Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Morrigi

#16
Unfinished / Re: [A17 WIP] - Adapted Arms & Ammo
November 14, 2017, 09:08:46 PM
Looks good, I'd definitely play with this.
#17
Thanks m8
#18
Would it be possible to get a version without the modified bodies, for compatibility with other clothing mods?
#19
What's wrong with Steam? I don't have any issues with stuff I put on the workshop.
#20
Could we get a screenshot or two? Putting it on Steam might also be a good idea.
#21
Releases / Re: [A17] Cyberpunk (May 25th, 2017)
September 23, 2017, 06:16:36 PM
Most of the weapons in this mod are ludicrously OP compared to just about everything. The mod needs a serious balancing pass.
#22
Outdated / Re: [A17] Military Melee, Expanded Vests
August 30, 2017, 01:03:58 PM
Please change the name of the "katana knife", it's ridiculous.
#23
The energy gun seems rather underpowered. It doesn't seem to do a whole lot other then inflict a momentary and nearly useless stun. In my opinion it should temporarily put its target on the ground, and perhaps inflict minor (3-4) burn damage. As it stands, there's no real reason to use it instead of lethal weapons like the laser gun or combat shotgun.
#24
Bugs / Re: Relations Change Grammar Error
June 18, 2015, 05:14:27 AM
To me, it looks like Tynan wrote "Relations have warmed with [faction]", deleted part of it, wrote "Relations with [faction] have warmed", and didn't grammar.
#25
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 16, 2015, 12:13:11 AM
Quote from: Evul on January 15, 2015, 11:58:36 PM
Quote from: Morrigi on January 15, 2015, 11:55:54 PM
Impressive, looks like that will solve the problems.

We hope so :)
It is a relay slow processes cause i am the only one doing this. ^^
I have 24 objects of 153 done...
I would offer to help if I had the time or attention span, but alas
#26
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 15, 2015, 11:55:54 PM
Impressive, looks like that will solve the problems.
#27
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 15, 2015, 10:30:17 PM
For some reason, the FN FAL and M60 are only doing 6 damage, despite being chambered in 7.62x51 NATO, a fairly powerful rifle round. For reference, the M-16 does 7 and the P90, a submachine gun, also does 6. Also, the KRISS Vector does 9 damage, more than most of the assault rifles in-game. It's a submachine gun. In addition, the M14 EBR does the same damage as various rifles that fire less powerful rounds, the AKS-74U is claiming that it's a compact AK-47 in its description. Oh, and the .50 BMG sniper rifles are doing well over 3 times the damage of the M2 Browning, which fires the same round.

This is all stuff I've noticed in the space of five minutes, and because of this, I think this mod is in real need of standardization of damage for various kinds of ammo, standardization that makes some kind of sense. Guns in 5.56x45 should do less damage than those in 7.62x51, but more than your average pistol round. Guns shooting the same ammunition should do (approximately) the same damage. Calibers with roughly the same kinetic energy should do roughly the same damage. If real-world weapons are going to be in the mod, they should vaguely align with their real-world capabilities in relation to one another.

#28
General Discussion / Re: Armor system
January 03, 2015, 06:05:52 AM
Quote from: ZestyLemons on January 03, 2015, 03:47:43 AM
Quote from: Morrigi on January 03, 2015, 03:23:16 AM
What I don't understand is how someone in full power-armor can be instakilled by a single M-24 shot to the chest, when even a modern ballistic vest and trauma plate can save a soldier from a similar shot with some nasty bruising and perhaps some broken ribs. One would think that fancy, futuristic power armor would be superior to modern armor's capabilities in reality, and for me that kind of issue ruins believably with the frequency that it happens.

Honestly, the damage model in general, especially in relation to armor, is a bit wonky overall. I think there needs to be a penetration value of some sort, and anything that doesn't penetrate should be translated into blunt damage. This would mean that bullets fired from your average pistol hitting a kevlar vest would leave bruises instead of gunshot wounds, and weapons like the M-24 could cause more severe blunt force trauma against the same vest.

One shot the chest isn't enough actually. The torso has 40 health, and a M24 only does 40 damage. Power armor is 65% sharp damage reduction, which knocks that 40 damage down to 20 damage, and has a 15% chance to deflect all the damage entirely on top of that.

The only thing that could kill a colonist in one shot is a very unlucky shot to the heart or liver (or lung/kidney if the colonist is already missing one).

Assuming a health colonist, there's only a 3% chance that a M24 will kill a colonist out right with a chest shot. Even spinal or neck shots are not lethal while wearing power armor.
I had it happen repeatedly in Alpha 7, haven't had enough time to test now.
#29
https://www.youtube.com/watch?v=HEJ6QymV7-o

The classic squirrel zerg rush and its tragic aftermath, complete with quality narration from none other than Dslyexi. I think this video captures RimWorld perfectly, in all its hilarious, yet tragic, glory.
#30
General Discussion / Re: Armor system
January 03, 2015, 03:23:16 AM
What I don't understand is how someone in full power-armor can be instakilled by a single M-24 shot to the chest, when even a modern ballistic vest and trauma plate can save a soldier from a similar shot with some nasty bruising and perhaps some broken ribs. One would think that fancy, futuristic power armor would be superior to modern armor's capabilities in reality, and for me that kind of issue ruins believably with the frequency that it happens.

Honestly, the damage model in general, especially in relation to armor, is a bit wonky overall. I think there needs to be a penetration value of some sort, and anything that doesn't penetrate should be translated into blunt damage. This would mean that bullets fired from your average pistol hitting a kevlar vest would leave bruises instead of gunshot wounds, and weapons like the M-24 could cause more severe blunt force trauma against the same vest.