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First of all, thanks a lot, I really appreciate your mods and use all of them. Seriously, great work.
That said, I feel this weapon goes toe-to-toe with the best endgame weapons, which makes it feel a bit unbalanced.
I get that it's a powerful caliber meant to tear humans apart, totally fair.
But... why build any other turret if this one is god-tier?
That’s where game balance comes in. Of course, this isn’t your game, and even if you love it (like I do), you're not obliged to follow design concepts.
Please don’t take offense, I just felt the weapon stood out and wanted to share my feedback.
(P.S. I personally lowered armor pen to 40% and damage to 35. It feels more like how a kinetic weapon might behave in RimWorld’s future, where powder-based guns would seem primitive vs power armor and pulse rifles.)
I'll deal with that when I get time. I have considered adding reinforced barrel for the M2 when it's out of ammo but it will likely force you to replace the barrel everytime it fires even one shot so there's a bit of an annoying limitation.
More sentry turrets are coming so CE compatibility may break, and I apologise in advance this is happening. To anyone who does have issues with the mod, please forgive me if my replies sound condescending, not my intention at all, for all I know you know more about the firearm than I do and just want a vanilla experience, I am fully aware I am not perfect in delivering that experience so my bad gangsters, no disrespect intended at all.
Is there any modern firearm in vanilla that can compare to something like that? No. You have a 5.56 based Assault Rifle and an improvised turret. So me, as a modder adding something the game doesn't have, I have decided to do the stats how I feel is best with a second opinion from another person (Samael Gray), given our small team and what limited knowledge we have about the weapon.
"Super low" requirements is debatable, because after all you're playing a game where you don't have to:
- Worry about replacing overheating barrels
- Ammunition (Which most of the emplacements have, bar the explosives which get funny coding)
- Reloading
- Stoppages
- Weapon cleaning
- Replacing damaged parts
Given the circumstances, this is the M2 Browning I got. TL;DR, it wasn't made to give you hugs and kisses, and there's no equivalent in vanilla to compare it to. You're free to find something that you feel is a better balanced mod because at the end of the day mods are optional and each person has their own take on how things should work.
Like, top tier stats into the first hours of gameplay
1.6?
If I were to make compatibility patches with other mods, its not out of obligation and would be a rare thing for me to do, otherwise, I'll have to do it for every new mod coming out that needs patches and my job would never end.
@NukesRUs - I increased it because the DShK was added. Their real fire rates are obviously a lot more than whatever limitation the game allows, but the M2 needed to have a difference with the new emplacement and its own advantage, that being the fire rate. Unfortunately I don't have a lot of numbers to play with in the .xml, there was no in-between with the DShK and M2 fire rates, it either feels too slow or it has whatever it has now. I prefer it feeling like an actual M2.
Just reporting that during raids, the MIM-23 shoots missiles out of the map instead at the raiders invading my base...is this a bug or something? The missiles don't hit anyone nor have any impact on the map lol.
@Tae.Kucing - No worries mate
@Tophat_Macaroni - Cheers mate
Anyway all this to say that there is no trip wire system in rimworld. There's already AP mines and vanilla IEDs that has to be stepped on by the victim. As for having to try and code some kind of linear "proximity mine" mechanic, I'm unwilling to have to commission my coder for that at the moment. Maybe in the future I can do it for a different device, like a trip wire grenade explosive or something when the coders are available. That way the pawns don't just run past the linear shrapnel, it'll be some omni-directional blast.
Will revisit the mod with some kind of proxy mines sometime later, but I don't think changing the claymore is necessary
I didn’t think people could miss what this mod could do based on the colorful images of turrets and explosives with their labels and detailed stat sheet, but for you porkchop, because I care, I’ll add a new line in the description.
Hi, that is a picture of vanilla security items. I have taken them to 2 outlander settlements for trade and they do not want to buy them. It is completely normal for traders, ALL of them, to not want to buy security items. Why? It's just how vanilla is coded. Turrets are not tradeable even in vanilla, and so are the ones in this mod because it is derived from their coding.
@Rachel L - I don't know. I understand that's an anti-climatic answer, but I do not test my mod with systems like LTS and CE because I'm far too busy maintaining my own stuff, if anything, it'd be best asking them because my security mod isn't the one overhauling how vanilla mechanics work. Likelihood tells me no.
@Nedlee - No worries