RimWorld

RimWorld

Glitter Tech Classic
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Speksi Jan 13, 2017 @ 1:00am
APB-1 Projector and OC Defence rifle too OP
Hi

in my opinion those two weapons have way too much DPS. APB-1 projector can take entirely raids and sieges alone. When I first encountered enemies with OC Defence rifle, I didn't stand a chance. later I had two OC Defence rifles and at that point no raid was able to do anything against them (I threw my APB-1 projector to stockpile and didn't use it anymore). It just felt that there is no reason to use any other weapons. Since I started new game I balanced those weapons to what felt good for me. I really feel that those two weapons are possibly making game less fun to play and really needs nerfing. I just simply lowered rate of fire values but less accuracy or other nerf would maybe balance those. As far as I know you can't craft those weapons so that adds a little balancing. Other than that this mod is insanely great, thank you!

-SpXxwW
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Showing 1-15 of 28 comments
Sam_  [developer] Jan 13, 2017 @ 3:32am 
Your comment has explained my exact reasoning behind the design choice. You stood no chance until you had the same weapons of your own, and then vanilla raids stood no chance against you.

This will be expanded upon in the future, but it's supposed to have that effect, as if your combat abilities levelled up.
Last edited by Sam_; Jan 13, 2017 @ 3:33am
Speksi Jan 13, 2017 @ 3:47am 
I see. But at least for me the game got boring from that point on. Well we can edit the files so it is no problem for me. Thanks for answering.
Swatti Jan 14, 2017 @ 6:39am 
Having ONE gun turn the game from impossible to ezz-mode is just plain broken.

If someone has a file where the def rifle is a bit more "balanced" feel free to share.
Speksi Jan 14, 2017 @ 8:39am 
You can edit it on your own. Its in Weapons_OCGroup.xml and gun is named oc rilfe in the file. Just nerf rof or whatevs you like. And if you think OC Defence rifle is OP just try APB-1 projector :D.
Merlos The Mad Feb 2, 2017 @ 10:16pm 
Yeah lowering the damage 4 or 6 points per shot would prolly do it for me. It's highly accurate so I don't think it'd hurt it much.
I finally tried Rimworld myself two weeks ago and took a headstart into mods - so I obviously stumbled over this one too. Tried it in 2 games with different mod setups and I can confirm, that the OC is massively overpowered. Don't know about the APB-1 since I never tried it, but I got a very early raid (at least I think I got it from there) that gave me the OC Rifle. From this point on a soley good marksman was able to kill waves of enemies without even maximizing the mechanics of killszones and corridors. I'm on this train, that the OC Rifle is overpowerde and gamebreaking even within the balancing of Glitter Tech itself.

Another problem arises if you use Glitter Tech with other mods (I really like Rimsenal) - because here this overpowered weapons completely negate the need for other modded weapons that fit better into the vanilla curve of advancing in tech.

That's the one thing...

Since you guys here are talking about tweaking the weapons stats by yourself - did anyone of you came up with concrete values that nerf the OC while still keeping it a good weapon?
I will look into the weapon list of Rimsenal myself and maybe balance the OC this way for my (quite well thought out) mod setup, but since documentation on Rimworld mods is quite... 'bland'... this could take me some time. So I would appreciate every recommendations on values.
Speksi Feb 12, 2017 @ 2:06pm 
I have just increased ranged cooldown for both weapons:
- ABP1 projector to 5.0 sec
- OC rifle to 1.5 sec
Thx - I'll try this values. Will see if this balances things out enough. I left the pistol variants untouched - put I guess I will play around in dev-mode a while if I find the time for it. The mod-system using .xml is heaven for balance-nazis like me. :)

Since the OC rifle was the only reason for me to ditch the mod - maybe this will give it a second chance. ^^
Ms. Geburt Feb 13, 2017 @ 9:25am 
Cant find the file Weapons_OCGroup.xml. Where can I find it?
Ms. Geburt Feb 13, 2017 @ 10:12am 
Found it: "D:\Steam\steamapps\workshop\content\294100\725576127\Defs\ThingDefs\Weapons_OCGroup.xml" for me.
Speksi Feb 13, 2017 @ 1:04pm 
yeah, just search from under workshop folder
Swatti Feb 17, 2017 @ 10:30am 
OC rifle is a "defence gun" so it should fire fast. The defender staying still should have the advantage BUT instead reduce its power a bit and make it fire less rounds per burst.

Half the power, 4 rounds per burst, down from 8.

I havent found the "Projector" being all that imba. Havent tested it enough tho.
Blaystro Feb 25, 2017 @ 5:54am 
after 150h+, I found GlitterTech completely umbalanced. If you developed correctly, there is no fun at all during the raid even after day 300.

Too much long range weapon (proctector has a range of 80)

automatic turrets too OP (just have 1 cruise turret and you destroy anything).

Too much OP weapons.

Too much OP close combat weapons (make a small squad of 2-3 guys equiped with Orion knife and H1-shield = OP)

My conclusion is everything is this mod is too much.

I had a lot of trouble getting everything from this mod (alpha and beta matters for instance) but it feels always too hard or too easy. No real strategy
suprime Mar 8, 2017 @ 6:50pm 
while i enjoy the concept of added end-game tech and production to add more value to well developed colonys, glittertech as a whole does NOT gain my vote for a good mod to do this well with, its not for new players? true, for COMPLETELY bullshite reasons, vertually any weapon made with glittertech added materials becomes ABSURDLY more powerfull then even the best crafted base game weapons, a normal titanium gladius would do more damage per strike and fast attacks then a lengendary plasteel longsword, which leads to instances where even if you know what your doing, even if youve gotten dam lucky with pawns, locations, events ect, ONE raid with GT level weapons can end your colony,

notice how i mentioned melee? because thats still somewhat within reason, guns as a whole base game wise are fair about there strengths and weaknesses, snipers snipe well but are ♥♥♥♥♥ close, vice versa for shotguns.

glittertech tier guns however.... are COMPLETELY op, as the dev said there meant to be, op is fine if there meant to be late game and are clearly better weapons, OP is NOT FINE, when even a piece of crap shoddy gun from glittchtech given to a guy who barely knows which end of the stick to shoot from can decimate ENTIRE ENDGAME RAIDS, ON. HIS. OWN,... THAT is blatently poor balenceing, its supposed to be stronger as its end game tech? fine, can end the world once you obtain it? not fine, and when a raid comes with it and you either A get completely smashed by said gun, or B manage to somehow kill the guy with the gun and take the gun effectively skipping right to end game in tech on weapons.... makeing a HUGE portion of the games events raids and content.... stupidly easy, untill raids show up with more glittertech weapons, effectively turning into a who shoots 1st instagib bananza, which nobody likes, unless your a sadist or something,

glittertech armor? get normal quality on it and its basicly maxed out on protection, higher tiers offer only barely increased defs and longevity, why? because there allready insanely durible armors that block dam near all damage. how can you make that more powerfull when its allready capped? add shields you say? how strong? oh can tank GLITTERtech level guns? effectively makeing that person immortal? oh sounds fair,,

all in all? glittertech needs to rework the NUMBERS on most of the guns, armor, and accessibleity, to be considered a good addition in my eyes, it does what it set out to be, adding a layer of end game late game content, but it does this by REMOVEING most of the early-mid to early-late game, once glittertech gear shows up, either you die or immediately advance pass any other techs being usefull,

but hey thats just my oppinion on glittertech as a whole, as for the actual discussion this post is in? OC def rifle effectly fires with the rate of a minigun, the damage of a charge rifle per bullet, and the acceracy of a sniper with the range as well,
the APB-01 projector? baaaasically a nigh 'infinite' range instant-gib with the fireing speed of DED DED DED DED, (say them, thats how fast) so yeah they need a huge nerf if only to ya know NOT do everything above XD
Silverbird Jun 10, 2017 @ 1:27pm 
I hate unbalanced trash mods. According to everyone else, that's what this is. Thanks for saving me 3-5 hours everyone.
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