RimWorld

RimWorld

[O21] Rimhammer 40K (Continued)
PremierVader 30 May, 2021 @ 3:42am
General Balancing Feedback
Hey guys this is for sharing any general balancing feedback if the original creator of the mod is interested in those or if it helps him save some time when balancing and making the newer version of the mod.

The following feedback is from playing as Orks for several IRL days: They seem to be quite OP in the sense that they rarely die, the healing factor is so powerful that it will heal everything and any Ork that drops from the pain is almost guaranteed to survive even without any medical help. Same with the Grots. I have a game where I am getting more and more Orks but none of them ever die even if I intentionally send them to fight naked and with a wooden club to die (worst case was they only got kidnapped but they never died). Maybe dial down the healing factor OR make it so that they feel no pain so they never drop and are more likely to die from severe damage? Or perhaps give them access to an early game item that changes their pain shock threshold or something. At this point it is too easy playing as them, they almost never die. Maybe also take away or severely nerf the healing factor from grots as they are supposed to be much weaker than orks.

Another point is the Ork craftable items: most items of a type (armors and weapons) have identical costs which are also quite cheap. I understand this was a WIP and that really shows here but this is just a reminder for that. Also for the items that have cloth costs (Ork fatigue etc), it seems like it would make more sense if they could also use leathers for their production instead of just cloth since Orks are more likely to kill random things and use their leather as clothing than focusing on just getting cloth material. This is just my opinion though from what I know about Orks.

Ork Big Shoota seems to have massive range and burst fire compared to the cost for making it. With just a few Orks equipped with these I can easily gun down almost all early to late game enemies regardless of the accuracy. Its current range seems to be more than the vanilla Bolt Action Rifle and that seems to be a good place to start balancing it by nerfing its range. The regular Ork Shoota seems to be similarly quite powerful although it does not have as much range.

I havent had enough time to thoroughly test this but it seems the Ceramite spawns from the mod spawn quite a lot all over the map and may have replaced the generation of plasteel, uranium and even mine-able components from spawning! I tried generating new maps a few times and had it happen every time although it could just be bad luck. Steel still spawns as normal.

Well, thats it for now I will add anything else here if I remember or come across anything else that the original creator may be interested in for balancing feedback. I welcome others to share their insights here as well since I know sometimes it helps modders to balance their mods if some more people are testing it and sharing feedback on it (in a reasonable manner). My apologies if my english here is bad since it is not my first language and some of this is translated. Also, this is not a criticism of the mod or the modder its just based on my opinion! Just some feedback since I know it helps some modders for balancing things. Anyways enjoy the mod its really great and let me know what you guys think!