RimWorld

RimWorld

Advanced Mini-Turret
23 Comments
velcroboy333 Dec 28, 2020 @ 12:06pm 
I updated this for 1.1/1.2 and incorporated user feedback from below. https://steamcommunity.com/sharedfiles/filedetails/?id=2339394453

@$$$, if you ever want to take over again, let me know. Thanks.
Junebug Jan 10, 2020 @ 7:58am 
Combat Extended compatible?
BojackHorseman Dec 6, 2019 @ 4:18am 
Copy that, construction level should be 8.
Mr Conspicuous May 14, 2019 @ 9:18am 
this mod is in my realm, i like youre keeping it vanilla my only suggestion is to make it a little harder to build
Winged Wolf May 11, 2019 @ 11:32pm 
I agree with daltonscats, while the new turret is not really that much better, it still completly replaces the old one once you unlock it, and the extra complexity it would seem to requiere to build it does not really match that +1 Construction level, could you please make it a bit higher?
Dalton RickmanT.TV Feb 15, 2019 @ 2:38pm 
can req skill be higher, just 1 point higher makes no sense
Dalton RickmanT.TV Feb 15, 2019 @ 2:36pm 
Kia
Yes
Guara Ookami Jan 13, 2019 @ 9:04pm 
Is there any mod that makes those barrels infinite i like those turrets
Captain'Hungary Jan 6, 2019 @ 5:17am 
I like the update. I just got to the point where i start combining my defences with these turrets and so far i kind of like it.
Xi the Pooh  [author] Jan 6, 2019 @ 2:44am 
Why I didn't change burst shot numbers: From 3 burst shots to 4 increases 33% higher DPS even under vanilla mini turret specification. Burst shot numbers are very sensitive to performance.
Xi the Pooh  [author] Jan 6, 2019 @ 2:32am 
Updated to version 1.1. Details are in the description box.
Wendy Clitlock Jan 5, 2019 @ 10:58pm 
I like the idea of increased accuracy and a fifth shot, makes it unique but not over powered.
aaronjelli Jan 5, 2019 @ 3:14pm 
This looks good, can't wait to try it. 10 plasteel sounds a bit high considering it's a minor upgrade on the standard turret, perhaps 5 plasteel might be better?
Captain'Hungary Jan 5, 2019 @ 5:02am 
You are overcomplicating it, @immortalits This mod simply adds another turret option, no point in removing the old one, i can see both used in cooperation
Immortalits Jan 5, 2019 @ 3:41am 
As far as I can tell, the mod itself is great, I have the same problem with the other turret mods.
The usefull vanilla turrets are long range and they can't protect themself in close range, but gun turret is just too weak to use for turret protection.
My suggestion is to either replace the base turret (since I don't even see a reason to use it even in mid-game, because it's so weak) or make the differences a bit larger, especially the shot numbers.
The material costs are good, don't change them, but buff the HP a little more (165-170) maybe, but it's not neccecery.
In terms of exact firepower, it might be the most simple to upgrade it purely into a real minigun turret and use it's stats instead + 10-15% accuracy and +8-10 range (and increase component cost a bit more n that case).
So version 1: from 3, upp the shots to 5-6, keep other stats as they are, maybe a slightly more accuracy.
Version 2: make into a minigun turret (+8-10 components cost) with improved minigun stats.
Sinr Jan 4, 2019 @ 4:38pm 
i think that theres just to little of a diffrence and especially reason to change this out instead of the regular turret. I suggest like earlier buff the range and damage and maybe add a fifth shot if possible. Making it more intersesting and a better option than the regular one. Also the model is too good to not be used so continue trying to make it epical
Xi the Pooh  [author] Jan 4, 2019 @ 12:52pm 
@Captain'Hungary
I'm listening. I need more opinions from other people.
Captain'Hungary Jan 4, 2019 @ 12:29pm 
I'd say don't buff it that much, buff the accuracy a bit, 82% to 26% maybe and lower the cooldown to 4.2 sec. Any more than that makes it too good
Sinr Jan 4, 2019 @ 4:41am 
i think maybe highering the damage and range would be a good start just my personal view ofcourse. But seeing as you need 10 plaststeel to make it. it will be kinda mid game making the upgrade not really that diffrent from the normal version. If you boost the damage and range it would make it more balanced in comparison to it's cost just my personal view. I suggest maybe 13-14 damage and a range of 35 then also make it a little more accurate i suppose but still cool idea to bridge the gap between the normal turret and the uranium turrets.
Xi the Pooh  [author] Jan 3, 2019 @ 10:44pm 
@An_Kangaroo
How much improvement do you want?
Sinr Jan 3, 2019 @ 2:33pm 
feels a little underwhelming i don't see any use of it when you can instead use uranium turrets or just spam normal turrets. I think lowering the cost or buff the damage/range is a better option but cool idea
Captain'Hungary Jan 3, 2019 @ 1:39pm 
I like it, have an upvote
Wendy Clitlock Jan 3, 2019 @ 1:37pm 
Feels fairly balanced and keeps things simplistic, I like it!