RimWorld

RimWorld

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Sharp Shots
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Mod, 1.6
File Size
Posted
Updated
115.046 KB
16 Jul @ 11:28pm
18 Jul @ 10:10pm
6 Change Notes ( view )

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Sharp Shots

In 1 collection by SirProok
Combat Controlled
4 items
Description
Sharp Shots

"You Missed?!? I though they called you a Legendary Master..."



In RimWorld combat, a planetary master shouldn’t miss constantly as a very angry squirrel charges in to ruin your day.
They should take time, aim carefully, then take care of the scaria'd critter at range.

Sharp Shots makes shooting accurate.

Gone are the days sadness at range.

Now are the times of the snipers.



Features:
- Shooting Rework: Accuracy is reworked to shooting skill * weapon accuracy * cover.
- Cover Tweak: High sight reduces the effectiveness of cover. Low sight, makes cover more effective.
- Aiming Rework: Aiming times are now impacted by target body size, shooting skill, and weapon accuracy.
- Control your experience: Use sliders to determine how much the new calculation impacts the default aiming calculation.
- Compatibility: Uses base game aiming and shooting skills so is compatible with anything designed to be compatible with vanilla Ribaorld.

Built for Accuracy, Not Bickering

No funny business, no special exceptions — Sharp Shots was written to just work.

All the mod does is rework the existing aim time and shooting skill. There should be no conflict with any mod that uses existing values in game.

This is almost certainly not compatible with other combat mods as almost all will patch the same values.

It applies to colonists, raiders, animals, mechanoids, and any new snipers other modders dream up.

Check out the verbose logging or the below discussion that goes through the exact math.



I'm not just good at shooting
I don't miss.



If you enjoy these mods, consider donating to the potato fund! --> https://ko-fi.com/sirprook



Now with 25% less hatred of high shooting pawns!
Popular Discussions View All (1)
0
16 Jul @ 11:38pm
What does this mod do, and how does it do it?
SirProok
70 Comments
SirProok  [author] 24 Aug @ 6:41am 
@Wally Winker ;) It increases the effect of the mod. So 2, doubles the mods effect.
Wally Winker ;) 22 Aug @ 1:12pm 
What effect does increasing aim time scaling factor above 1 have?
SirProok  [author] 7 Aug @ 5:02pm 
@Andromeda For shotguns, I'll rely on weapon modders for those.

For other combat stuffs...
Stay tuned. I'm finishing testing the next mod which introduces my version of close quarters combat, fighting positions, and terrain combat modifiers.
SirProok  [author] 7 Aug @ 4:58pm 
@neologia Yes, just couldn't get it figured before my move.
neologia 1 Aug @ 10:11am 
Huhu love your mods :D
Is there any chance for a checkbox to include turrets?
Andromeda 31 Jul @ 11:06am 
I've been playing with this for a while and it's great! If you add Proper Shotguns and Gun Play, as well as all your mods from the collection, it's a pretty good alternative to CE
SirProok  [author] 23 Jul @ 3:05pm 
@Blackthorn. Nope, I wrote this mod description. I wouldn't trust any llm to decipher my code and math into an accurate description.

As such you either find my whimsical tone good enough to be llm slop. In which case: thank you?

Or you find said slightly sarcastic and over dramatic talk annoying or otherwise off putting. In which case: you can play the mod and not need to worry about it as I did no writing in game :)
SirProok  [author] 23 Jul @ 3:00pm 
@OneOfTheHomies. Enjoy!
Blackthorn 23 Jul @ 9:30am 
was this description written using an LLM?
OneOfTheHomies 23 Jul @ 9:24am 
Fucking, THANK YOU.