RimWorld

RimWorld

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No Ranged Cooldown [1.1]
   
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Mod, 1.1
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463.557 KB
9 Mar, 2020 @ 10:44am
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No Ranged Cooldown [1.1]

Description
v0.2
Removes the cooldown from all ranged weapons and tweaks some weapons in minor ways to improve the pace and feel of combat.

Why?
The larger part of why the game's combat is so difficult to enjoy is the lack of direct input from the player. Without abusing flaws in the vanilla combat system, success means winning RNG trades and staying far ahead of the difficulty curve (which tends to trivialize the game.) With this simple change, you'll find a much greater degree of flexibility in combat with positioning, since pawns will no longer be frozen for a significant time after firing. As a side effect, combat will also be much faster paced.

This won't make up for the lack of combat extended, but hopefully it'll at least make 1.1 playable for those missing out.

This will be incompatible with any other mod which directly tweaks or changes the vanilla weapons. The effects of this mod do not extend to weapons added by other mods.

Some other mods I recommend to go with this:
Run & Gun
https://steamproxy.net/sharedfiles/filedetails/?id=1204108550
Simple Sidearms
https://steamproxy.net/sharedfiles/filedetails/?id=927155256
Enemy Self-Preservation
https://steamproxy.net/sharedfiles/filedetails/?id=2006638530


Try my other mod, Esper Drakes:
https://steamproxy.net/sharedfiles/filedetails/?id=2020737334

With the release of combat extended for 1.1, this mod is unlikely to see further updates. This mod is not and will not for the foreseeable future be compatible with CE. You can get CE here:
https://steamproxy.net/sharedfiles/filedetails/?id=1631756268
18 Comments
Mlie 12 Aug, 2021 @ 1:16pm 
Made an update of this:
https://steamproxy.net/sharedfiles/filedetails/?id=2573253909
Hope it helps anyone!
PremierVader 10 Aug, 2021 @ 5:27am 
Any updates?
squidd  [author] 11 Apr, 2020 @ 8:57pm 
https://steamproxy.net/sharedfiles/filedetails/?id=1631756268
Here's combat extended. This mod is unlikely to see any more updates for the foreseeable future. I enjoying my time making and playing with it though, so who knows. In any case, the mods are incompatible.
Bad at driving 10 Apr, 2020 @ 9:20am 
If none of you know CE was in fact updated to 1.1 recently it's on steam.
Byter 18 Mar, 2020 @ 7:29am 
Well, I had three and it was an absolute clusterfuck. I think generally "big" weapons should maybe keep their cooldown, especially because they're big. So basically any kind of launcher, the big ass centipede weapons, etc.

I'm not sure how easy this is though, as I dont know if they are in a special category you could use. If there isn't, the alternative is to manually set it, but then mods won't work :(
squidd  [author] 17 Mar, 2020 @ 7:54pm 
I've only been able to beat centipede raids with considerable losses, though I'm very pro-challenge. Do you think a nerf is in order?
fireglow 17 Mar, 2020 @ 7:04pm 
yeah, just saw the same. This sucks because they are tanks with unlimited ammo, and now with rapid fire, lol.
Byter 17 Mar, 2020 @ 10:42am 
They do. I had a wild encounter with three at once and the bunker I used from a bunker mod was basically under constant barrage so my pawns couldnt get out and run way...
fireglow 17 Mar, 2020 @ 8:54am 
does this mean that centipedes can rapid-fire their inferno gun?
Ashes 12 Mar, 2020 @ 9:08pm 
Nah, i heard that weapons got a stealthy nerf in 1.1 .

Also, Definition Editor has the ability to remove weapon cooldown, but you'd have to do it manually for every gun you wanted to have none.