RimWorld

RimWorld

[Deprecated] Charge Lance Reimplemented
13 Comments
J  [author] Jul 1 @ 4:10pm 
@Travioli:

Maybe temporarily, we’ll see if the changes made to the lance in 1.6 are enough—I’m just automatically assuming that Tynan took a good look at the graphs considering all the recent balance changes. It looks like it’s still kind of bad in vanilla, but alright in the hands of an optimized pawn in Biotech; we’ll see.
Travioli Jul 1 @ 3:11pm 
RIP 1.6 :(
J  [author] May 5, 2024 @ 1:19pm 
Updated the time between each projectile: 1.3 seconds→0.1

After more testing, 2 projectiles are here to stay, because it’s the best change that can fix inconsistent overkilling damage without increasing the fire rate to a level abnormal to this weapon type.

This time update removes the risk of committing to a lengthy attack and makes the 1→2 projectiles change more palatable, since it’s now an almost immediate burst—100 milliseconds is the lowest possible time for both projectiles not to feel like they’re fired simultaneously, yet still be different compared to automatic weapons.

Other stats, as well as the light variant, are updated to keep charge lances balanced, as per the original reimplementation. The only notable mention is the damage change (22→18) that sets it below the next health threshold, so you’ll start seeing fewer overkilled body parts.
8 May 2, 2024 @ 4:06pm 
I used the ranged dps mod to do quick calculations of the CL and AR while noting their max dps (assuming all projectiles hit, which even for the AR is very easy to do since quality raises accuracy substantially). All things considered, I think the current dps is still acceptable given the substantially higher armor pen and accuracy at lower qualities
8 May 2, 2024 @ 4:05pm 
I've finished one anomaly playthrough with the mod. I think the decision to change it from a single shot to a slow double shot makes it really hard on your end to solve the pawn self stun issue. I see that you've noted unreliable damage as the reason for the change, but I think unreliable damage from the charge lance came from the projectile sometimes blasting an unimportant body part clean off (like a nose or tail) and thereby making it seem like the damage is low(damage indicators will report this as a low number). Ultimately its your mod and I think you can try and approach it by tinkering with the rpm and cooldown.

Regarding trigger happy, I think that the impact of that trait is really negligible when applied to the new charge lance, as the trait only shortens the aiming time of the weapon (which currently sits at 1.4). The majority of the waiting time still sits between the first and second shot and the cooldown time.
J  [author] May 2, 2024 @ 2:49pm 
1/2 @8:

>It still has 1 less range than an AR with a little less dps

That’s a weird one, my simulations told me the DPS should be higher, could be statistics vs how it’s actually perceived in-game. Perhaps, how the heavy variant is balanced right now makes it a good fit for trigger-happy pawns, but not much else—I’ll need to investigate.
J  [author] May 2, 2024 @ 2:48pm 
2/2 @8:

>All in all, its still hard to use the heavy charge lance vs the AR. Any chance for further tweaking?

Absolutely. I’m waiting for a bunch of mods to update to 1.5 to get another thorough-thorough look at it in-game, maybe you can suggest something in the meantime, now that you played it for a bit? I’ve tried applying some additional on-hit effects when I was redesigning the rifle (e.g. stunning), but applying, say, a stun 100% of the time was too much, and introducing more dice/chance felt unreliable.

Maybe changing the base numbers isn’t enough to fix the lance after all and it needs some help with additional effects—thanks for the feedback, I’ll try something in the coming days to see if I can address the kiting issue, but I can totally see that a pawn having to commit to an attack for a couple of seconds might be a problem and should definitely be rewarded.
8 May 2, 2024 @ 1:21pm 
Nice Mod. I agree with your design philosophy of keeping the charged lance as a mid range option for the late game instead of turning it back into its pre release sniper role. But in its current state with the slow rate of fire double shot, the pawn essentially stuns himself while firing which makes kiting less of an option. It still has 1 less range than an AR with a little less dps, but higher accuracy and armor piercing. The accuracy doesn't scale well with quality as it caps out quickly.

All in all, its still hard to use the heavy charge lance vs the AR. Any chance for further tweaking?
CyrusJazzberry Apr 13, 2024 @ 2:13pm 
Oh, I misread then. My bad. I saw lancers and got excited.
J  [author] Apr 13, 2024 @ 1:57pm 
@CyrusJazzberry
>As a mechanitor main, this makes me very happy.

If I understood this correctly: the light lance used by lancers in this mod is almost identical to the charge lance from the base game as we’ve always known it—no major upgrades to effectiveness here.
CyrusJazzberry Apr 13, 2024 @ 9:59am 
As a mechanitor main, this makes me very happy.
J  [author] Apr 6, 2024 @ 12:32pm 
@yanwoo:
>how about create a player-only lancer mech that carry heavy charge lance?

I don’t think it’s needed balance-wise—it’s out of scope for this mod; I just wanted to plug holes in the design. If you want more firepower, consider getting Alpha Mechs or Machines of War . There’re probably even more options out there.
yanwoo Apr 6, 2024 @ 10:47am 
how about create a player-only lancer mech that carry heavy charge lance?