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Messages - Cewelowic

#1
Releases / Re: [A13] Rimsenal v0.534 : Stalker
April 23, 2016, 01:28:28 PM
Hey I wanted to chime in and say theres no real reason to make the Graydale Support machinegun right now. Compared to the vanilla LMG, it costs more materials, deals one less damage per shot, has the same burst, is slightly less accurate, but does have 6 squares of range on it. Compared to the tactical carbine it has 2 more burst count, but much greater windup and cooldown such that the carbine puts out more bullets per 10 seconds than the support machinegun, its less accurate, costs more, but has 4 range on it. For the paultry increase in range I could have a marksman rifle or a vanilla assault rifle (31 range compared to 32, much better accuracy) to do the same job.
#2
v0.53 is kinda save compatible. He renamed the tactical vest game name from TacVast to TacVest, so you have to manually replace these in your save. I ended up just deleting all tac vests.

What storyteller death? I've been using sereniz almost exclusively and I've had at least 8 infestations, mostly in my kitchen and bedrooms.

Speaking of sereniz, the recent update to her has her flinging traders at me like no tomorrow. I get at least 1 orbital trader a day, often more. I also get tons of trader caravans, so much so my courtyard is a festival for vistors lol.

Also your tweak to the melee weapons makes it so I cant make special material melees, but they still appear in shops and raids.

#3
My initial impression of the balance mod is that most changes are good! Forcing materials on the melee weapons is probably smart to prevent getting cheap precious metals, at least until you can change their cost based off materials used. I'm keeping my uranium concussion baton for separating torsos from bodies though ;)

Jottun Interstellar ranged weapons didnt interest me at first, and now they are pretty lackluster across the board. The hrunting rifle now is a weaker survival rifle, and I think thats a tragedy. The pistol which I did use occasionally is now a weak trade-off of damage, speed, and accuracy compared to the starter. I think you can keep the high damage of the Jottun weapons because they are expensive (Plasteel!), slow, inaccurate, and require research.

Seems I'll actually have to diversify from spike rifles, since they are really only going to be good past the 24 square mark. The marksman rifle seems like a good choice but not a perfect one, so I think its in a good spot.

I like to be able to move my forces out of danger quickly, so I dont really use Fed weapons. I cant speak for them, but they still seem like strong weapons in their own right.

I might have to put back my HMG nests ;)
#4
Wow that was pretty fast. I'm gonna install these and check them out!

Also, I just noticed (mostly because I just got them) that exoskeleton suits when the pawn is facing up have a transparent center square. It shows whatever is behind the pawn.

I dont think Ive seen a mod updated so fast tbh. You really keep this mod fresh!

Im guessing that is some kind of tank, maybe an APC given I dont see any obvious weapons. Maybe its a trader pack tank. The sides look like vents rather than rocket pods, since in the front view they are eclipsed. Or maybe they are side storage pods.
#5
Help / Tweaking quality chance
April 18, 2016, 05:04:12 AM
I've looked around and cant seem to find how to change the quality chance of an item produced by a certain skill level. I want to modify it because my godlike crafter is making normal items far too often, and im tired of save scumming it lol.
#6
Releases / Re: [A13] Rimsenal v0.521 : Feralized
April 17, 2016, 06:28:22 PM
Hey rooki1

I signed up to the forums just to say thanks and to give some feedback! This is really the only mod I use (core, security and storytellers to be exact), and I think its great! I noticed a few things, though, and wanted to point them out.

To start, a small typo. Carbon jumpsuit is called Carbon jumpuit in the game, missing an s.

I love the Sereniz Storyteller! Shes just what I want in the game. Raids are often enough I keep well stocked, but theres plenty of time to manage my colony in the mean time.

The melee weapons are really powerful, but they also sell for too much. They dont scale with material cost either. I can make vibro swords for 40 steel and sell them to completely clean out an exotic goods seller! Then when they sell them, but in odd materials like gold, I can buy them and smelt them down for massive profit. I bought a golden assault hammer for 4500 silver and smelted it down into 800 gold, which is worth some 11k silver. I'd like you to consider this. Oh, and the new melee weapons take 1 tick to manufacture. I personally went in and changed that to something reasonable.

The YP faction armor and weapons are my favorite. With the drop suit my bionic legged soldier is sprinting at some 8.6 squares a second! Its utter nonsense. Maybe the bonus is too fast when you have bionic legs. What sucks though is my 100 plasteel spike turret has 24(!) hp, which means it gets blown up by a PDW in 2 bursts. I dont think its supposed to be that weak, since an improvised plasteel turret has 240 hp. Spike rifles are the staple in my arsenal. I used the marksman rifle by GD, and I think its too powerful. It fires 2 25 damage shots at great accuracy, and just destroys everything. I'd consider tweaking it since it doesnt take research to unlock.

I have a set of legendary assault armor, but I rarely use it. The movement penalty is so great I essentially have to set that character in one spot and bunker up, waiting for them to come to me. Not very assaulty. It does give around a 64% chance to negate a gunshot though, so thats really good.

I think it'd be great if you added some light armor/apparel for each faction. Its kind of weird for my characters to be side by side with ones in dusters and cowboy hats. I've only ever seen one carbon jumpsuit, too.

Anyways, thats just my 2 cents. I really love the mod and I might try out the feral faction mod when I make a new planet. Keep up the good work!

Edit: Even though GD weapons only take steel, they produce plasteel when smelted.