cant use it without sacrifice
Wish Granter 23 Oct, 2021 @ 4:55am 
Originally posted by Professional dumbass:
Originally posted by Scout Gaming:
Solution - use Combat Extended.
it's incompatible with alot of mods so if you're a mod maniac like me you cant use it without sacrifice

if you are a maniac like me that likes more then 30fps lategame, you cant use it.
Last edited by Wish Granter; 23 Oct, 2021 @ 4:55am
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