RimWorld

RimWorld

HALO - UNSC Faction
Killian 27 Aug, 2022 @ 12:45pm
Some feedback
This was too long for comments, oops.

Really great work so far, although I have a few minor comments/thoughts;
- M41 rocket weight is pretty hefty. It feels like a fully geared Marine has a hard time carrying a fully-loaded launcher plus a backup weapon, and it's basically unusable if you're not using the mod's armour. Though I can understand not wanting every marine to be packing an M41 too.
- I don't think you actually fixed the VK's ammo type correctly, but that might be some update ♥♥♥♥♥♥♥ with rimworld/the workshop on my end.
- The costs, balance, and stuff for everything feel a bit weird. All the items seemed to actually be Industrial tier for research purposes, but require large amounts of plasteel and advanced components. Now admittedly the armour *is* very good for this cost, but this also makes fighting the Seperatists a nightmare unless you have big guns with AP ammo, since their raids can occasionally come in with lots of UNSC armour which resists conventional ballistics extremely well. If I hadn't been able to force the raid through a chokepoint and hammer them with Vanilla Expanded Psycasts, they would've overrun my defenses through sheer inability to be harmed by 7.62-slinging militia rifles. I'd keep the Mjolnir where it is, but maaaybe make the Marine stuff a bit less crazy. Or at least have lower partial values for the limbs.
- All the helmets looked like they have 100% jaw protection, even the ones with no actual jaw cover. It might work better if they're made into a modular system with the base helmet and then the eye pieces and mouthguard are seperate? The mouthguard could go onto the same layer used for balaclavas, and eyepieces on the gunlink layer.
- That said it would also be fun for 'fluff' purposes to have armour/helmet variants with stuff like medic/corpsman logos and the like. It'd also be nice to see fatigues for casual use, and stuff like the soft caps Johnson and Stacker had in CE.
- The choice to use custom ammo types in place of existing ones for 40mm and 7.62mm seems a bit weird, but not that big of a deal in the long run.

Wall of words aside, everything's great, and it's nice to have a sort of 'all in one' UNSC mod that's relatively up-to-date. Just needs a little balance polish and then it'll be perfect.
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Showing 1-6 of 6 comments
Lady Sorcia 28 Aug, 2022 @ 8:03pm 
I do a lot of RIMMSQOL modding and the number one thing I've done was remove all the CE UNSC ammos from the game and added a recipe unlock for the UNSC bench for the respective CE ammos available, as well as changed out the trade ammos for those weapons. I highly recomend doing the same as have 19 different 7.62 ammos is not only confusing but annoying. (yes I know the difference with them but adding the exact same bullet dimensions but for specific guns is just adding to the problem.)
Harkon  [developer] 1 Sep, 2022 @ 2:06pm 
- I'll take a look at the weight.
- I'll take a look at the VK but it should be working as intended maybe Ive missed something.
- Some changes to crafting costs are coming on the next patch.
- Yeah the jaw protection is definetly an oversight, will fix.
- More armor is coming, colorable and variants depending on stuff like that.
- The mod was a commission for the most part even if I added some ♥♥♥♥ myself because I liked the project and one of the things the commissioner asked for was that the ammo had to be new and not the regular IRL ammo. Blame 343 Industries/Bungie for being lazy and using the same dimensions, the only thing I can tell you is that there is new textures coming for all the ammo added by the mod.
Killian 1 Sep, 2022 @ 2:48pm 
After launching again today, the VK is using the right ammo, so I think it was just some workshop fruitiness on my end. The M41 ammo weight isn't as bad as I remembered looking at my actual kitted-out marines, though it's definitely pretty hefty.

Odd choice on the commissioner's part, but hey, fair enough. I figured it wasn't entirely unreasonable for a variety of reasons.
Lady Sorcia 1 Sep, 2022 @ 5:06pm 
Originally posted by Harkon:
The commissioner asked for was that the ammo had to be new and not the regular IRL ammo.
When I get the RIMMSQL file totally packed out I'll shoot the file over via paste bin, anyone that wants to use my patch is welcome to it. (I've been working per gun as I get them and use them ingame.)
Last edited by Lady Sorcia; 1 Sep, 2022 @ 5:07pm
Eclantro 24 Sep, 2022 @ 11:13pm 
I have a few comments on the mjolnir armor set. Firstly, I believe the armor stats themselves are fine (although i don't use CE, so i cant comment there). It would be nice if shield max hp and regen scaled with quality though. The durability feels kinda low, even if it is meant to have the same stats as cataphract gear. Finally, I don't know if it is due to some other mod I'm running, but my pawns in mjolnir are like human torches. One spark and they ignite, then take forever to put out the flame. I've had pawns go from the smallest fire visual to the biggest before they manage to put out the flame.
when you call for backup there are many marines using the vanilla gear instead of their armour while the ODST wont use their full set of ODST armour
so can you make it that they only use the weapons/armour from your mod and increase the chance of a spartan coming to help as well

also they are too weak to fight a mechhive defoliator ship crash and i even called them 2nd while the 1st was a different vanilla faction force got wiped out
so then can you get all of the marines or odst and above to have trait tough
and also i believe the spartan armour too weak and same with their shield
and with their shield the spartan armour quality doesn't increase the shield cap

is it possible to make a optional setting in the config that would increase some of the stats of all your items by 10% or 25% of stat increase or at least the spartan gear

just wondering whats the point of having 2 different M7
Last edited by guardian1368; 11 Jul @ 8:03am
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