RimWorld

RimWorld

Glitter Tech Classic
needs some significant adjustment
There's some really neat stuff in this mod, unfortunately its all overshadowed by the absolutely absurd power of some of its gear.

I got a chance to buy an APB projector early on in my latest game, i send my guy with it out to wipe out enemy towns, theres nothing they can do about it. The 80 tile range, insane accuracy, starts fires where the shot lands and in all adjacent tiles, and 80 damage which means it will 1-shot everything but centipedes, and 2-shot anything but centipedes but as splash damage. I just got through wiping a pod commando raid of 30 raiders with all excellent quality glittertech arms and armor (no APB projectors though) with this guy by himself.

The speed suit must be fixed, there is no reason for a 400% speed enhancement, a 50% speed enhancement would probably be overpowered, especially when you stack bionics with it. The fact that for whatever reason the speed buff somehow applies itself to firing weapons is so unbalanced its approaching it from the opposite direction. Just the ability to move 20-30 tiles a second with a full gear load because of this is insane.

I don't even know where to begin with how ridiculous the automatic homing missile turrets are.

I get that this is glittertech, its supposed to be advanced beyond the wildest dreams that anyone can imagine, and a lot of the stuff in here does that and integrates into the game very well, power generation, bionics, medicine, etc gives you significant horizontal progression rather than vertical, i.e. you have more options and it solves problems rather than just gaining raw offensive power. I feel if the combat side of things was tweaked downward this mod would feel 1000% better, heres some ideas:

APB weapons: remove fire generation on all APB weapons. The effect of fire removes a pawn from combat as it panics and runs about the battlefield. Even if these weapons only did 1 damage, lighting a pawn on fire nearly guarantees it will get shot to pieces as its running without cover (not to mention a pawn will usually keep panicking as long as its on fire, it wont put itself out, and others cant help in the middle of a fire fight). There is no counter measure to pawns being lit on fire in the game (firefoam poppers apply an initial fire suppression when popped, but afterwards only apply to the ground the firefoam is on) , with the speed that these weapons fire at, getting hit once is a death sentence.

APB-1 Projector: put its damage at 20 and change its cash value to something starting in the 20k range. Without the fire igniting properties, and massively nerfed damage, this weapon is still hands down the most powerful in the game, you out range every other weapon by miles and with its incredible accuracy plus the effective bonus accuracy from its splash damage effect, coupled with its speed of fire means this weapon will still devastate the battlefield, but not in a totally unstoppable way.

I'm not sure how to solve the homing missile turrets, perhaps smoke pop effects confuse its targeting so it cannot target pawns inside it and won't detonate on a tile with smoke pop. That doesn't mean it can't detonate nearby. Also, reducing or eliminating fire effects and damage significantly would help.

apply shield belt effects to glittertech weapons. Currently glittertech weapons ignore shield belts, considering those are glittertech themselves this seems rather nonsensical. I'd actually like to see a specialized shield belt that works with the users weapons, maybe it goes down for a second allowing the user to fire and then pops back up or something.

Set a hard cap on glittertech weapon firing speed. Currently, when a pawn has a bunch of speed buffs going it allows them to fire their weapons faster. Weapon cooldown should never be impacted by this, an automaticc weapon does not fire faster because the user is moving 10x faster than normal. At the minimum, making weapon cooldown a hard cap would prevent hyped up users from taking single shot rifles and turning them into machine guns, or APB pistols and spraying a solid wall of bullets.

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Showing 1-15 of 19 comments
whitespacekilla 29 May, 2019 @ 10:22pm 
Offensively, this is just the surface of the issues. The weakest pistol in glittertech outperforms all vanilla weapons by a huge factor if I remember correctly. So, you end buying or obtaining a poor or awful weapon like that and the game is over. It's unbalanced to the point of being silly. I patched the fire rate/damage/burst count down for my game, removed all auto mortars, changed the speed skin suit to be a smaller but still powerful +.20 work speed, +.1 move speed, removed MBTs entirely, and a few other things. Maybe I'll put it together as a patch mod.
Lord Quinton 30 May, 2019 @ 12:02am 
I agree wholeheartedly. This mod has good ideas but desperately needs to have all its numbers reworked to bring them inline with all other items in the game. I have no problem with its weapons outperforming all others, they are glittertech after all, but it absolutely should not outperform to the point that everything else is essentially worthless.
Ahmet 31 May, 2019 @ 4:15am 
whitespacekilla, yeah, i changed a lot of things with rimmsqol mod but could not remove mortar and walls so i unsubscribed.
Hamartio 7 Oct, 2019 @ 9:44pm 
Good god. I was just about to post pretty much exactly this but with only having experienced the OPness of outfitting most of my pawns with the EMRG-1 or APB-1 Rifle after repeat small attacks from drop pods immediately after adding this mod. I like the mechanics, but suuuuper unbalanced and OP for a colony that only just researched how to make advanced components.
WabbaCat 4 May, 2020 @ 3:52pm 
seems like balance still isnt a concern all this time later.
Meskita 22 Aug, 2020 @ 4:47pm 
Any thoughts about this today?
Lord Quinton 23 Aug, 2020 @ 1:32am 
Originally posted by Meskita:
Any thoughts about this today?

the only thought i have is: why does this keep popping up?
Meskita 23 Aug, 2020 @ 1:46pm 
Because I never really played with the mod alot and I am wondering about it's current state since a raid could ruin it and I don't think I may be able to delete the mod then. besides that this seems like a pretty cool mod. thats all really
Lord Quinton 23 Aug, 2020 @ 10:27pm 
Originally posted by Meskita:
Because I never really played with the mod alot and I am wondering about it's current state since a raid could ruin it and I don't think I may be able to delete the mod then. besides that this seems like a pretty cool mod. thats all really

it is a cool mod, but it hasnt been maintained or balanced at all as far as i'm aware.
Joki 29 Aug, 2020 @ 5:44pm 
Did you even read the mod description?
Meskita 29 Aug, 2020 @ 9:12pm 
Yep, was just asking about the current state mate, in case you didn't notice there was a couple months between the other posts here and mine. a few months is a lot of time for anything to happen really.
Kithsakhai 5 Sep, 2020 @ 12:47pm 
Hey heres an idea... if you want hillariously overpowered weapons that you can use (and remember, you get raided by marines using these overpowered weapons too...) go for it

if you dont like the above, dont use the mod... the ENTIRE point of the mod is exactly as it states on tin.
Danny 9 Oct, 2020 @ 10:01pm 
dude beta plate armor is the meta. kill a raider who has it and you're almost ♥♥♥♥♥♥♥♥ invincible
Nesano 8 Mar, 2021 @ 4:52am 
Yeah, I looked into why I have a "glitter tech" cruise missile turret researched in the same research that unlocks the second tier of auto turrets. Turns out it was this and I'm never touching this mod again because I can't trust this mod author to make design choices that make sense.

Aaaaaaaaaand uninstalling it broke my ♥♥♥♥♥♥♥ save. Good thing I made a backup. ♥♥♥♥ this ♥♥♥♥♥♥♥ mod.
Last edited by Nesano; 8 Mar, 2021 @ 5:45am
Nesano 8 Mar, 2021 @ 9:42am 
I fixed it with Dubs Performance Optimizer. If a mod sucks to the point where I take it out, it's the mod's fault. Unsubscribed from thread.
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