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So far, I've put all of my noobie players on this class because of how powerful it is. The gear it comes with is insanely good and gives far too many stats for it to be a class that is challenged by the game, even in Barotraumatic.
My newest player actually was able to carry us all the way out of a Barsuk in our early campaign because the power-fists you start with are so very strong. No need for the gun at all.
My current suggestions will be listed as follows :
Alongside those general suggestions for the mod, I'll try to come up with some generic perk idea's that would benefit the class. Even if I haven't actually played it at all, yet.
So far, these are my idea's and criticisms for the mod and I highly appreciate your work. Please let me know how you feel about what I've written here, thanks!
Generally I can agree with these words, most of them address my issues, however, I would appreciate a few more buffs to *actually* being in a mech suit, as it is, there's all of.. one perk that specifically affects you while you're in a suit, when for a few of the suits you can use them all of the time with no negatives, regardless of class. It might be nice to have a few straight upgrades for the suits that are only available to the iron rider as well, or at least only available to craft for them.
Alot of talents for Iron Rider were nerfed to minor increases in stats
We agree on these points!
As a second disclaimer: I am not a master game designer with 100 years of experience, nor am I a grand master of Barotrauma's mechanics that understand the nuance of everything in the game, including all modded content. So these idea's might just plain ye-ole suck. I will fully accept debate and push-back against these ideas so long as it's civil.
With that out of the way.
The first thing that I'd put forward as an idea is creating a custom fabricator for this job. This is a somewhat tall order, but it'd be nice to de-clutter the regular fabricator a bit since a lot of mods end up dumping things in there without consideration. This would require new sprites and all that jazz, which is up to the team. An addition to this would be that interacting with the custom fabricator could potentially be ID locked to Iron Riders in order to curb other jobs from just building Iron Rider things? This might not be a popular idea though, but something that I've heard complained about is that when the mod is installed everyone becomes an Iron Rider, not just the Iron Riders, and locking things to an Iron Rider only fabricator might help with preventing things from getting excessive.
The starting equipment, and all of the equipment really, of the Iron Rider job feels like it could still use a good bit of stat shaving. I'd go into more detail on this but it'd be a lot of bloat on what's already going to be a big post, so I might do another post later where I just go through all the different armor and weapons and comment on what could be done. That deviation aside, something else that comes to mind is that both the jacket and bandolier you spawn with come with an absurd amount of pockets/inventory slots. Between the two items you have twenty extra inventory slots over everyone else, and I feel like something that could be done to curb the power of the class would be to remove all of the pockets from the jacket, and trim the bandolier down to 4, like the vanilla bandolier. This would aid in preventing Iron Riders from being able to just do everything at once since they'd have to be a lot more selective with their equipment loadouts, and it'd help focus the job on being primarily about combat/security work.
Something that I'd like is a more conventional naming system with how the weapons are. The "CQB SMG" would probably be better served by calling it something like "Iron League Machine Pistol" (Iron League here being a on-the-spot made up name for collective Iron Riders). This could then be expanded into the rest of the weapons. Such as the "Tactical LMG" becoming the "Iron League Assault Rifle", the precise rifle becoming the "Iron League Precision Rifle", and so on. Though even as I say this there are some things, like Conqueror, that are pretty much fine as weapon names. Though I'd personally like to see them moved to the end of a sort of "Weapon Tech Tree" to serve as the culmination weapons of their class.
The Rapid Harpoongun could likely do with the removal of it's two additional magazine slots, and should probably be converted to a two-handed weapon. A further nerf could be to make it fire exclusively tattered spears, but that might be a bit much. It'd probably also be better to call it something like "Iron League Harpoon Cannon" or something. I'll add "Rename the weapons as I go" to the inevitable post where I just pick through the armor and weapons and (likely to the annoyance of many) point out what's too strong on them.
Something that I'm sure has already been brought up is that a lot of the crafting recipes are absurdly cheap. Almost all of the armor suits provided by this mod only cost an abyss suit, two titanium-aluminum alloy, a FPGA circuit, and a handheld sonar. That's essentially nothing, and an idea I'd put forward is to break the suits down into component builds that individually take a lot more resources.
As an example, let's look at the Corsair, the basic armor suit. This could be broken down into the following components:
Corsair Plating: 8 Steel, 8 Titanium-Aluminum Alloy, 8 Iron.
Corsair Life Support Systems: 4 Steel, 4 Oxygen Tanks, 4 Rubber, 2 Battery Cells.
Corsair Endoskeleton: 8 Steel.
Corsair Internal Computer: 8 FPGA Circuits, 8 Copper, 4 Battery Cells, Handheld Sonar Monitor
Then you take these four pieces and an abyss suit, and you can build your Corsair.
"But hold on, that's a ton of resources!"
Yep. That's intentional. Even after the armor suits gets the nerfs they deserve something that I'd want, in order to make the mod more appealing for serious campaigns, is the idea that you have to work for your power and that your equipment is valuable. Iron Riders shouldn't be handing equipment out like candy and they shouldn't be just chucking themselves into danger haphazardly since if you die and lose your equipment that's a massive amount of resources you just flushed down the drain. Repeat this kind of idea across every suit the mod provides.
Something that might be worth looking into is producing a Neurotrauma Compatibility Patch, since Neurotrauma introduces a lot more ways for weapons to disable people (E.G. an assault rifle shot can break someone's arm and render two-handed weapons unusable) it might be a good idea to have a patch that further trims down the damage that weapons can do in order to compensate for just how fragile people get made.
The boarding torpedo feels like it's far too fast, to the point where it feels like it's about to break the game if you happen to sneeze while you're zooming around and trying to use it with something like Neurotrauma installed will more often than not basically cripple the wielder when it explodes. I wouldn't personally really miss it if it was removed, or at the very least it'd be nice if it was slowed down significantly and maybe given some kind of drilling for specifically busting through doors/hatches effect instead of an explosion? Though this might not be possible to do with a scooter.
Another idea that I'll put forward is to convert all Iron Rider equipment into using the X01 Oxygen Cells, mainly to make it so that Iron Riders have to build the cells in order to use some of the fancy features of their equipment. In addition to that I'd also remove the pressure resistance from the Dreadnought Support System that you spawn with, as it's essentially a free and generally better diving suit. Being able to wear it in the ship and be fine for some brief flooding is something I'm okay with, but no more than that.
It would be nice if the weapon magazines didn't disappear when empty, and instead became an empty magazine that you have to work with. This would primarily be to enforce inventory management, and it'd also allow for a cheaper recycling/re-manufacture recipe at the fabricator to reload them.
In addition to that, it'd be a nice balance change to make the 7.62 magazines cost a full plastic, lead, and steel each, as well as adding Magnesium to the recipe. You could then potentially have that make a stack of 4 magazines? It'd be 1/1 with what Enhanced Armaments does with it's basic assault rifle magazines.
I would support removing the Autofilled magazines from being craftable, as unlimited ammunition is nothing to scoff at even if it reduces your firepower by half. In this same vein I'd remove the Closed Circulatory System Cell from being craftable, though that one I could see being extremely rare loot from an alien ruin.
The boarding shield could do with being made into a two-handed weapon, or possibly keeping it one-handed and creating a relatively weak pistol for the mod that served as it's companion? Dunno. From some testing just now (by unloading several CQB SMG magazines into an assistant holding it) it renders you almost completely invulnerable to damage from that side, and doesn't seem to possess any kind of durability bar or degradation. It'd be good to add that back in, and I'd wager that being able to safely tank like... One magazine of a vanilla assault rifle would be fair enough in terms of durability? Or something like that?
It's inevitable that I'll make another post somewhere down the line, likely going through all the various bits of equipment like I've mentioned previously, but that's about all I can think of for right absolutely now. Hopefully this is helpful, and sorry if the ideas are just bad or are already things you're all aware of.
I am looking to use this for an rp campaign in the near future, and having experience using the original mod, as well as just dealing with trying to constantly balance stats and things for D&D related things for homebrew. I'll likely over the next week go through the mod in its entirity and help with ideas how to balance and or add to things.
To make said future post digestible I'll likely be putting it into a google drive doc broken up into sections, as a post above noted,(Rather not post a blog in here) so I wont.
I did notice that with the 1.0 release(and I haven't been able to get into the full release as of yet) has added additinal perks above the normal 3 columns(The generic Talents) for the base classes, will this also be added to the Iron rider in the future or will we just be staying with the 3 columns? That is my only question at this time. As I can see some of the current talents being thrown into the general Talent section while others stay in their specialization columns.
We do like detailed documents with suggestions or issues :)
We are currently working on a overhaul of the talents for iron rider. Just waiting for us to fully debug our current code batch along with the secret sauce that is coming.
If anything feels super strong let us know. The goal is Vanilla levels not .... {EK} levels... *shudders*