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Whilst I don't normally play with CE as my mod list normally has a higher total than my bank account but for the most part, vanilla combat is a bit ♥♥♥♥ when it comes to later game stuff. Past a certain point you still have cata super soldiers going down due to bruises from a potato gun due to the way the vanilla system works.
I based my armour values off what is realistic lore wise in that with the armour pen calculation in vanilla (Dmg+Armour Pen+R100), nothing but a sniper rifle should be penetrating it. Weapon values were then balances off that with tons of armour pen.
I implemented the gene-seed as a torso implant for the sake of simplicity and not having to have 5-21 different items or a complicated systems like other Gene-Seed mods that actually grow new organs. Unfortunately a lot of the stats you suggested can't actually be added by just xml files which is all I can currently do code wise so just isn't possible at the moment.
If somebody wanted to add all the bionics to a space marine, power to them, it's RimWorld, if everything is OP nothing is OP. An armour unlocker and Yayo's Combat would probably be the best solution for realising the fact that a terminator should never be bruised by a sniper rifle never mind a revolver.
That all said, I currently have someone looking into patching it all for CE so the balancing will all be completely redone around that anyway.
Max HP on the Gene-Seed doesn't seem to work as pawns with the GS can still die from taking a total of 150 damage. Some stats will show up in-game on Health hediffs(I.E. Immune to Anesthesia) but won't actually apply.
Armor should not cover the hands or feet because bionic limbs do not have any for balance reasons, such as not having to constantly build replacement hands/feet/digits.
A natural arm has 120-hp due to a 30-hp shoulder and arm, 20-hp hand and five 8-hp fingers. There is also a 25-hp humerus and 20-hp radius that don't count towards total hp.
A natural leg has 95-hp due to a 30-hp leg, 25-hp foot and five 8-hp toes. There is also a femur and tibia both with 25-hp that don't count towards total hp.
Bionic limbs have 30-hp due to just a 30-hp shoulder or leg.
Bionic limbs can only be destroyed with 30 total damage.
Natural fingers and toes can be destroyed by most attacks in RW, resulting in permanent performance reductions.
Natural hands and radii can be destroyed by most weapons with two shots or less, which renders the entire limb useless.
Natural feet, femurs, tibiae, and humeri can be destroyed by a single Sniper Rifle or Pilum hit in order to render the entire limb useless.
Natural limbs can bleed, which can reduce pawn consciousness and therefore performance or even cause them to faint or die.
Natural limbs can feel pain, which can reduce pawn consciousness and mood resulting in mental breaks.
Natural limbs can scar, permanently reducing their hp and efficiency and potentially causing pain.
If a natural arm gets shot once by an Assault Rifle the pawn drops to 78% manipulation, 62% if the shot also hits the humerus or 59% if it hits the radius; meanwhile, Bionic Arms still have 100% manipulation after an AR shot and 74% after two.
Armor covers the arms despite Bionic Arms only being shoulders because arms are still 9.6x more likely to be shot than hands and 17x more likely to be shot than fingers.
Flak Armor provides good organ protection, weak limb protection and no hand/foot protection so early to mid-game losses are more likely to be fingers/toes and hands/feet, which are more cheaply and easily replaced with prosthetics than full limbs are. Once you can start making bionic organs and have begun replacing limbs with bionics you may want to sacrifice torso protection for limb protection by switching from full Flak to Recon or from FVest and Duster to Marine until you eventually get Cataphract.