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Since the entire armor could essentially be described as Flak-Clothing I´d suggest that
a) Complex Clothing and Flak-Armor become a prerequisite
b) the research cost is based on the sum of these two technologies (1600).
Edit: Now updated, thanks for the suggestion m8.
My point is, for a mid-to-late game armor, the required material in hyperweave seems a bit much. Maybe up the fabric cost as compensation, make it 100 fabric? Or make it require devilstrand instead? I feel like the latter is best. 50 devilstrand requirement for the jacket would be reasonable.
Also, please fix the helmet issue that I posted in the bugs section. It happens even when I load only this mod.
Reason I had it as hyperweave was because that's what I based the stats on, a hyperweave duster. Didn't even consider how hard it can actually be to obtain it.
And thanks for the info, not had much time to play rimworld recently so I'm kinda completely blind to any of the issues that crop up if it isn't mentioned.
From what I know, dusters have a lowered armor value, if it had a normal armor value a hyperweave duster would have way more armor than it has. An armor made out of hyperweave would have more armor than the power armor I think, an armor would have more armor value than the sum of its parts after all (a normal quality power armor has 106 sharp armor, whereas a plasteel plate armor has 83, even though the plate armor requires way more plasteel) so armor made out of hyperweave would be best for mods that are for late game. My basis for the devilstrand requirement was that a more heat resistant material would make sense, because... Patrolling the Mojave almost makes you wish for a nuclear winter. (You don't have to change the stats though, hyperweave and devilstrand have almost the same heat armor value anyway, but devilstrand is simpler to get.)
Second, I think you're comparing dusters to the body armor, which isn't the proper comparison. The duster corresponds to the jacket. I specifically used a normal quality hyperweave duster for a measurement of what the normal quality Elite riot jacket's stats should be. A normal quality hyperweave duster has 60 sharp, 16.2 blunt, and 86.4 heat. The Elite riot jacket has 60 sharp, 18 blunt, and 80 heat.
And there are multiple things of power armor m8, I used the recon set as a base, which isn't even in the 100s. The helm was based on the recon helmets stats too I believe. Of course, these were for the original non-stuffable version, but I also did my best with the stats of those since I can't exactly input set-values, only a multiplier. I got it to be very, very close though last time I checked. (Btw the stats of the stuffable version got really screwed up, but they're fixed now).
All craftable armors give more armor value as the tech gets better, while requiring less of the "base" material and the difference is usually substituted in components. The clothing gives always less armor value than the materials because, well, it's clothing. An industrial tech armor crafted with hyperweave would have more armor value than a hyperweave duster, that's what I meant. So comparing an armor piece to a hyperweave duster would be weird since the armor given by clothing would be less than the armor crafted of hyperweave.
I meant no disrespect for the decision, it's just that I could only find like 42 hyperweave from a quest and that was enough for only one jacket and I've been waiting for some time, yet no other quests with hyperweave came along :D