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Niche Tactical Weapons (Continued)
   
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Mod, 1.3, 1.4, 1.5
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399.376 KB
29 Sep, 2021 @ 3:13pm
25 Mar @ 8:02am
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Niche Tactical Weapons (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
439 items
Description
Original mod by Blake
https://steamproxy.net/sharedfiles/filedetails/?id=1738466411
If the original author requests it, I will remove this update.

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Original mod notes (1.0):

Adds (currently) 6 new niche weapons designed to not overlap any other gun mods you may already have installed:

PDW pistol: An automatic, medium-short range, silenced pistol meant for personal defence. Has a large clip and acceptable accuracy while still being lightweight.

Ultra-Heavy Machine Gun: Named 'Ultra' more for marketing purposes than military classification, a healthy but hefty cross between an assault rifle and a minigun.

Breaching Charges: An extremely low range, fire rate and blast radius but high delay and extreme damage grenade. Good for blasting through walls.

Teleporter Rifle: A medium range rifle designed to shoot a bullet and then teleport it to it's destination, bypassing walls. (Great for mentally unstable vulkans).

Caravan SMG: An exceptionally lightweight and versitile SMG. Cheap and simple enough to mass produce and comes with a bayonet. it's accuracy, however, leaves something to be desired.

Incendiary Carbine: As everyone (literally nobody) loves incendiary weapons, I decided to make a Mid-range, accurate fire rifle that doesn't cause a massive explosion and subsequent forrest fire (as often) while still setting pawns on fire and making them run around out of cover rather than fighting back.

(The Ultra-Heavy Machine Gun, Breaching Charges, Teleporter Rifle, and Incendiary Carbine will show up on raiders only very occasionally)
7 Comments
Zaljerem  [author] 5 Jan, 2022 @ 8:01am 
You're very welcome!
dendroid101 5 Jan, 2022 @ 7:51am 
This has been really great thank you
Zaljerem  [author] 30 Sep, 2021 @ 7:07am 
As far as balance: I converted this mod, tested it long enough to verify the weapons were present and functional. I tend to leave the settings in the mods I convert, expecting that if anyone is interested, I'll get feedback. If not, they can remain as broken, but interesting, museum pieces. I'm ok either way.
Zaljerem  [author] 30 Sep, 2021 @ 6:00am 
Shotgun was in a previous version of the mod, no longer - I've fixed the description. This is an older mod I converted, so I tend to leave the previous version notes intact (unless there's something glaring like this) ... not my mod originally, but open to any and all suggestions/criticism.
Thundercraft 29 Sep, 2021 @ 9:41pm 
Quote, "(The Ultra-Heavy Machine Gun, Breaching Charges, Teleporter Rifle, Incendiary Carbine and Rotary Machine-Shotgun will show up on raiders only very occasionally)"

I'm... confused...? What is this "Rotary Machine-Shotgun" that is mentioned at the bottom as very occasionally showing up on raiders? The rest of the description has no mention of this weapon, so... Was this a weapon that got added later, but the author forgot to update the description about adding it?
Thundercraft 29 Sep, 2021 @ 9:41pm 
Also, I am surprised that the "PDW pistol" is not mentioned as showing up on raiders... yet the scary-sounding "Teleporter Rifle" does? (I thought sapper raids were hard to deal with. But imagine dealing with multiple raiders with Teleport Rifles.)

The PDW pistol sounds to be an improved pistol, so I don't see why it should not show up on raiders. If any weapon is designed to not show up on raiders for the sake of breaking game balance, I would think it would be the "Teleporter Rifle" since it will make raiders much more difficult to deal with.

Does the Teleporter Rifle even require a research project to unlock? (I would think it should be Archotech, Ultratech or at least Spacer!) For that matter, do any of these require any research? What about the Breaching Charges?
Inadequate Coin Champion 29 Sep, 2021 @ 4:40pm 
Here I was thinking that those were Nokia's in the thumbnail