边缘世界 RimWorld

边缘世界 RimWorld

Actually Automatic Guns
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更新于:2024 年 9 月 17 日 下午 12:13
作者:Dynamic

1.7

- Increased mech charge blaster cooldown from 6.00 to 10.00 and reduced burst count from 500 to 400. This should help it stand apart from miniguns

- Auto charge turrets are now full auto and function very similarly to mech charge blasters. They fire immediately, shoot a burst of 400 with 0% accuracy, and needs to cooldown for 16 seconds. I very much recommend either bringing smoke, emps, shieldbelts, or a distraction. (Can be toggled in the "Are turrets automatic" setting)

- The Heavy SMGs AP has been increased from 22 to 30. Its stopping power hes been reverted back to 0.5

- Several changes to many pawns to help create more interesting strategy besides "gun it down with the assault rifle"
+ Revenants now have 30% sharp, 10% blunt, and 100% heat. They can catch on fire again and can be exposed with fire. While on fire theyll run around aimlessly instead of hypnotizing your colonist, but their high heat defense means that they're unlikely to take meaningful damage from fire. Disable it with fire and gun it down!
+ Metalhorrors now have 80% sharp, 20% blunt, and are even more flammable than before. Fire just got better against them, and weapons with high AP will shine here too. I recommend a mix of incinerators, hellcat rifes, and heavy smgs, both for burning and to punch through their defense
+Nociosphere now has 125% sharp, 50% blunt, and 200% heat. This should make it do alot better against end-game raids, especially against fully automatic gunfire. I suppose it is much harder to fight now too, but if youre in a situation where youre trying to kill this thing then you've messed up somewhere along the way anyways
+ Mechs are much stronger across the board (except tunnelers), but their combat power is doubled. This means that in practice you should see less mechs, but theyll be alot harder to actually fight. AP and EMPs are advised

- Settings have been remade from the ground up! While you can no longer get as much unique settings for modded compatible mods, the settings should be much more readable if you have alot of them. Its alot easier on my end to add compatibility now as well!

- Added a setting to allow weapons like the minigun and lmg to have a force miss radius to beter control the spread. Its disabled by default because it throws red errors, but theyre completely harmless and its unfortunately a Rimworld thing I cant fix

- The LMG now has the same movement penalty as the minigun to help bring them both in line with one another

- The bolt action rifle now has a major buff to hunting stealth. Just cause someone suggested it and I thought it was a cool idea

Im sorry this update took so long. I didnt work on it as much as I wanted because of irl stuff, emotional state, and lobotomy corporation. I think next Im gonna do a complete re-balance of the mod and maybe add some of my own actual content. I was intending to add compatibility to abunch of mods this update, but since Im gonna be overhauling the balance soon anyways I decided to wait til either the next update or the one after

更新于:2024 年 4 月 28 日 上午 11:14
作者:Dynamic

1.6

- The minigun has had its AP decreased from 15 to 5

- The LMG has been reworked. It now shoots a bursts of 250, had its accuracy reduced to 0 across the board, its AP buffed from 16 to 26, its cooldown has been doubled, and it can now target locations. Now both the minigun and LMG are area of denial specialists, with the minigun doing well against low armor and the LMG doing better against heavy armor

- The Assault rifles AP was reduced from 16 to 11

- The Heavy SMGs AP was increased from 18 to 22

- Turrets are now fully automatic (can be toggled in settings)

- Several non-automatic weapons have been buffed to help them compete some or to better fill their niche (can be toggled in settings)
+ The Autopistols damage was increased from 10 to 11
+ The Bolt-Action Rifles AP was increased from 27 to 30
+ The Charge lance had a rework. Its damage was slashed in half and its warmup increased, but it now has longer range, significantly higher AP, lower cooldown, and slightly better long range accuracy. Lancers will also now fight closer to how they used to when they were snipers
+ The Revolvers AP was increased from 18 to 28
+The sniper had several changes. AP increased from 38 to 45, Short and touch accuracy severely reduced, while medium and long accuracy increased. Now more "sniper-y"

更新于:2024 年 4 月 21 日 下午 3:33
作者:Dynamic

1.5

- The monkey's paw curls. Ive added settings to the mod, and while they dont do alot now it lets me add stuff now while giving the player the ability to turn on and off things they do or dont like. So for example, I plan on making turrets full auto in the future, but if you have another mod that changes turrets in a way you prefer you can just disable my changes in the settings!

- The Hellcat Rifle has been turned fully automatic! It has slightly lower accuracy compared to the assault rifle as well as a smaller burst count and a much, much longer warm up. However it shoots its burst very fast and has a low cooldown, so you can move around quickly with it or fire off the flameburst. This should make it good in tight places where enemies cant really dodge the fire, and also gives the pawn a plan b if they get dragged into melee

Note: I used XML Extensions to add settings since I dont know C# yet, so that is now a required dependancy unfortunately. Please be sure you have it installed before reporting any errors

更新于:2024 年 4 月 13 日 下午 8:43
作者:Dynamic

1.4

- Assault rifle has slightly less accuracy at long ranges and notibly less accuracy at touch ranges. This is to better mold it as a general use mid ranged weapon. Decent in most situations, but sometimes you wanna trade it out for more specialized stuff

- Chain shotguns accuracy has been decreased at longer ranges and buffed at shorter ranges to better focus it as a quick response close range sweeper. Its cooldown has also been increased slightly

- Heavy SMG has had its accuracy largely increased across the board and its cooldown time reduced, but with a higher warmup time now. This should better support it as a highly accurate automatic weapon. Its stopping power has also been increased to 1

- LMG has had its accuracy decreased across the board

- The Machine pistol has had its AP rights revoked and has 0% armor piercing now. This should make it an effective weapon against light/no armor but ineffective against moderate/heavy armor. It also still serves as a decent tool for downing pawns without killing them. Its stopping power has also been dropped to 0

- The minigun can now target locations as well as actual pawns, giving it more targeting flexability. This also applies to VWE's charge minigun

- The Heavy Charge Blaster is now fully automatic, I figured out how do to it. Its on par with the minigun, having a longer warmup but a faster cooldown

更新于:2024 年 4 月 13 日 下午 2:45
作者:Dynamic

1.3

+ Given compatability with Vanilla Weapons Expanded

- Sawed off shotgun now fires both bursts at once

- Flamethrower now shoots more fire much faster, at the cost of warm up and cooldown

- Fire extinguisher has an increased burst, sprays faster, and has a faster aiming time. It has a slightly longer cooldown time to compensate

- Light SMG serves as an alternative to the heavy SMG, offering higher burst for slightly less accuracy, mobility and damage

-SMG serves as another alternative to the heavy SMG, offering higher accuracy and mobility for less burst and damage

- HMG is an alternative to the LMG and minigun, generally landing in the middle of them. It has effective area of denial but still has a semblance of accuracy. Most notably, it has the longest burst duration of the three, making it the least mobile but able to hold a zone for longer

- The Service rifle is an alternative to the assault rifle, trading damage, mobility, and a smidge of accuracy for a noticibly larger burst

- The Carbine is an accurate close range weapon. I mean thats it really

- Charge SMG is the SMG but with more damage, at the cost of some accuracy

-The charge LMG/Minigun are general upgrades to the standard ones. I dont really have any ideas on what to do with them so its just a direct upgrade for now

I dont use this mod, so please tell me feedback on balancing and if anything is overtuned/undertuned

更新于:2024 年 4 月 9 日 下午 2:17
作者:Dynamic

1.2

- Minigun now has reduced accuracy, increased warm up and cooldown, slower burst speed, and consideribly higher burst. This should better help support it as an aoe and cover shredding tool, rather than a staple weapon

- Fixed misattributed MayRequire field that originally only applied changes to Foxy's shieldbelts if you had Foxy's armory

更新于:2024 年 4 月 7 日 下午 9:30
作者:Dynamic

1.1

- Machine pistol now has no cooldown, slightly higher fire rate, slightly higher warmup, and slightly lower burst count. This is to help distingush it as a highly mobile automatic weapon

+ Given compatability with Foxys armory 2.0, general rundown below

- E15 charge rifle now serves as a more accurate but slower alternative to the standard charge rifle

- E9c Charge Carbine serves as a faster, less accurate alternatve to the E15 charge rifle

- P12 PDW serves as a highly mobile short range defensive tool, doing particularly well in tight buildings and spaces

- l2OC Charge LMG serves as a general upgrade to the normal LMG, offering slightly higher accuracy and slightly less cooldown. Goes from area denial to innacurate single target attack

- Tripled health of all shield belts added by Foxys shield belts

更新于:2024 年 4 月 6 日 上午 1:54
作者:Dynamic

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