RimWorld

RimWorld

Oddities: Weapons Module
 This topic has been pinned, so it's probably important
Irecreeper  [developer] 14 Nov, 2021 @ 7:55pm
Balance Feedback
Hello! I'm interested on what people think about the balance of each weapon. Ideally, I'd like none of the weapons to be a "disappointing" pickup: getting an Oddity should be a moment to celebrate over, instead of a gacha-type disappointment!

If there are any weapons you feel are undertuned, please leave a message here! Your feedback is essential for balance, and I'd greatly appreciate it!
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Showing 1-4 of 4 comments
The Guy 14 Dec, 2021 @ 12:15pm 
So I have some experience with the weapons. In one run, I got a few from doing ancient dangers. This run, I crafted a few legendaries.

Here are my thoughts.

In term of a baseline weapon, momentum is difficult to use. It's a worse sniper rifle early on, though if it can ramp up, it's really good even as a baseline.But ramping up is hard because... well, 4.5 second aiming time usually means the target is dead before you fire.

That said, it is the best combat weapon when you build around it. As in, trigger happy/shooting specialist/shooting specialist aura.

I have not tried out probsicis, but it seems like it is a better assault rifle, which makes it really good. But I'd still prefer momentum with the rare fragments. However, I would definitely think of making it my base weapon if I can have a lot of it. The movement speed bonus compared to momentum is pretty good. The healing effect is... questionable. Usually, you don't want to get hit much.

Stasis is a bad weapon. It greatly improves your defenses, at the cost of having to use a shotgun. Which basically means you aren't in range to do damage usually. The damage reflection is a non-factor. You don't want to make being hit a strategy. And usually, you don't get hit enough (and even if it does, it usually is blocked by your outer armor, which doesn't reflect) for it to matter at all.

Roulette is a cool weapon. I have not used it. It has 22 range. The special effects are cool, but none of them are as good as simply killing the enemy, which an assault rifle can do at 30 range well.

Leyline is pretty cool. I just got a legendary one. Will try it out. I think being able to mass berserk pulse is pretty good. But it's damage is pretty bad. In general, I'm not sure how good it is. You need to have some super effective psycast for it to be good, which usually doesn't happen until you have quite a few psycasters. At that time, neural heat isn't too much of an issue, since you have multiple casters.

In terms of melee weapons... they are slightly weak for super rare melee weapons in terms of straight up combat. They aren't really a downgrade from a uranium mace. That said...

Skyslasher is great for +2 movement speed. Great to give to a hauler. It's also quite good in combat, highly mobile, high dodge chance. Quite good.

I also like Cantabile, because it gives 25% workspeed. That is quite amazing. That said, as a pure combat weapon, it's slightly weak. I'd only have one of these in combat for the buff. The buff feels a bit weak, but it is not that bad actually. -10% movement for enemies, and +10% for allies, and some other levels. Over all, it's quite good in terms of a stat buff, but it feels kind of bad because those buffs are hard to see.

I have not used devil's bargain. I imagine it is quite good to give to a luciferium addict. Though unless you micro it a lot, it won't save too much luciferium. It does quite a bit of damage and has damage reduction, which makes it quite good. Over all, I'd prefer skyslaher or cantabile for work.

Kronos... haven't used it. It's workspeed bonus is not as good as cantabile. It's damage is about the same as a uranium mace? It's special effect can be good, but I get the feeling that it's going to screw me over by accident if I forget about it, so I don't really want it. I usually have my melee units close to my range units to protect them, so it's basically going to take all my units out and not affect most of the enemy.

Finally, Wolbach. I haven't tried it. It's bad. Low base damage. And I want my psycasters to cast spells, instead of doing overkill damage on one enemy. A uranium mace can basically do enough damage to one shot any part of a human. So all wolbach can do is maybe one shot a centipede? And then be useless.
The Guy 14 Dec, 2021 @ 12:17pm 
Overall, I like it.
Tigre^3 20 Jan, 2022 @ 8:36pm 
So I can only speak on Wolbach as it's the only weapon I used extensively, and it feels real meh. Even on meme tier stacked all the sensitivity ever 500 heat pawns it sometimes just whacks a mechanoid and they still live but now they have minor cracks spammed on a lot of it's parts and I'm not sure if that's worth all that heat. It's the one melee weapon I dread having to use in melee which is a shame because I absolutely love the design but I find myself playing a psycaster that just tries to kite with a melee weapon and found it more appealing to carry a whole other weapon, drop Wolbach and that weapon and micro hotswap to it instead of using the weapon if I planned on casting at all that skirmish.

I'll try to test out all the other weapons if RNG permits.
Irecreeper  [developer] 20 Jan, 2022 @ 9:39pm 
Hmm, I guess I'll see about giving a more radical rework to the Wolbach, then. Maybe I could either make the damage it applies less spread out so as to improve performance against targets like heavier mechanoids, make it disperse psychic heat instead of generating it, or something more radical? Who knows. I'll definitely play with it.
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