RimWorld

RimWorld

[XND] Shooting Skill Enhanced
66 Comments
Starcluster 22 Apr, 2020 @ 12:24pm 
Will you be updating this mod for 1.1?
XeoNovaDan  [author] 16 Mar, 2020 @ 11:55am 
No idea, probably does to be fair
Frey 16 Mar, 2020 @ 6:57am 
does this work in 1.1?
Chig Bungus 20 Oct, 2018 @ 11:37am 
Alright! I'll try it, thanks.
XeoNovaDan  [author] 20 Oct, 2018 @ 1:31am 
No plans I'm afraid. Though this theoretically should still work with 1.0 anyway because what this mod xpath patches is pretty much unchanged.
Chig Bungus 19 Oct, 2018 @ 7:55pm 
Will there be a 1.0? :)
RelaxItsJustAGame 16 Sep, 2018 @ 12:02pm 
0.19 when? :-)
Я слышал писк? 13 Sep, 2018 @ 4:49am 
Hi) Can you make this mode on b19?
XeoNovaDan  [author] 22 Jul, 2018 @ 2:12am 
There won't be a 1.0 version of this by me, but it is up for unofficial maintanence for anybody who wants to do so.
Zoong 21 Jul, 2018 @ 10:33pm 
1.0?
XeoNovaDan  [author] 20 Nov, 2017 @ 11:32am 
@白眉鹰王 I'm not going to balance this around mods; only vanilla. Many mod enemies tend to be overpowered.
白眉鹰王 20 Nov, 2017 @ 11:12am 
could you cancel the up limit of manipulation and sight factor? Because the current lowest aiming time is 61.19%, which is not quite enough to fight against some other mod enemies in the late game. A little comment. But still good work!
XeoNovaDan  [author] 18 Nov, 2017 @ 10:21am 
@Vroom

All that this offers over B18 is that aiming time can be affected by the shooter's skill level, and how healthy they are, and adds a new trait which increases shooting and melee by 3 each. That's all this mod is now.
XeoNovaDan  [author] 18 Nov, 2017 @ 10:16am 
@Vroom

Pretty much that quote. :P
XeoNovaDan  [author] 8 Aug, 2017 @ 2:30am 
@Teh Coolest As long as Deadly Vanilla Weapons doesn't change ShootingAccuracy's or AimingDelayFactor's defs, this'll work perfectly fine.
Mad Derp Packer 7 Aug, 2017 @ 6:53pm 
It doesn't work with deadly vanilla weapons right?
THAIPRO 23 Jul, 2017 @ 7:32pm 
ok thx!
XeoNovaDan  [author] 20 Jul, 2017 @ 3:55pm 
@totobrother Mistake on my behalf, I axed Accuracy LITE when A17 came out, seeing as that made shoooters 99% accurate at level 20 when this makes level 20s 98.875%. Sorry about that, I need to update the description.

This mod will probably be largely deprecated by A18, and will probably be no more than shooting skill and health affecting aiming time, and the 'proficient fighter' trait.
THAIPRO 20 Jul, 2017 @ 3:39pm 
If i use mad skill with it, does it makes op for late game?
U said in forum "I recommend accuracy lite version if u use it with mad skill"
But i cant find lite version... how should i do?
sogo100 14 Jul, 2017 @ 7:47am 
Thank you for your answer.
XeoNovaDan  [author] 13 Jul, 2017 @ 12:03pm 
@sogo100 This isn't balanced with CE in mind, so I'd say no. It'll probably work, but I wouldn't recommend it.
sogo100 13 Jul, 2017 @ 11:49am 
compatible with CE?
XeoNovaDan  [author] 18 Jun, 2017 @ 4:05pm 
It's hard to make recommendations with other weapon packs since there are so many out there, although there are quite a few that are unbalanced. However, they won't conflict with this rebalance because it doesn't change anything with weapons.

There's my weapon pack with my second-rate art skills, but I've been very careful with the balancing. Not super-diverse weapon-wise, but I didn't want to go for redundancy.

These are packs I personally wouldn't use, but they're not necessarily bad:

Rimsenal - some of the stuff in there is way up and too far above vanilla. The throwing clubs in its EVP have higher melee DPS and lower cost than maces unless you go plasteel.

RT's - Just simply OP

GlitterTech - Ludicrous

Rimfire - While the art is fantastic, the Heavy AMR certainly isn't balance-wise.
Slaunyeh 18 Jun, 2017 @ 3:58pm 
Could you recomend some weapon pack. Just now i prefer your mod to others. But i dont want to wadle testing weapon packs to find midgame that tey aren t balanced or compatible with your rebalance.
XeoNovaDan  [author] 16 Jun, 2017 @ 12:35am 
You're very welcome! Shooting skill has much improved in Alpha 17, but a pet peeve with it is that traits have too little impact due to a mistake made; a level 0 trigger-happy is far superior to a level 0 careful shooter, because they'd all have 89% shooting accuracy.

Much appreciated though!
Grizzly Bear 15 Jun, 2017 @ 10:45pm 
@XeoNovaDan Thank you for this mod, pre-16 it was the greatest thing ever, now, I still use it for the soft changes it offers. I prefer yours to Vanilla. In my own opinion, this one is much more preferrable to others that affect the shooting skills. Anywho thanks o/
XeoNovaDan  [author] 27 May, 2017 @ 5:09pm 
'tis OK. You're very welcome.
Garlic 27 May, 2017 @ 5:02pm 
Oh, wait. You're the same person made that mod xD Thanks.
XeoNovaDan  [author] 27 May, 2017 @ 4:58pm 
This doesn't so much increase accuracy at the higher end of the spectrum any more - but it does improve aiming time.

Aiming time, melee, and ranged weapon cooldowns are all different definitions, so this'll work perfectly fine with Quality Cooldown.
Garlic 27 May, 2017 @ 4:55pm 
Um.. so in short, this makes shooting increase accuracy, instead of cooldown?
If I'm right, then can I use it with Quality Cooldown?
XeoNovaDan  [author] 26 May, 2017 @ 3:26pm 
If you're interested, I've actually made a small weapon pack which adheres to the vanilla balancing and art style to the best of my ability.

As for others though, I can't really say much as I'm not a big weapon pack user. RimFire and Lewis' weapon packs both look OK balance-wise.

As for how RT is OP, the B.A.R. Simple as.
Slye_Fox 26 May, 2017 @ 3:08pm 
How so?
The stats seem comparable to the vanilla ones.
Do you have a suggestion for a similar one then?
XeoNovaDan  [author] 26 May, 2017 @ 2:51pm 
So that'd be the reason why the one two below your response is experiencing issues. RT's personally not my type of weapon pack - way too OP and vanilla-unfriendly.
Slye_Fox 26 May, 2017 @ 2:45pm 
@XeoNovaDan
Not yet.
XeoNovaDan  [author] 24 May, 2017 @ 11:19pm 
Is RT's up to date with A17? This mod shouldn't be producing any errors, I'll load it up, one sec.
Sean ''P. Diddy'' Combs 24 May, 2017 @ 10:08pm 
err.. will this work for RT weapons pack as of alpha 17? i dont really understand all that console jumble...
XeoNovaDan  [author] 24 Mar, 2017 @ 9:41am 
For those who have the melee skill change, this mod by oreganor hits the bases much better: https://ludeon.com/forums/index.php?topic=31287

Don't use the melee skill change in conjunction with oreganor's Melee Skill Rebalance though, as it'll disrupt balance.
orangesims 18 Feb, 2017 @ 12:40am 
Oh awesome! This will help a lot regardless. I ended up dumping the minigun for the time being anyway. Thanks again for such a handy mod! :D
XeoNovaDan  [author] 18 Feb, 2017 @ 12:20am 
You are very much welcome!

This mod doesn't make people absolutely insane shots (like it did in 1.1 and earlier), but it's certainly a notable boost over vanilla. A level 13 shooter with this mod is slightly better than a vanilla level 20 shooter, and the accuracy for a level 20 shooter in vanilla was really underwhelming. A level 20 shooter with this mod is up to 75% better than a vanilla level 20 shooter (combining the enhanced accuracy with enhanced aiming time).

As for miniguns, they ignore shooting skill as they have a forced miss radius; so whether you've got a level 0 blind trigger-happy with a 1% awful minigun or a godlike careful shooter with any and every contributing enhancement and a pristine legendary minigun, you'll always get the same results with a minigun. They're horrible against individual targets, but they're excellent crowd control weapons: aim in the middle of a crowd, and pretty much everybody around will have a cloud of bullets spraying into their faces.
orangesims 17 Feb, 2017 @ 11:25pm 
This is what I had been looking for. Had a main shooter pawn (shooting 17) that, regardless of range and weapon quality, couldn't hit someone with a minigun. He also hit about 40% of the time with more accurate weapons like the survival and sniper rifles.
Seems to be way too much RNG happening with this skill in my game. Could you imagine what Olympic shooting would be like if this was reality?
XeoNovaDan  [author] 17 Feb, 2017 @ 4:43am 
Although a slight disclaimer is that the modularity may be dropped, mainly because it's only more mods to maintain.

I might restore some modularity, such as making the new melee change optional, and possibly Proficient Fighter, and Vanilla shields
Lemon Russ 16 Feb, 2017 @ 6:55pm 
Cool, thanks
XeoNovaDan  [author] 16 Feb, 2017 @ 11:56am 
Updated to v1.2!

Thanks for the support people, and I'm glad you're enjoying this mod. Hopefully this will only improve that experience! This update is pretty much one big rebalance, more information in the 'Change Notes'.

Feedback appreciated as always
XeoNovaDan  [author] 16 Feb, 2017 @ 3:41am 
They can be used on their own for a fully modular experience. The next update is right around the corner, and it's a pretty major rebalance. It'll deprecate 'Shooting Accuracy LITE' for sure.

More information on the forum post in the update log.
Lemon Russ 15 Feb, 2017 @ 8:48pm 
Do the components require the base mod, or can they be used on their own?
XeoNovaDan  [author] 15 Jan, 2017 @ 3:17pm 
There is a mod called 'Draw a bead' by Gariba which does the aiming time to more of an extent, which I noticed after making this. I'll keep times as they are so it doesn't feel OP, but you could check out 'Draw a bead' if you really want the more heavily modified aiming time. Load it after this in that case.
Frying_Dutchman 15 Jan, 2017 @ 3:08pm 
Can aiming time be buffed for more skilled shooters? It seems weak imo.
gribelo 14 Jan, 2017 @ 9:05am 
Oh, man! I made a mod request at ludeon. Can you look at it if you have a minute?

https://ludeon.com/forums/index.php?topic=29514.0

Correct me if I wrong, but it deals with the Problem #2 from my request?
What do you think about Problem #1?

Sounds like YOU is my hero! )))
Baiyo 8 Jan, 2017 @ 3:56pm 
Hey man, love what this mod does, it'll be great if it gets updated every patch, gonna give this a shot when I get the time to do so. CR mod is amazing but ammo core mechanic is crippling in the early beginning and there's a bit of conflict with certain mods. Keep it up!
Hector 3 Jan, 2017 @ 4:00am 
@Noobih Check if they have other traits or backstories that decrease the shooting stat, there are quite a lot of them.