RimWorld

RimWorld

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[RH2] Hand-To-Hand - ReBalanced
   
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Mod, 1.5
File Size
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189.008 KB
Oct 12, 2024 @ 7:34am
1 Change Note ( view )

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[RH2] Hand-To-Hand - ReBalanced

In 1 collection by RutraNickers
Mods by RutraNickers
9 items
Description
About
This mod changes Hand-To-Hand's skill cooldowns to something more balanced. Stuns are strong, but downing for more than a few seconds is waaaaaay stronger, so the new cooldowns reflect this. Now, long downing skills will almost always be single-use for every raid, while Glory Kill's cooldown now is half a quadrum, making their use strategic.

I also kept the original idea of taking more time to cooldown a skill if it failed in the basis of: if the enemy is skilled enough to avoid getting hit by surprise, they will keep their guard up and it will take you longer to find a way to pass their defenses again. The exception to this are the RKO and the Glory Kill since their cooldowns are long enough for 1 use as-is.

Changes

Skill
Original Cooldown
New Cooldown
New Failed Cooldown
Discombobulate
~2.7 seconds
10 seconds
~32 seconds
Knee Strike
2 seconds
10 seconds
~32 seconds
Leg Sweep
~4.3 seconds
15 seconds
~46.7 seconds
Phantom Punch
4 seconds
2 in-game hours
4 in-game hours
Roundhouse Kick
~4,2 seconds
2 in-game hours
4 in-game hours
CQC Throw
6 seconds
5 in-game hours
10 in-game hours
CQC Pummel
6 seconds
5 in-game hours
10 in-game hours
RKO
~5,3 seconds
1 in-game day
1 in-game day
Glory Kill
6 seconds
7 in-game days
7 in-game days
5 Comments
AnotherAbyss Jan 27 @ 5:58am 
Thanks, i was really enjoying this mod, but it got to the point where i was easily soloing 30 man melee raids because everything would just collapse around me in seconds. Gonna try that save again with this version.
beach_basketcase Oct 16, 2024 @ 12:50pm 
Thank you so much, it felt unfair to have random colonist win to hand-to-hand (pun intended) combat with a knight or tribal.
Tax collecter Oct 14, 2024 @ 3:25am 
this is what i needed
RutraNickers  [author] Oct 13, 2024 @ 5:04pm 
@Dombie The Zombie I'm really glad that you liked it!
Dombie The Zombie Oct 12, 2024 @ 10:39am 
I love how the mod made melee units capable of being non-lethal and more effective fighters, but the original mod made the game both far easier and annoying with its short cooldowns.

There was too much micromanaging for melee pawns unless I used auto-cast. However, having it on would cancel their many other strategic abilities like using jump-packs or the Strong Legs gene, putting them into situations where they seemingly do not listen to my commands.

Having auto-cast off, on the other hand, shows how the mod was not designed for it; Anything more than 1 melee pawn made it hard to keep focus on the cooldowns of their abilities AND the abilities of my psycasters AND my shooting units.

Thank you for providing a balancing patch for this incredible mod.