RimWorld

RimWorld

XCOM Weapons
velcroboy333  [developer] 24 May, 2020 @ 9:18am
Balance
I just wanted to have this here for anyone who wanted to talk about balance of this mod. Something too OP? Too weak? Let me know what you think.
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Showing 1-14 of 14 comments
Joshyan 24 May, 2020 @ 8:09pm 
Hmm...I have a few.

- Gatekeeper : They are as tough as Centipede but they aren't as scary as they should be. Maybe it is just me but I think it should fly faster (to reach the wall before other heavy mech but slightly slower than melee mech) :P
- Grenade : I know this is totally my fault but 1 freeze grenade that was thrown at embrasure instantly killed one full health colonist (Frost bite to vital part. Her corpse is 3 square away from grenade, behind embrasure) and downed the rest except one that wear heavy armor. Explosive range is ridiculous.
velcroboy333  [developer] 25 May, 2020 @ 7:03am 
Thanks for that. Yes, the Frost Grenades are supposed to be more like the stun but with some freeze damage added. I will tone down how much damage they do and look at the radius.

Gatekeepers are designed to be on the level as Centipedes, so that's a good report. I can bump their speed up.
ZX Zero 17 Feb, 2021 @ 9:43am 
I notice the arashi have such lower AP than other chosen weapons 18% vs 52% darklance vs 50% darkclaw and disruptor, and i think the research for refined alien weapon and melee weapons are too low for a powerful end game weapons.
velcroboy333  [developer] 17 Feb, 2021 @ 12:52pm 
Good catch on the research. It was a typo for sure. Meant 2000 not 200.

For the Arashi: The AP formula is DMG x 1.5. For shotguns its (DMG*1.5)/2 rounded up.

I believe the 18% was a copy/paste error from the Shard Gun. So, I've adjusted that to be 25%. Still lower than the other two guns but it makes up for it w/ a stopping power of 4.

Thanks for the feedback.
Megla 12 Apr, 2021 @ 11:51am 
I think Disrupter is too OP. It has high accuracy, very high DPS, good range and crazy armor penetration, especially in comparison with other rifles. I have almost 20 weapon mods (rimsenal, itzal, etc) and Disruptor is just best weapon so far (In DPS\range) without any significant drawbacks. The second best is spacer machinegun from Contractors Arsenal with 20% worse stats and much higher crafting price. So i suggest to nerf half armor pen and decrease at least 20% DPS
velcroboy333  [developer] 12 Apr, 2021 @ 2:18pm 
Thanks for the feedback.

The Disruptor is meant to be a "boss level" type gun. It's coded to only show up on the tougher enemy raiders. And this mod adds 2 tiers of enemies beyond vanilla (not new factions, just new levels of tougher enemies to balance the strength of some of these weapons)

Anyway, I did look at it's stats and, yes the crafting was definitely off, I bumped up the requirements and necessary ingredients to craft. I nerfed the accuracy by 4-5%. It's still an effective gun in the short/medium range. DPS is around 30 now for a normal quality gun. and Armor pen I took off 10% to 40. It is classified as an AP gun so I want to keep it in line with other weapons in this mod which can also do up to 52(which, iirc, is the cap)

I compared it to the m340 from Contractor's arsenal and I think you'll find the balance much better.
velcroboy333  [developer] 12 Apr, 2021 @ 2:29pm 
"(which, iirc, is the cap)" I take that back...it does go higher than that.
Hahkethomemah 25 Apr, 2021 @ 6:02am 
Looks like the weakest melee weapons from this mod are better than the best Royalty stuff. Is this intentional?
velcroboy333  [developer] 25 Apr, 2021 @ 9:29am 
There is potentially some room for balance here. I coded these before Royalty came out so there wasn't a reference point there. The weakest weapon is actually the same stats as the Vanilla Longsword. And they sort of scale up from there.

If I have some time this week I'll take a look and see.

I know, in general, I want to redo some damage-types across the whole mod as I've become more able at C# since I first made this. There were certain things I wanted to implement before but was unable to because I didn't know how. Now that I, at least, know the basics and have spent some time rooting around in the game's code, I will probably revisit everything and look for ways they could be improved.
Hahkethomemah 25 Apr, 2021 @ 12:13pm 
Oh, that's true, you also have that X-Sword, I missed it, sorry.

Alrighty then, I'll update You to Royalty. Those are three best melee weapons in 1.2:


Persona Plasmasword 11.11 33%
Persona Zeushammer 13.40 42%
Persona Monosword 16.03 84%

And they are uncraftable, "biocoded" quest rewards.

(First one deals a little bit more dmg via fire dot [it can also cause panic]
Second one does blunt damage and stuns robots
Third is pure numbers.)

Your second to worst sword is
Arc Blade 16.47 48%
which is already skyrocket high.
(Especialy for a weapon gated only behind 300 research and cheap materials.)

Then we have
Fusion Blade 19.79 57%
X-Katana 27.67 50%
which are just unreal.
Last edited by Hahkethomemah; 25 Apr, 2021 @ 12:36pm
Joshyan 16 May, 2021 @ 3:21am 
X-Katana has really high cost-to-performance ratio. Make lower tiers weapon redundant.
velcroboy333  [developer] 19 May, 2021 @ 8:18am 
I'm finishing another project soon and I'll come back to looking at the balance of these...Joshyan, can you clarify what you are saying? The cost:performance ratio is high on the performance side or the cost side?

I would say lower tiers becoming redundant is normal, no? As you develop tech for improved gear, you move your production to the better and stop making the lesser.
Hahkethomemah 19 May, 2021 @ 9:38am 
Progressively abandoning lower tiers is fine. Lack of variety in the highest tier is worse. Especially when originally the game had that variety.
velcroboy333  [developer] 10 Jun, 2021 @ 9:31am 
Hey guys, I dropped an update today that should make things much more balanced on all levels. Most attack speeds have been adjusted slightly and cost to manufacture has gone up significantly.

X-Sword: Same
Arc Blade: DMG reduced along with AP. The ability to stun gives the attacker more chances to land blows.
Fusion Blade: DMG reduced Cooldowns increased. Replaced ingredients, Steel-->Uranium, Industrial Component-->Spacer
Katana: Now uses Plasteel instead of steel. Work amount and Skill Requirement have been increased. DMG has been drastically decreased, however, speed and AP have been increased.
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