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I do want to eventually start up RWWB again. The problem is my carpel tunnel. RWWB is a lot of data entry. So it's extremely repetitive movements that just kill my wrist.
On top of that I'd have to play with glitter tech to see if it's even worth bothering with. My ability to mod is pretty limited, so if the mod includes or adds things I don't know how to change then there is not much point in balancing the rest of it. Glitter tech is kind of broken by design though, the original author didn't make it to be balanced.
1Q: I am to load this AFTER glitterworld, correct?
(I will get back to you if i find the balancing off or anywhere near instagib bananza, bc right now i'm starting my colony with one guy and it's awesome)
Nobody wants to defend against a weapon capable of 1-shotting from 1/4 of the map away.
Bringing something like that on a raid is pretty bad as well. I'll do my best to make the projector a more attractive weapon though.
I don't think giving it back fire damage is a good idea...and even then fire based weaponry is kinda...broken in my honest opinion right now, simply because of the way fire works.
I can easily see how the OC defense rifle might be congused with an assault rifle, given the.. questionable balancing choices Glitter Tech makes.
Functionally it's most akin to the minigun. But it makes more sense to balance it to a machine gun, given they are the closest related weapon. The result is a VERY powerful med-short range weapon that will punish anything in those ranges.
On the note of feedback, What do you think the APB projector needs to be..well. usable?
Given its existing performance, I wouldn't be against giving it flame damage. It's rare enough in raids that you can pick it off, and short enough in range that you risk the pawn using it while attacking. Combined with the nerfed AOE, it should be a hopefully balanced weapon. I've removed flame from it for now because, frankly. Flame damage is really hard to balance, and is best reseved for specialized weapons.
Should the APB projector be an improved version of the incendiary launcher?
Anyway, thanks for listening to my feedback! I greatly appreciate the work you are doing here!
On the MRG-5 Rifle, I just think you should lower its ranged CD and then increase the warmup to compensate. This would allow for you to reposition the pawn more often, and it is pretty difficult to reposition them with a ranged CD of ~2 seconds. A long ranged CD like that is something I would expect on a sniper rifle. Essentially flipping the ranged CD and the warmup would probably solve my issue with the weapon.
The minigun scored a hefty 371.93 combat rating as of A16, which takes into account the weapons effective dps accross all its ranges, and the weapons actual range. As well as other factors like if it has a forced miss radius (beneficial for guns.) or other stat adjusters.
The APB projector, scored 2731.56. When adjusted for the fact it deals flame damage, it scores 3415.7.
It was a rapid semi-auto flame damage AOE super range amazing accuracy gun that deals well more than enough damage to rip off limbs. But since it's fire damage, it sets the initial fire size, which with 50 damage, will cause fires that are impossible for pawns to put out themselves. heat armour does nothing, since flame is a different beast entirely.
The MRG-5 has fantastic overall performance, with a slightly slow cooldown. In exchange it gets 35 damage and amazing accuracy stats and a slightly low range of 35. (The average semi auto being 36.55) it's a pretty solidly performing weapon.
The MRG-5 Pistol is similar, it's slightly lower average range that brings reliable performance and heavy hitting damage to the table.
The EMRG-1 had its range brought back into the realms of sanity. The average mod sniper rifle has about 47.2 range. 60 is well beyond that, so giving it 50 still keeps it on top for the range game, with out being blatantly broken about it.
Plus, giving it that much range would require I destroy its performance in order to keep it balanced.
Looking back at its stats with my adjustments, it's 31% stronger than the average Machine gun. I should technically be nerfing it, not buffing it. It's fine where it is, stop trying to use it like an assault rifle, it's mechanically a machine gun.
Sorry for the wall(s) of text, hope this helps! I really do like the effort being made here and strongly support that!
If anything, I would probably look into lowering the damage on the weapons themselves, rather than changing the ranged CD (to be higher than what I have stated), because when you change that value it makes the weapon incredibly clunky to use (especially on the non-sniper rifle type weapons), which isn't what I would expect out of a futuristic weapon.
Part of the reason why changing the ranged CD to long is a bad move is because the ranged CD locks the pawn into position during its duration.
So if you are using the OC rifle, you are stuck sitting there, unable to move or anything, for 2.7 seconds. Essentially this makes repositioning a pawn incredibly difficult, and also makes kiting basically impossible.
If anything, I would say setting the ranged CD of the OC rifle to be equal to the cooldown to the cooldown of the assault rifle would be best (if not less, although I wouldn't make it less than a charge rifle).
The MRG-5 rifle should have its ranged CD equal to the charge rifle.
The MRG-5 pistol should probably have its CD set to be equal to the standard pistol
I would also change the EMRG rifle back to a range of 60.
APB weapons now deal burn damage, making fighting a 3000pt raid of them actually possible.
@bearhiderug
Yeah, that's why I took the overall balance between mods to make these patches. I didn't want to balance it to vanilla, and I didn't want to arbitrarily balance mods either. hence my approach to the problem.
There's 4 major tiers, being ICR, ICR+, CCR, and CCR+.
ICR stands for Industrial combat rating, and is the baseline for which everything is balanced. It's also roughly where the vanilla assault rifle is at. ICR+ is industrial weapons that require extra research ontop of smithing, or are difficult to obtain, or have excessive resource costs to make.
CCR is Charged shot Combat Rating, CCR+ is the same as ICR+ , only for Charged shot research instaed.
TL;DR : I took data from a LOT of mods and used that to rebalance a bunch of stuff.