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RWWB : Star Wars - Factions
   
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26 May, 2017 @ 7:18am
13 Jun, 2017 @ 6:22am
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RWWB : Star Wars - Factions

In 1 collection by Precious Pomeranian
RWWB : RimWeapon Balance
10 items
Description
Bring balance to the force. Wait, not this brings balance to Factions, the weapons specifically.


Another installment in the RWWB project, bringing the Star Wars - Factions weapons in line.

Not a heck of a lot to say about this one, so I'll just get to the patch notes.

EE-11 blaster rifle
Damage from 6 to 10
Medium accuracy from 89 to 79
Long accuracy from 70 to 60
Range from 40 to 32
Mass from 6.86 to 4.85
Steel cost from 125 to 25

EE-3 blaster carbine
Long accuracy from 79 to 69
Range from 45 to 34
Mass from 6.86 to 4.85
Steel cost from 125 to 25


DXR-6 blaster carbine
Damage frrom 12 to 14
Cooldown from .92 to 1.01
Warmup from .83 to .92
Medium accuracy from 79 to 69
Long accuracy from 79 to 69
Range from 26 to 29
Mass from 6.86 to 4.85
Steel cost from 125 to 25

DLT-19 Heavy Blaster Rifle
Cooldown from .92 to .72
Warmup from 1.43 to 1.13
Medium accuracy from 79 to 69
Long accuracy from 79 to 69
Range from 42 to 33
Mass from 6.86 to 4.85
Steel cost from 125 to 25

T-21 Blaster Rifle
Range from 45 to 38
Mass from 6.86 to 4.85
Steel cost from 125 to 25

DC-15 Blaster Rifle
Range from 45 to 38
Mass from 6.86 to 4.85
Steel cost from 125 to 25

DL-44 blaster
Damage from 12 to 8
Range from 25 to 19
Mass from 6.86 to 1.85
Steel cost from 125 to 25

Scout blaster
Damage from 8 to 4
Range from 30 to 21
Mass from 6.86 to 1.85
Steel cost from 125 to 25

SE14 Blaster
Damage from 8 to 4
Range from 25 to 19
Mass from 6.86 to 1.85
Steel cost from 125 to 25

DH-17 Blaster Pistol
Damage from 6 to 10
Cooldown from .92 to 1.55
Warmup from 1.43 to 2.15
Range from 40 to 30
Mass from 6.86 to 1.85
Steel cost from 125 to 25

Nym's Slughtrower
Damage from 5 to 7
Mass from 6.86 to 3.85
Steel cost from 125 to 25


ATST Main Blaster
Damage from 46 to 35
(This brings it more in line with a charge blaster mechanoid crawler)

ATAT Main Blaster
Damage from 46 to 40
Warmup from 1.03 to 1.3



Vibroaxe (prototype)
Damage from 36 to 23
Cooldown from 2 to 2.5

Vibrosword (echani)
damage from 46 to 23
Cooldown from .9 to 2.37

Vibro cleaver (mando)
Damage from 46 to 23
Cooldown form 2 to 2.38

Vibro Scythe
Damage from 23 to 12
Cooldown from 1.2 to 1.25

Vibro double-blade
Damage from 20 to 10
Cooldown from 1 to 1.04

Vibrostaff (prototype)
Damage from 86 to 43
Cooldown from 1 to 4.45

And documentation below
https://docs.google.com/spreadsheets/d/18sS12brn0e_xDUs4KxYvBX1kTHmOjzvqchZyHNREWMc/edit?usp=sharing

As always feedback is welcome.
19 Comments
weeb Yurek 13 Apr, 2020 @ 5:16pm 
1.1?
Precious Pomeranian  [author] 20 Jul, 2019 @ 9:08pm 
I have no idea dude. I only did a balance pass on the weapons in the mod back in A17.
You'll probably want to contact the original mod author about it.
DiESF1RST 20 Jul, 2019 @ 8:17pm 
Not sure where to post so i'll post on both...

I have an ATST that i cant do anything with becuase it has "No Power"... How do i give it power? (got the ATST BEFORE having a Mechanoid Platform or a Portable Charging Platform, it had no power when I got it)

I have both platforms now but i cant assign the ATST to the Mechanoid Platform nor can I figure out what to do with the Portable Charging Platform. meanwhile the ATST is slowly degrading over time... Help D:
Precious Pomeranian  [author] 17 Jun, 2019 @ 8:02pm 
Nope! I do not plan on looking into patches for combat extended. It's already an overhaul. I'm personally not a fan of CE as well so I don't play with it. As much as i like the mechanics it introduces, I don't like how overly lethal everything is. It sucks all the tension out of fights and really restricts viable tactics and strategies.
It'd be nice if they just released the CE mechanics with out the ammo system or weapon changes though. I really like mechanics like suppression, etc.
Stranger 17 Jun, 2019 @ 11:00am 
WIll this be compatible with combat extended at any point?
Precious Pomeranian  [author] 11 Apr, 2018 @ 10:35am 
Yes, it should be perfectly save to add to an exsiting save. However I can't promise it's entirely up to date with the latest A17 Star wars mod. And be aware this is for A17, not B18.

If you're looking for a B18 version there will sadly be none. I'm waiting for 1.0 to release, and for the storm of mod updates to finish, before I pick up this project again. I just don't want it to devour my free time and give me carpel tunnel again.
liquidsnake 10 Apr, 2018 @ 10:11am 
can i add this to exsisting save?
Naki 14 Oct, 2017 @ 6:54am 
Okay, I'll take a look.
Precious Pomeranian  [author] 13 Oct, 2017 @ 11:56pm 
Check the component crafting station. That's the last place I remember vibroweapons being made at for ??? reasons. My mod doesn't touch where the weapons are made, it uses the patching process so it shouldn't change how virboweapons are made, since I never changed that information.

I'll get around to updating it after I'm done my hiatus from Rimworld.
Naki 13 Oct, 2017 @ 9:07am 
I can't seem to access the vibroblades with this mod installed. It may need an update.