As You see, we have only few weapons.
I know, licenses, yeah, costly... very,
but ineed.
AK-powerful, accurate, but longer warmup time and cooldown than AR15 named assault rifle,
Mounted gun- needs to be reinstalled, manned like mortars, powerful, but not very accurate,
Semi automatic rifle- good damage, high accuracy, quite good fire rate (between survival and sniper rifle, faster, but less accurate than sniper, but still deals more damage than survival rifle)
nerf charge lances :D :D
rocket launchers also :)
Might add magazines and ammo systems.
For example:
Colonist carry Assault Rifle with 3 magazines.
After 10 burst he needs to reload- longer warmup time.
After another 20 bursts he has no more ammo,
obviusly it will make game a lot harder, but better in not only my opinion :)
Bullets assembly, just like components or altillery shells.
PS: Sometimes i7 6950x and R9 Pro Duo doesn't work very well :/, but still alpha, so i need to wait :)
Greetings from Poland,
Jakub. :)
Problem is, with the games mechanics, how do you have multiple guns without having copies of MECHANICALLY similar guns? Right now, no 2 guns are the same in performance, which is nice.
This said, I do think more guns could be added, namely heavy variants of other guns, like an heavy pistol (like a 357 revolver) a repeater rifle, doing higher fire rate of survival rifle rounds, but with slightly less accuracy, a flamethrower (cmon tynan, you know you want to ;) ) And perhaps a few more forms of shotguns (a double barrel shotgun would be very interesting)
I think the biggest thing however, is a refinement, to gun stats. They are far too simple, and could have more elements to them, like reloading, slowdown while carrying, and perhaps separating the "cool-down" and the "inability to move after fire" to 2 separate things. You could also make targetting time slightly faster on higher gun skills and low skill users a tiny bit more accurate while taking longer to fire, or even guns having different "ergonomics", which multiply the skill effect / skill effect needed (I think for instance, bows, spears, and rocks would have a much lower ergonomic ranking than a rifle, as it takes training to use a bow). Little changes like this would make weapons much better, as right now, all shooting is, is a range check, and dice role. If in range, you get a shot, then you do a dice roll. Everyone will still miss plenty, even good shots, but bad shots have no hope of hitting it seems...I think these little things would make combat more interesting.
Yep and no :)
It's based on "tacticool engine" so they can do it :D
More guns, variants, if You want damage and accuracy chose AK, but if You want faster, and easy in use weapon chose AR15. Revolvers... why .357? Why not .500 :D Lots to talk, maybe let them create a app as defs creator, to easy create for example weapons, send it to developer and that's it :) Graphics, i know:) Sounds... i can go to the shooting range and record few :)
Just need a choice like:
ak-ar15
pistol-revolver
pump shotugn-double barrel one
smg-sub rifle
bolt action sniper rifle-semi automatic sniper rifle
lmg-ckm
t9 incendiary launcher-emp one-explosive one
:)
And why a power armor slows people? Just like exoskeleton, boost them up :)
Better skills=shorter aiming time=much better accuracy
I think we have an agreement :D
If power armor speeds up, I can agree so long as it needs the occasional component replacement : Like the power armor in fallout 4 needing cells. So its fantastic IF you have the means to keep it fed.
as for 50 cal revolver, well.... That has some nasty recoil, very loud, heavy (wouldn't be easy to use, or fast as a 357) while the damage would be overkill for a lot. Lets say hunting, a 357 would be perfect for squirrels, hares, rats, maybe even bigger stuff like wargs or wolves...Not a grizzly bear gun, but easy to use, powerful 1 shot takedown for most (and a good gun for tribals I imagine... 357, I think would hit at about 15 damage, maybe?)
a 50 of course would be a good defense for bear, or panthers or such, but even still, for that size, might as well get a full on rifle or shotgun
Direct hit. Magnum .500 have almost 4kJ (ak have less then 2kJ, glock have 300J), so 28-30 dmg?
Thats later. First needed basic weapon, then choose between .357/.38/.44/.454/.5 :)
Air Cells maybe? Or Air filters? Maybe power armor'll need to be charged just like battery?
Actually, talk or repairs reminds me of deus ex, where the original augmented personel kinda hate you for being superior, and the augs have to get regular repairs, tuning, tightening screws, replacement servos, ect.
as for the 50, maybe...But what is the energy output from say, a 30.06 rifle? I think that is comparable, and a much more ergonomic platform isn't it?
Isn't. Magnum exploatation is much more expensive... And 5 bullets in chamber ;)
I guess, but to balance that gameplay wise we would need to establish ammunition production / supplies, which.... Well, lets just say that would get complicated fast. But I do like the idea of more types of bullets, maybe pistols with hollowpoints which multiply the armor effect, but mulltiply the damage.
....sigh...I really want a weapons / combat revamp, the health model is great, but some of the other parts need improvements.
Just like tacticool system and aiming system. Fight hand to hand... Hit someone foot.
We need an inventory system like XCOM or Classical RPG's for magazines and etc to become a thing, right now colonists don't really like carrying meds, food, or ammo unless randomly chose to do so. And do not have secondary weapons. You can't really pick their inventory layout to a T.
Things like backpacks, and etc for storage would be cool, but until those things are addressed I imagine we would just have more guns that are more or less reskins of ones we have with a few modifiers here or there.
Quote from: BetaSpectre on October 03, 2016, 04:02:58 AM
We need an inventory system like XCOM or Classical RPG's for magazines and etc to become a thing, right now colonists don't really like carrying meds, food, or ammo unless randomly chose to do so. And do not have secondary weapons. You can't really pick their inventory layout to a T.
Things like backpacks, and etc for storage would be cool, but until those things are addressed I imagine we would just have more guns that are more or less reskins of ones we have with a few modifiers here or there.
i dont care much about the ammo, as it would be a steel sink i fear.
but there should be a reloading system in the game and a second weapon slot, for small arms and grenades
- reloading should take a while, in the case of energy weapons, a cooldown cycle
Quote from: mastamage on October 03, 2016, 02:11:28 PM
Quote from: BetaSpectre on October 03, 2016, 04:02:58 AM
We need an inventory system like XCOM or Classical RPG's for magazines and etc to become a thing, right now colonists don't really like carrying meds, food, or ammo unless randomly chose to do so. And do not have secondary weapons. You can't really pick their inventory layout to a T.
Things like backpacks, and etc for storage would be cool, but until those things are addressed I imagine we would just have more guns that are more or less reskins of ones we have with a few modifiers here or there.
i dont care much about the ammo, as it would be a steel sink i fear.
but there should be a reloading system in the game and a second weapon slot, for small arms and grenades
- reloading should take a while, in the case of energy weapons, a cooldown cycle
Weapons would be too deadly if they worked like IRL, burst fire to simulate their use is balanced for gameplay. Else it'll be rocket tag gameplay. Unloading 30+ rounds all at once is worth the reload time. As opposed to using a rifle which is still single shot. Right now we already have a reload system per se in the weapon cool downs.
Think it's mostly an engine thing though, like you can only fire rapid bursts or single shot with standard cooldowns.
This engine can do much more ;) Roloading system+ammo system, but first more weapons and better aiming system (fight fist to fist, hit someone in foot :/ )
Really, I think ammo would use more meat / animals fats. IIRC you can make gunpowder from animal fat with certain processes, so yes, a VERY tiny amount of metal for the casings, but the gunpowder has to be made too. Besides that, brass can be reused.
Reloading isn't REALLY in place, I was thinking like, after x amount of shots, an EXTRA delay. Like 10 bursts on an assault rifle, and needing to load another mag.
Personally, I'd like to see more range between bows and semi-automatic pistols. There's rather a lot of territory between a piece of curved wood with a string on it and a Glock 19. I'm thinking hand cannons and arquebuses, then flintlocks and scatter guns.
I think all of this would be great, well an personal backpack or something for colonists to store ammo and items, making ammo is something interesting, using an bench or using that machining table to making gunpowder and ammo would make this an game changer. Reloading time, special ammos like explosive bullets, hollow point, etc.... Depending of the gun, changing how the weapon can work: semi-auto or burst mode, the possibility to one colonist having 1 weapon + 1 side-weapon(pistol or MP) and grenades, well, it's not too simple, but we have a lot of possibilities for both weapons and combat.
Quote from: Boba Phat on October 04, 2016, 08:04:03 PM
Personally, I'd like to see more range between bows and semi-automatic pistols. There's rather a lot of territory between a piece of curved wood with a string on it and a Glock 19. I'm thinking hand cannons and arquebuses, then flintlocks and scatter guns.
Lets not forget crossbows!.... Steel wire crossbows with a hand crank were absolutely insane to reload, but packed as much punch as a modern sniper rifle, if not more!...only downside it took a good 10 seconds to reload, cranking it back, then putting in another bolt.
what about shields? something that you can pair with a gladious, a knife, a club... and then something that you cant pair with them like a big two hand sword.
Guyz check out RT mods he has those already the weapons that why those weapons will never be added in game cause its already a mod RT weapons here it is https://ludeon.com/forums/index.php?topic=11272.0 . Personal shields craftable is also a mod. No need to make it craftable in vanilla he'll just let the moders do it haha saves lot of time
Edit: want crossbows mumblemumble install medival times mod. me i personally love the bow you are trying to mention in that mod forgot the name was it steel crosbow or anyway here's the mod https://ludeon.com/forums/index.php?topic=22316.0
The only weapon really needed is a revolver. Rimworld can't be Sci-Fi Western without revolvers!
Anything else is just extra. Though I can imagine variants of existing weapons:
*Double Barrel Shotguns - Shoots in two high damage bursts but high cool down.
*Revolvers - Of course. High damage but higher cool down than a pistol
*Anti-Materiel Rifles - Because centipedes. Extremely high damage, cool down and warm up. Not exactly fit for fighting fast running human targets.
Emmm... A good bow is much more deadly than ar15? Just godlike skills ineed and strenght. Realoading=extra cooldown. Glock=shit for sure ;) Gunpowder? Nah, if Ull ad this, a lot others will requie thoose addictions ;)