Kenshi
NCR Armor kits
kat 15 Jun @ 10:20pm
balance suggestions
im looking through the stats of the various items added by this mod in the leather crafting bench menu, and theyre... pretty wacky, honestly. ive put together all my thoughts on them (but these are just suggestions at the end of the day) based on the balance of existing items in kenshi

Trooper Helmet
- coverage: 40% -> 60%, because coverage is more about where enemy strikes come from than anything else. also gives the helmet more practicality while still being objectively less consistent than a regular full-face helmet
- acid protection: 60% -> 30%, because 60% is a LOT of acid protection. the helmet should supplement acid resistance, not be the main source of it
- perception: -20 -> -5 or 0, because its not a full-face helmet nor does it block the eyes and thus ranged penalties should be minimal if at all
- could include a combat speed penalty like 0.95x to compensate for reducing the perception nerf
note: the above issues also apply to the scarf variant

Fatigues
- probably shouldnt have a melee defense bonus if its going to also provide cut/blunt resistance
- the "0% coverage" on head and legs is unnecessary in the text itself
- should probably only have 85% arm coverage since it doesnt really cover the hands
- should probably provide 10% or 20% acid protection
note: the above issues also apply to both other versions of the fatigues
- blunt and cut resistances should *maybe* be reduced a little bit. not a lot, just a bit
- stealth and dodge modifiers maybe shouldnt be there at all? seems kinda. arbitrary i think

Fatigues with sholders [sic]
- minor typo with "sholders", 's' should also be capitalized for consistency
- blunt and cut resistances should both be massively reduced, its *light* armor after all. i recommend something like 10% blunt, 20% cut resistances at standard quality

Trooper armor
- 'a' in 'armor' should be capitalized for consistency
- blunt and cut resistances should both be massively reduced, because at the moment it rivals much higher-rarity and higher-quality armor. i recommend something like 15% blunt, 50-60% cut resistances at standard quality (i did see the cut resistance efficiency is really low, if it wasnt i would be suggesting 40% cut res)
- also it should absolutely NOT be craftable at a leather armor bench. it should only be craftable at a plate armor bench, especially because theres no other way to make it require armour plating to craft

again though these are all just my ideas, im not telling you how to make your own mod. just thought id provide some ideas on how things are now
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Showing 1-9 of 9 comments
Black Rabbit  [developer] 16 Jun @ 6:12am 
Thanks for the suggestions. Balancing is way off at the moment, as this was part of a bigger mod I made for personal use and never really cared about balance. In the next updates, I will try to make it more balanced, and I think all of your suggestions are really good, so thank you very much!
Dinadan 17 Jun @ 2:43am 
I agree with all of this. Maybe make the cut efficiency higher, too, cuz 39% is worthless imo
kat 17 Jun @ 8:28am 
true, it's hard to balance around cut efficiency anyway. most people just make it 85% or 90% and tweak the resistances to fair levels
Black Rabbit  [developer] 17 Jun @ 9:22am 
I have difficulty balancing stats, since I usually make choices based on aesthetics rather than stats when I play (as the character evolves, it tends to make up for better or worse stats). For personal use, that was never a problem, but now that I’m publishing these mods, I need to get better at it. That’s why I appreciate the suggestions and ask for your patience if I keep making mistakes in the process…

At the moment, I’m trying to add a Western hat (cowboy hat), a cowboy vest, another variation of boots, and more glove variations for the next update. I’m also working on improving the textures to fix the colors and brightness.
Black Rabbit  [developer] 17 Jun @ 9:25am 
I also created a Patreon for the project, i plan to share ideas and updates there (the mod will always be free, and the Patreon posts won’t be paywalled). The idea isn’t to charge for the mod, but if anyone wants to donate a little for coffee, I’d really appreciate it.
Dinadan 17 Jun @ 10:43pm 
Awesome!

Also I saw a comment saying there was the [GERMANS IN WW2] symbol on the belt buckle and I checked it for myself. Unfortunately, this seems to be the case

I figure it's a result of the other outfit mod this uses assets from? Might need to be corrected just in case, even though it's such a small thing you wouldn't notice playing normally
Black Rabbit  [developer] 18 Jun @ 4:53am 
It was baked into a normal map of the original fatigues, but it should be removed already, did you update the mod before testing?
Last edited by Black Rabbit; 18 Jun @ 4:53am
Dinadan 18 Jun @ 5:49am 
I checked before the update I think, if it's already removed then that's good
Black Rabbit  [developer] 18 Jun @ 8:49am 
@Dinadan If it’s not removed, that’s a mistake on my part. I’m still learning how to make normal maps for Kenshi, so I used the ones that came with the fatigues in the first release of the mod. In my version, I’ve already removed those normal maps, but I use GOG to test the mod, so it’s possible I uploaded the wrong file to Steam. If there’s anything that shouldn’t be there, please let me know.
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