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Some weapons have effects like burning, stun and frostbite, which could explain the lower dps without issue, but some T3 that require specific material are just marginally better than the weakest weapons of the same tree, which are weaker than a vanilla plasteel sword. On another note ranged weapons have huge armor penetration and decent dps that are better than vanilla's best weapons.
Unfortunately there are no reason to use the melee weapons over something like monosword or plasmasword, or any other dlc weapon which you can acquire by becoming enemies with the royalty faction.
I disagree that EVERY mod should be balanced around vanlla purley on the fact that the point of some mods are that they are purposely OP or change the mechanics in a drastic way.
For example Rim of Magic does what it says on the tin and adds magic ala summoning, time control, fireballs, necromancy ect.
Obviously this is not possible to balance with vanilla simply because it alters the very nature of they game.
I agree, mods that alter the nature of the game like ARoM (which i use) are impossible to balance against vanilla and thus should be balanced within itself, but mods that aren't parasitic (depend on game mechanics but only function between themselves) should be balanced around vanilla, for example i literally just made a Masterwork Wyvern Blade that has 4.26 dps with 3.2 seconds between attacks and ~23 armor penetration... Why would i EVER want to use that?
But you would at least want the melee weapons on par if not better then the base game materials.
Lemme give you an idea on the numbers, monosword has by far the highest vanilla armor penetration with sniper rifle damage numbers, a normal one is 12 dps with 83% armor penetration, this melts through cataphract and mech armors, the best ap of ranged weapon is charged lance with 45% and optimal dps of 6.8. A monosword is effectively 2x better than the best ranged weapon, and since quality works on %, an excellent one towers over any projectile weapon or structure and basically ignores enemy armor, that is why you can't craft one, only buy or find... This mod's ranged weapons are stronger than monoswords. But you can also cheat and have a monosword as relic for ideology dlc and have a legendary one that can hitkill any human. I sincerely love this part of the game where glitterworld items are so stupidly better than rimworld counterparts.
That being said, i did some alterations on my own, i raised my wyvern blade's dps and armor penetration and now it's definitely worth the huge move speed down which monosword doesn't have. It's still a a little weaker than a masterwork plasmasword (the fire damage monosword), but it's craftable and has higher raw damage, 'cause you know, as a 2 meter-long sword should.
Anyway, do these weapons do something special? Cause the movement speed penalty + only 10% penetration + having lower damage than a knife kind of makes the melee weapons garbage.
Is it just a case of being undertuned? I don't understand why the damage is so ♥♥♥♥ when you need to wait for an event, hunt a big monster, do the required research, and then craft the weapon. Not exactly the easiest thing to do when you could just take a pathetic amount of plasteel and make a knife (That doesn't slow you down).
It's not just the Dual Destroyers, most melee weapons from this mod seem like ♥♥♥♥ stat-wise.
Most of the melee weapons - from what I can tell, at least - are worse than even a regular steel knife of the same quality, barring special stuff. The greatswords have higher armor penetration, at least? There's not much saying WHY I should use any of these over a steel knife or better vanilla weapon outside 'cool monhun weapons' (there's a few exceptions, of course)
The bowguns are good to strong (some stronger than standard guns, the earlier ones weaker - LBGs feel better than HBGs overall, guess it's more Rise than World in that regard), while bows are generally greatbows with a movespeed penalty and high melee attack. Gunlances are shotguns with huge damage but less range than regular and...not very good melee (but can be used with shields I guess?), by the time someone gets in range they can usually just hit the gunlancer before the gunlancer can fire from my experience (because anyone getting that close is a melee enemy) - so they're only useful for like, second rank melee blocking bugs/manhunters or something?
Anything poison is objectively terrible at hunting monsters, due to using Rimworld toxic buildup - seemingly a good idea to start with, nice and simple and what cobras use, but cobras (and poison weapons) have a bad habit of leaving behind automatically rotten corpses due to said buildup (said cobras tend to annihilate jungle small animal populations in their search for food, the weapons leave a large monster corpse you can't 'carve' for materials).
Everything Nergigante is STUPID strong compared to everything else. Which is funny because it's the second most common elder I've encountered after Teo (2 vs Teo's 3),
Randomly a powerful predator monster can appear on your map and cause permanent heat wave or such things, and you will have no way to kill or scare it off without an artifact, and the equipment is too tedious to obtain because of the monster rarity and difficulty to kill them without already better equipment than what you would get.
So think like this... Monster Hunter is a game of grinding tiered fights for better gear and Rimworld is a game of dealing with random ♥♥♥♥♥♥♥♥, and tho the mod is true to source, the current design of the monster spawning and equipment crafting is maybe not suitable for Rimworld.
Also if you tame one or are given a tame version by an event, you will have interesting advantage over raiders if you train it to attack. Even more OP with "Kill For Me" mod.
Still tho, it is a fun mod to play with if you do not mind the unbalanced design.