RimWorld

RimWorld

Rimsec Security
 This topic has been pinned, so it's probably important
Shakesthespeare  [developer] 18 Dec, 2020 @ 12:31am
Balancing feedback
Give us feedback here in regards to balancing and suggestions
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Showing 1-11 of 11 comments
Naxdar 20 Dec, 2020 @ 10:25pm 
Based on the values I see with the "Ranged DPS" mod and my experience with one of them, weapons are very cheap for the power they have. For example, the DLG is as powerful as two assault rifles combined (13-14 DPS, similar range, more armor pen), yet costs less. I was able to buy one early game and it feels cheaty to earn that much power for only ~500 silver.
The EHG costs more than the DLG but is less powerful (less DPS, less penetration, a bit more range though).

The heavy laser turret looks extremely powerful (completely outclasses anything vanilla, up to 22 at 12 range), and doesn't seem that costly.

That's assuming you want your mod balanced compared to vanilla.
El Psy Kongroo 21 Dec, 2020 @ 11:05pm 
Enemies could have SRS tech too
Shakesthespeare  [developer] 21 Dec, 2020 @ 11:08pm 
Originally posted by Discapacitado666:
Enemies could have SRS tech too

We're planning to do that in the future
5katz 27 Dec, 2020 @ 12:21pm 
for being charge weapons and doing the damage they do, the weapons should be a lot more expensive, maybe make their selling price low as not to induce cheesing but i'd definetly make them cost more in order to not have them be a relatively cheap way to kit out any colony with full charge weaponry
Lex 28 Dec, 2020 @ 4:42am 
I think the current way that you have to either build enough stations or manually undertake cycling the bots through them to ensure they get charged is good for balancing (since the bots are quite powerful) but having made the foolish mistake of building a few too many and not having enough SRS components left over- I think the mod could do with either a lower power/lower cost charging option (maybe a station with no repair bonus) or if you feel that'd be a bit too OP, a euthanize option to scrap the ones we don't want anymore. I would sell them but I can't seem to figure out how to convert them to prisoners (no bed options work.)
Chaos Legion 4 Jan, 2021 @ 12:06pm 
Weapon cost x3 definitely. Also 80% of my trade ships are rimsec now. Could be a problem with adjustable trade ships mod or anything else
NoNameWorks 16 Jan, 2021 @ 12:12pm 
I feel that the robots should be able to do things like hunting, hauling, and cleaning. It's kinda weird to spend 1200 gold getting a character who is only useful once every hour or so during raids.
Pype 13 Feb, 2021 @ 10:07am 
hi, after the person making this mod told me to come here to talk about balance, i have a comment about the big turrets, which even when costing about 3 or 4 times the normal cost of turrets, still are too strong in my opinion, atleast for how you can build them from the very start without any regulations like tech or higher cost, which means that if you build a couple at the very start you are pretty much set to one shot or break arms and legs instantly making raids much easier, unless you use a mod like glitter tech which also has some balancing issues, but even then, the strongest warriors with full body armor, the best weapon in all my like 150 mods installed and byonic modifications, still got totally obliterated by two of those turrets, which shot him to the legs and basically made him totally incompetent in shooting or moving. The other guy just panicked and runned away to get one shot by a shot in the head, even with blunt and sharp armor of about 140% or so. I love this mod but I think ill wait for it to be fixed or atleast balanced enough to dont feel to broken.
Archon 24 Mar, 2021 @ 9:38am 
The guns are certainly still too cheap for their power; and the highest turret is maybe a slight bit too strong for its fire rate (I like its tendency for armor piercing); but otherwise the balance is tolerable.
ElCordez 4 Apr, 2021 @ 1:02pm 
is it just me or are sentinels kinda immortal? may its in combination with other mods but dont know wich one.
i used my best fighter but not even a scratch. i let one sentinel shoot another one and they would do it until now.
And i forgot 134134 Insects lost against my sentinel ^^
Last edited by ElCordez; 4 Apr, 2021 @ 1:05pm
LeSneak 3 Jun, 2021 @ 3:04pm 
Originally posted by ElCordez:
is it just me or are sentinels kinda immortal? may its in combination with other mods but dont know wich one.
i used my best fighter but not even a scratch. i let one sentinel shoot another one and they would do it until now.
And i forgot 134134 Insects lost against my sentinel ^^
Sentinels I have only used the security model that might be the cause have like a 90% chance to just not take damage from what I have seen, I think its due to the fact that they can not have ridiculous health bars under rimworld so the dev compensated with a massive armour buff.
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