RimWorld

RimWorld

RWWB : Glitter Tech
34 Comments
squid in a wig Jun 20, 2021 @ 4:01pm 
aye boss update pls <3
Uncertainty Sep 29, 2019 @ 11:05am 
mmmh need update
Uncertainty Aug 21, 2019 @ 4:38pm 
This mod is amazing for rebalance and is very much needed, can you please work on it again.
Conspicuous Coyote  [author] Apr 7, 2019 @ 1:09pm 
Oh, nice catch on that typo.

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.
Seromas Apr 7, 2019 @ 4:23am 
It would be nice to add some adjustements to the cruise missile turret, long range missile turret and auto-mortars. On my side, I've reduced cruise missile explosion radius, I increased cooldown. I've reduced missile turret burst count and increased miss radius. I drastically decrease blast doors health. I reduced flood light power consumption from 650 to 90, I decreased it's cost. I nerfed Speed Skin Suit from it's huge 400% work speed increase and +4c/s speed, did the same for Fibre Skin Suit. I decreased durability for a lot of gear, ect... There is a lot to do ! Sorry for english mistakes, I'm french.
Seromas Apr 7, 2019 @ 4:06am 
And did you gave up with the 1.0 update ? Would be great, I love GlitterTech but it makes a lot of my other mods quickly overwhelmed.
Seromas Apr 7, 2019 @ 3:47am 
you writted 2times accuracy long for the APB-1 Pistol, isn't it short ?
Nesano Nov 9, 2018 @ 3:34pm 
This should still work with 1.0, right? That TL;DR is very attractive.
bagelhe Nov 9, 2018 @ 1:17am 
nice thx for that!
Conspicuous Coyote  [author] Nov 8, 2018 @ 7:13pm 
Eventually yeah. This mod series is a pretty massive under taking so it'll be some time to gather the needed data to start again.
bagelhe Nov 8, 2018 @ 7:28am 
hey i am wondering if there is some update for v1.0?
Slam Jan 3, 2018 @ 8:26am 
plz update to r18
Planewalker Jul 4, 2017 @ 11:50am 
Thank you, just what i was looking for. o>

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)
Conspicuous Coyote  [author] Jul 4, 2017 @ 4:00am 
The weapons accuracy and AOE damage combined with how much damage it deals means it's going to be overpowered with too much range.

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.
Hawkefire Jul 2, 2017 @ 5:13pm 
Although, it may be best to go with 40-50 range and leave the warmup/CD alone from there.
Hawkefire Jul 2, 2017 @ 4:04pm 
Primarily I think that the APB just needs to have its ranged restored, once that is done it would be perfectly usable. It deals a chunk of damage, is reasonably accurate/reliable, but it is extremely weak to counterattack, which is a good weakness for the type of weapon it is. It just needs a bit of a safe-ish zone to allow it to get a salvo in before the enemy can reliably counterattack it. If you do give it back the 80 range, I would up the ranged CD even further to about 6 seconds, and then it would probably be more-or-less balanced.
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.
Conspicuous Coyote  [author] Jul 2, 2017 @ 2:57pm 
I greatly appreciate feedback!
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?
Hawkefire Jul 2, 2017 @ 9:21am 
That actually makes a lot of sense (talking about the OC Defense Rifle), it probably is better to try to preserve the original "feel" of the weapon.

Anyway, thanks for listening to my feedback! I greatly appreciate the work you are doing here!
Conspicuous Coyote  [author] Jul 2, 2017 @ 12:18am 
I'll see what I can do when I go to balance the APB-Projector. Usually I try not to lose the original feel of the weapons when making changes, but glitter tech is so obscenely unbalanced that it's basically impossible. I'll adjust some of the numbers, especially on the MRG weapons since they are shorter range, being a bit more mobile would benefit them a fair bit, making them better options for aggressive use. The reason the OC Defense rifle is balanced as a machine gun is purely based on the weapons original stats. If anything it's more like the minigun than an LMG, but for obvious reasons I'm not going to buff it to the same power as the minigun.
Hawkefire Jul 1, 2017 @ 1:49pm 
As for the APB-Projector, definitely agreed. That sucker was waaaaaaaaaaaaaaay t0o broken initially, especially with it lighting stuff on fire. As it stands right now, giving it a massive warmup and massive ranged CD makes a lot of sense, because it is a weapon that should be incredibly vulnerable to any form of return fire. This is why I don't have an issue with your changes on that weapon's CD and warmup. Its range on the other hand...making it that short just makes it far too vulnerable.
Hawkefire Jul 1, 2017 @ 1:42pm 
Ahh, I always felt the OC rifle should have been balanced as if it were an AR rather than as if it were a LMG, but if you feel that balancing it as an LMG is better than I suppose that makes more sense.

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.
Conspicuous Coyote  [author] Jun 30, 2017 @ 9:01pm 
The APB-Projector though.. I knew it would need adjustment or balancing. It's an awkward beast that is literally the MOST overpowered gun I have ever seen, in any mod. Compared to the vanilla minigun, it's almost a 4000% increase in overall power.

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.
Conspicuous Coyote  [author] Jun 30, 2017 @ 8:54pm 
The MRG-5 Rifle is balanced as a semi-auto rifle, not an assault rifle. (Which is what the charge rifle mechanically is)
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.
Conspicuous Coyote  [author] Jun 30, 2017 @ 8:53pm 
The OC defense rifle is balanced as a machine gun, not an assault rifle. Comparing the two is silly. besides, the OC defense rifle has almost double the assault rifles effective DPS at all ranges, except long. The weapon performs very weakly at long ranges, which was intended by the original mod author. All I did was adjust its range and cooldowns.

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.
Hawkefire Jun 30, 2017 @ 5:51pm 
[Part 3]Once those changes are in place, then I can figure out if further balance is required, but as it stands right now they are just...so clunky to use, I cannot justify using these weapons (outside the APB projector, but that is because it is basically the only weapon that fills that niche outside of 1-use weapons).

Sorry for the wall(s) of text, hope this helps! I really do like the effort being made here and strongly support that!
Hawkefire Jun 30, 2017 @ 5:50pm 
[Part 2] The APB projector definitely should have its range restored, but other than that the changes are fine (this weapon deserves to have a very long ranged CD and warmup given that it is a rocket type weapon)

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.
Hawkefire Jun 30, 2017 @ 5:50pm 
[Part 1] Been doing a decent amount of testing with this to check and see just how balanced the changes are and I must say, the cooldown changes seem to be a bit heavy. Take the OC rifle, its now nearly double the ranged cooldown (CD) of a standard assault rifle and more than four times the CD of the minigun!

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.
Conspicuous Coyote  [author] Jun 26, 2017 @ 1:25am 
Patched APB weapons to no longer deal flame damage, and buffed them to make up for the loss in CR from the changed damage type.

APB weapons now deal burn damage, making fighting a 3000pt raid of them actually possible.
Conspicuous Coyote  [author] Jun 13, 2017 @ 2:42pm 
@d09smeehan <MHN> Yes, I do plan on doing project fallout some time. The Orion corp commandos still have top tier weapons mind you. But Industrial vs charged+ is at least a fighting chance now instead of just a joke.

@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.
d09smeehan <MHN> Jun 13, 2017 @ 12:47pm 
Do you have any plans to do one for Project Fallout by any chance? Most of it's ok, but some of the weapons are pretty far above or below the curve.
d09smeehan <MHN> Jun 13, 2017 @ 12:45pm 
Thank you! I love glitter tech but when Orion Corp or Commandos crash through my roof early it's usually a game unless I use dev commands. Now hopefully I have some chance at least.
Conspicuous Coyote  [author] Jun 13, 2017 @ 12:43pm 
Yeah, I'm playtesting using the non-medical version. The mod patches information that's provided in both versions of Glitter Tech.
Falco Jun 13, 2017 @ 12:11pm 
This also covers the non-medical version of glitter tech right? I am just making sure, even though am willing to bet that it does.
Conspicuous Coyote  [author] Jun 13, 2017 @ 11:52am 
RimWorld Weapon Balance. It's a project that compares a selection of popular mods and rebalances them according to the average performance between them all. It's a series of patches that do just that, buffing and nerfing according to various tiers, which are determined by research required, or difficulty to obtain.

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.