However, it was still slightly buffed in longer range. Heavily nerfed in Touch range a longbarrel, bolt-action rifle shouldn’t be used in touch-range. To show how these firearms usually had lower recoil, the cooldown was buffed, as well.Ĭhanged to become a less brutal change from the PDW, but at the same time an upgrade. It nowįills the niche as a firearm which can be used quite well in nearly every range, with the exception of long-range fires, where it falls off, like planned. The bullet speed change was massive, with buckshot now travelling more than twice as fastīuffed mostly to operate slightly better at short and long ranges, the machine pistol is now an all-around firearm, like it is supposed to be. That on long ranges it is not as efficient anymore. Though it was heavily nerfed on Touch range (like all larger firearms), the Pump Shotgun remains largely unchanged from before, with the exception It is one of the few ranged firearms which the The accuracy changes were simply rounding numbers. One of the few weapons with very few changes. ![]() ![]() * Warmup time reduced from 260 to 240 ticks. They are now useless in touch range, but still deadly in short to medium range, which is where it is supposed to shine. Since Rimworld counts arrows and flying spears as weapons that can potentially amputate armsĪnd legs, there’s nothing I can do but reduce the damage output of these. The massive damage of the Pila was heavily nerfed. The arrow now moves faster than short bows. The damage was reduced, and now the weapon is more accurate at longer ranges. These weapons are now very inaccurate at touch range (how they should be). Great Bows were massively overpowered due to their insane damage and huge damage output even when you are kissing tribals. * Warm-up time reduced from 170 to 150 ticks. It has received a nerf in its damage and range, but has been buffed slightly in accuracy with targets at short-medium ranges (how they were supposed to work) and target acquisition time (warm-up). The Short Bow remains the original low-value, initial ranged weapon for pawns. Tribesmen with pilas now are still dangerous, but not one-hit kill machines. Bows are still primitive weapons that should be replaced ASAP, but now better reflect their own roles. Charge Rifle pirates with Awful firearms are still dangerous, but not gamebreakingly powerful. I’ve been playing vanilla with these changes for about a couple months, and so far, there has been very little change to combat. 45 ACP, a slow-moving, but heavy-hitting projectile, while the Assault Rifle uses the 5.56x45mm, a very fast-moving projectile that moves about twice as fast. For instance, the vanilla Pistol and heavy SMG were calculated using a. Real-life ballistics from bullets were used to calculate this, and they now move at about 90% of their muzzle velocity (since bullets cannot lose their speed through their lifetime without use of scripts in Rimworld). * Most of the weapons received an increase in their bullet speed. So whenever you equip a pawn with a Charge Rifle, you’ll notice that it is severely lacking in power compared to the vanilla one, but in exchange it will fire from further away, with lesser cooldown between shots, more accurately. The damage has been nerfed to nearly half to compensate all the goodies it received, however. It now has the same range as the Machine Pistol, and functions like a flexible, shorter-range Assault Rifle. * The Charge Rifle is redesigned to not be a glorified Pump Shotgun. However, smaller weapons, like a Pistol or a Machine Pistol, are more efficient in this endeavour since they can be controlled easier than a long-barrel sniper or survival rifle. This is even truer with bows, since drawing, aiming and shooting at someone too close for confort is a real challenge. The larger the weapon your pawn is carrying, the more the accuracy penalty for shooting at someone directly close to it. ![]() * Using ranged weapons in touch range (Also known as firing at enemies melee’ing your pawns) is now heavily nerfed. However, this has a benefit forcing capture through fisting (giggidy) using unarmed combat raiders is easier, since the damage they deal is less than before. Whenever a pawn is forced to enter melee with his fists, you’ll notice he’ll be way, way less efficient than before. You won’t have differences in these instances between before and after you installed the mod. * The work to make and materials required to craft weapons were largely unchanged. Perhaps the spotlights of Weapon Rebalancing are: It has no additional features, other than simply rebalancing weapons for better, more realistic feeling. This mod intends to be a very simple, but welcome addition to vanilla gameplay. Maintains the vanilla function of every firearm, nerfs firing at point-blank range and reworks the Charge Rifle.
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