RimWorld

RimWorld

Rimsenal - Augmented Vanilla Pack
Weapon balance suggestions
I'd just like to comment about the balance a bit. Early in the game i got lucky with a trader that had a few smart smg's, 12 damage per shot in bursts of 5 is ludicrously high for it's fast shooting speed. I've annihilated everything with it. the range makes absolutely no difference when you actually play to it's strengths, 2.35 seconds between shots at such high accuracy goes into a consistent 27~ dps, and in my experience it really does show. I'd prefer the damage to be a bit lowered to perhaps 10 or the burst shot count down to 4. Make it actually feel like a accurate submachinegun and not a miniaturized smart minigun with homing bullets.

Most of the charged shot weapons seem to be side-grades to the existing charge rifle or dont come into play due to there being simply better options.
I believe all of the energy weapons should get a boost in armor penetration at the very least save for the charge driver which seems like a strong contender against weapons like the charge lance and the anti-material rifle, aswell as the smart sniper rifle.

To me the armor penetration of the energy projectiles need to be somewhat relative to the damage per projectile.
Especially when the description states how for instance the burst charger has this higher caliber, yet has a 22% armor penetration to the charge rifle's 35%.
The burst charger seems fine still despite this since it makes up for it in lower cooldowns and range, aswell as immensly higher accuracy. I'd still suggest increasing the armor penetration and instead increasing the cooldown a tad. 1.2 means you can reposition very quickly as opposed to the normal charge rifle which had 2.0. The description even states it's a heavier variant so it would make sense to me that it actually felt that way whilst still being the superior option to the normal charge rifle for longer engagements from cover.

The scatter charger has shorter range than the smart smg, and this makes sense to me since you're firing a spray of plasma. increasing it's damage from 10 to 15. or increasing it's projectile account makes it a better risk vs reward weapon. It's accuracy is very high for this and it's what I'd like to see reduced by 10% across the board to make you feel like you're actually using a shotgun with immense destructive in-the-face capabilities with a temper the user has to keep in check with his own skill.

The assault charger to me seems to be worst-off here. it's very expensive to build, somewhat the same dps as the charge rifle due to lower RPM with it's 5 shot burst AND a longer warmup time.
plus, as mentioned before, a lowered armor penetration which i feel is something this weapon doesn't deserve. And let's not forget t's horrendous 60% accuracy.

I feel like you can go two directions here, fulfill the true assault role.

All it needs is that penetration and a slight increase in rpm on par with the original charge rifle with a very small reduction in warmup aswell to make it actually feel like a proper assault weapon that you can use to Assault with. But The scatter charger should be the one to fulfill this role in getting in the enemy's face.

Alternatively.. and this is my preferred option, a simple damage increase from let's say 15 to 20 would make it seem like an obvious choice for those space marines with a power-fantasy despite it's building cost, give it a minute range increase by 1 or 2 tiles and it fills a somewhat mini-gun-esque role in how it's high damaging and destructive but hard to handle. in my eyes this is the perfect choice for this weapon, even with it's somewhat lower armor penetration it would succeed at mowing groups of lesser armored enemies like some type of terminator.

Let's not forget that plasteel has been nerfed in 1.0, and every piece counts now. Seeing how most of them are sidegrades instead of variants with each a niche to excel in they all seem to fall a bit short.

I'd love to see the plasma weapons getting some love and getting he feeling of being very destructive weapons whilst the smart weapons remain accuracy masters, good in the hands of those even untrained with it's targeting assistance.


This is just my opinion, I absolutely love this mod since it really does feel like it enhances the existing flavour but i feel like it could receive some more love so that the weapons actually get used and dont become obsolete with smart weapons coming in.

I also love theorycrafting, it may have gotten the better of me here.

Edit: Please review the protective suit, it only costs steel+components against the marine suit's plasteel+uranium+advanced components, and it has 7% more sharp resistance. the speed penalty the protective suit has is not enough to balance it. either make protective suit more expensive or make it weaker.

Last edited by Red Phantom; 13 Nov, 2018 @ 2:07am
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Showing 1-8 of 8 comments
Imperial 7 Nov, 2018 @ 3:50pm 
all good points.
Whaeze 12 Nov, 2018 @ 9:43pm 
Has this been delt with yet?
fried 15 Nov, 2018 @ 9:07am 
Just to tack on something, the carbine is hideously overpowered. It does the same dps as a heavy smg at touch range (4), the same dps as a chain shotgun at short range (12), and about 20% more dps than an assault rifle at medium range (25). The automatic rifle also struck me as being objectively superior to the LMG (and for that matter the assault rifle also) at just about every range by a significant margin.
Scott Wilco 7 Jun, 2019 @ 12:04pm 
Definitely agree about the protective suit. Although I think I'd be happy if it just required its own research after flak armour.
Paul 29 Nov, 2019 @ 3:09pm 
Yes, weapons like battle rifle, carbine, EMP rifle etc. are too overpowered. Then its far from vanilla settings.
JustineNitemann 12 Jan, 2020 @ 12:31pm 
Originally posted by Paul:
Yes, weapons like battle rifle, carbine, EMP rifle etc. are too overpowered. Then its far from vanilla settings.

As an addendum, I've gotten pawns wearing masterwork power armor and helmet killed (by a bruise to the torso or their limbs shot off) after being run&gun shot by an enemy with 4 range weps skill. Of course you can do the same to the enemy but there's more of them than your colonists would ever be.
Last edited by JustineNitemann; 12 Jan, 2020 @ 12:32pm
Robob 21 Jun, 2020 @ 2:10am 
assault charger rips apart anything it targets,is it supposed to be so strong?
Not Lancer 15 Aug, 2020 @ 2:14am 
EMP discharger is pretty useless rn with the insane cooldown it has
Would take vastly increased aiming duration over this any time
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Showing 1-8 of 8 comments
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