RimWorld

RimWorld

21st Century Arsenal
 This topic has been pinned, so it's probably important
axi  [developer] 22 Dec, 2018 @ 10:20pm
Dev Request: Feedback!
Hey everyone! As this mod is still actively being developed, you have an opportunity to speak out regarding the changes and additions you'd like to see in 21CA. I appreciate any and all constructive feedback, so let me know what's on your mind. Thank you!
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Showing 1-12 of 12 comments
nobrainer 23 Dec, 2018 @ 4:29am 
@axi Hi there! The mod looks interesting.

Quick question/suggestion?
Do you guys plan on adding a compatibility patch for Combat Extended? It would make your mod even more interesting.
axi  [developer] 23 Dec, 2018 @ 12:39pm 
@nobrainer I do plan to add a compatability patch for CE once NoImageAvailable makes a full release for 1.0! Based off of the milestones on their GitHub[github.com] it looks to be relatively close to completion!
Is it at all possible that you could add a M2 Browning machine gun as a Handheld weapon? Mostly for fun, it would have insane rate of fire but a bit of set up time and high-ish damage.
axi  [developer] 23 Dec, 2018 @ 4:18pm 
@HurryUpWithMyDamnCroissants I appreciate the suggestion, but I don't quite think that a handheld M2 would really fit the theme of the mod. With this mod, I'm trying to take a bit of a more realism- and balance-focused approach to the weapons. With that said, I may consider implementing turrets in the future, and a tripod-mounted M2 would definitely fit in there. Additionally, I am kicking around some ideas for other mods to work on outside of 21CA, and a handheld M2, while admittedly a little goofy, might be smething to add to the list! Thanks!
Cerevox 29 Dec, 2018 @ 1:40pm 
The balance on the damage/armor penetration ratios seems off. All the guns in here have really really high armor penetrations, in some cases ludicrous penetrations, and at the same time the damage values seem to be weirdly low in some cases. Like, the sniper rifles with penetration values over 200%, i would expect that kind of penetration out of a shaped anti-armor charge, not a bullet.

That and the LMG/LAMG having such low damage values is also kinda weird. Pretty sure neither of them is shooting 9mm. But then they both have penetrations in 70% range iirc, so i guess they are shooting diamond tipped depleted uranium 9mm rounds?

The guns are cool, don't get me wrong, but the actual damage/AP they have just seems out of whack for the types of guns they are.
Aki-San 29 Dec, 2018 @ 2:56pm 
Originally posted by Cerevox:
The balance on the damage/armor penetration ratios seems off.

Can only support this.

i think the anti material rifle feel a little bit more to where they should be but esp. the ARs are very strange. insane high AP, extremely low damage and slightly to high accuracy.

IMHO lower AP, raised Damage and lowered ACC (a little).

i think the calibre should determine the damage. maybe use the range acc as a balancing factor.

like:
shotguns/smg/handguns -> high close range ACC
ARs -> high mid range ACC
SR/AMR/LMG -> high long range ACC

i know it is hard to balance a game with real world stuff.. so far they look promising. ;)
Cerevox 29 Dec, 2018 @ 6:40pm 
Just take a look at a couple of vanilla weapons and you can see how far out some of these AP values are. Vanilla assault rifle is 11 damage with 16% AP. Charge rifle is 15 damage and 35% AP.

Also compare to the targets you are engaging. Marine armor, the best vanilla armor you can get, gives 100% Sharp protection.

Stolen straight from the wiki:

Originally posted by TheWiki:
-The armor rating is reduced by the armor penetration value, dependent on the weapon.
-The remaining armor rating is then compared against a random number from 0 to 100:
-If the random number is under half the armor rating, the damage deflects harmlessly.
-If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.
-If the random number is greater than the armor rating, the armor has no effect.

This means that for the majority of the weapons in this mod when shooting at the best armor possible, marine armor, they will just flat out ignore the armor about 90% of the time.


Ex: MK18 VS Marine Armor.

100 armor - 86 AP = 14 effective armor. Then roll the random number, 7% chance to deflect the round, 7% chance to mitigate and 86% chance to just ignore the marine armor and hit the pawn underneath.


But at the same time, they are doing such small amounts of damage that the pawn can probably tank it with his flesh alone. In the above example, the MK18 does 5 damage. Lets say that you hit a pawn right in the hand. A hand has 20 hp. Your MK18 round that sliced through marine armor like butter only does 1/4 the health of a hand on a direct hit. Pawns can't use their armor to block shots, but they could be protecting themselves from this rifle Vader style and just block 2 full bursts with their hands and not lose either hand.


This is what I mean when I say something is out of whack. The damage and the AP don't make sense compared to the health and armor of pawns or in comparison to the weapons already in the game.

https://cdn.discordapp.com/attachments/149351194781941760/528764698116620298/4795272-vaderabilitytutaminis1.gif

Last edited by Cerevox; 29 Dec, 2018 @ 6:42pm
axi  [developer] 30 Dec, 2018 @ 1:49pm 
I really greatly appreciate the feedback, guys. I've just returned from holiday and I'm planning to hit the ground running on a sweeping balance pass. Look forward to an update early this week.
axi  [developer] 1 Jan, 2019 @ 11:25pm 
Hey everyone, after some serious digging through my work, some math, tinkering and playtesting, I have pushed the balance update I promised a few days ago. Give it and go and let me know what you think. I have posted a list of all the calance changes here, for reference: https://docs.google.com/document/d/1pkrOaQ5AyQwaxvsBkzephMXKlnSxvxQ8qFshptSt0o4/edit?usp=sharing
Aki-San 2 Jan, 2019 @ 6:02pm 
I really like the new balance. feels much more like where it should be.

a really nice alternative to the standard weapons as well as to other mods.

if a have the time i will test the new balance some more!
axi  [developer] 2 Jan, 2019 @ 6:16pm 
Glad to hear it, keep me posted!
Senacharim 3 Jan, 2019 @ 8:45pm 
Please, can you fix your "about.xml" to be "About.xml"? It errors the description of Mac/Linux when you don't the the capitalization right.

Thanks in advance!
Last edited by Senacharim; 28 Mar, 2019 @ 9:01pm
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