RimWorld
Medieval Times + Combat Extended Compatibility Mod
Tamias  [desarrollador] 13 JUL 2017 a las 19:41
Suggestions: Weapon Balancing
Post any balancing suggestions here. Remember that weapons in CE have armor penetration, blocking chance, critical hit chance, attack speed, and 1 hand or 2 hand designations for shield use.
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awesomeadam217 14 JUL 2017 a las 0:04 
Posted in the mod page, but I'll post it here too:

Your numbers on speed and damage for the projectiles are great. Flaming arrows appear to be slow, but I think it gives it a nice effect anyways.
Armor bulk and mass seem fine at glance, but probably need to be increased (will need to do a run through to test this).

Found an interesting error in the Halbard description, where it says it is the Gisarme, but that comes directly from MedTimes (let know Vindar maybe?).

It seems the melee weapons are 'okay', maybe even too weak. I don't see much incentive to use medieval weapons by the looks of it. Most improvements come in the form of increased penetration. I'll let you know though!
Stealth 8 OCT 2017 a las 11:43 
Shoe
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