[A10] Project Armory (v.3.00)

Started by Evul, February 05, 2014, 02:24:54 PM

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Evul

Bog: you did some weapon testing any weapon that is over powered? :) I remember you were talking about it earlier ^^

Bog

Quote from: Evul on August 18, 2014, 04:57:04 PM
Bog: you did some weapon testing any weapon that is over powered? :) I remember you were talking about it earlier ^^
Yup. I posted a list of all the weapons with their "Power Ratings" on the PA Testboard

Here's the important stuff:

List without eras in order of power rating:
Thrown Stones: 25 (Vanilla Weapon)
Flintlock Folwer Shot: 51.31
Dragon: 52.89
M1911: 54.30
LeMat Revolver: 57.07
British Bulldog: 61.14
Apache: 65.84
Laspistol: 69.65
Pila: 74 (Vanilla Weapon) (Weakest weapon avalible to the player in the vanilla version)
Kentucky Long Rifle: 74.35
Lupara: 75.09
Flintlock Fowler Ball: 75.40
Short Bow: 78 (Vanilla Weapon)
Walther PPK (S): 78.85
LeMat Carbine: 79.91
Woomera: 80.08
British Apache: 82.01
Franchi SPAS-12: 84.02
Steyr-Mannlicher M1894: 86.45
Walther PPK: 86.74
I. Pulase Ventor: 88.45
Webley-Fosbery: 90.79
Webley Revolver: 93.42
Atlatl: 95.00
Colt Police Positive: 95.90
Nambu: 96.05
Steyr-Mannlicher M1901: 96.06
Roth-Steyr M1907: 96.06
Star M1914: 96.06
Lebel M1888: 96.84
Moonraker Pistol: 98.74
Sawed-off Browning A5: 102.24
Lasgun: 106.67
Great Bow: 109 (Vanilla Weapon)
Steyr M1912: 109.77
Luger P08: 109.78
Mossberg 500: 110.98
Browning Auto 5: 120.65
Mauser C96: 120.9
Crossbow: 123.11
Pistol: 124 (Vanilla Weapon)
Shotgun: 124 (Vanilla Weapon)
Yew Longbow: 125.07
I. Ventor: 126.35
S&W Model 29: 130.33
Sj�gren Shotgun: 130.8
Mateba Autorevolver: 132.20
Lebman M1911: 135.38
USAS-12: 138.58
Sj�gren Rifle: 139.65
Sarcos K-11: 140.14
Uzi: 145 (Vanilla Weapon)
E-11 Blaster Rifle: 147.84
N64 Moonraker Laser: 148.11
Pancor Jackhammer: 148.8
AA-12: 150.26
Saiga-12 152.30
Moonraker Laser: 155.52
Desert Eagle Mk.1: 157.73
Winchester M1907: 160.94
Mateba Grifone: 170.84
Lee-Enfield: 172 (Vanilla Weapon)
SCAR-L Mk.16 Standard: 177.14
vz58P: 178.43
vz58V: 178.43
Charge Lance: 190 (Vanilla Weapon)
FN P90: 190.08
CS19: 193.53
Steyr M1912 MP: 197.17
Bolt Pistol: 199.38
BRX-A1: 200
BRX-A2: 200
Steyr AUGA1 204.58
SA58 Tactical 206.37
M4A1: 206.67
H&K G11: 210.16
M30 Luftwaffe Drilling: 210.96
SG552Commando: 212.21
Mac 10: 213.6
L58A1: 216.63
Vera: 218.4
Carcano M91: 218.88
H&K UMP.45: 219.37
MP-18: 219.70
ASval: 220.13
Lebman M1907: 220.60
Ross Rifle: 221.42
Steyr-Mannlicher M1895: 221.76
MP-40: 224.26
M-16: 229 (Vanilla Weapon)
Morita Mk.1 Carbine: 232.99
Glock 18: 236.60
T2 Plasma Rifle: 238.53
M24: 240 (Vanilla Weapon)
CM901: 245.18
H&K G36C: 247.65
Colt Monitor: 248.05
FN FAL: 248.92
M-14 EBR: 250.68
AK-47: 251.58
AKs-74U: 251.58
M8 Avenger: 252.0
D3 Plasma Gun: 255.07
FAMAS G2: 261.93
LMG-15: 264 (Vanilla Weapon)
Madsen-Rasmussen M1896: 266.8
BAR M1918: 268.8
TRW Plasma Sniper: 282.06
Chauchat: 284.40
MP5A2: 286.94
Huot: 298.93
R4: 312 (Vanilla Weapon)
M-14: 324.27
KRISS Vector: 326.7
Winchester Model 70: 334.12
MA5DICWS: 350.15
Morita Mk.1 AR: 350.3
M2 Browning (again): 355.22
Minigun: 369 (Vanilla Weapon) (Strongest weapon avalible to the play in the vanilla version)
M-81 Pulse Rifle: 379.82
Heavy Charge Blaster: 380 (Vanilla Weapon)
M60: 381.93
Thompson M1928A1: 390.23
M249: 393.47
M25: 412.29
Boys AT Rifle: 413.95
VSS Vintorez: 427.76
Walther WA2000: 451.44
Thompson M1920: 452.31
McMillan_Tac-50: 483.84
BarrettM82: 495.38
BarrettM107: 508.42
DragunovSVD: 512
Bren: 515.58
Bolter: 536.28
Accuracy Int. AWM: 553.41
M2 Browning: (Again) 598.66
M2 Browning: (Again) 598.66
PK: 718.48
RPD: 718.48
M4A1 Pulse Rifle: 758.71


That's using version 1 of the Rimworld Weapons Balancer. It works very well for Alpha 5's health system but it's a little outdated for Alpha 6. (I'm working on getting the Rimworld Weapons Balancer updated for the new health system)

So the power ratings are a little outdated, but they still show a "basic" overview of how powerful weapons are.

The worst ones are the PK, RPD and the M4A1 pulse rifle. Those ones are really overpowered.

Everything that's more powerful than the Heavy Charge Blaster (most powerful vanilla gun) are quite overpowered though, I think.



I think in the end, we need to figure out what power ratings the different eras should have.

For example we could do something like this: (I just threw these numbers together right now, I haven't thought them through)

Tribal: 25-75
Medieval 60-110
Industrial: 70-130
Prewar: 80-170
WW1: 90-180
Inetwar: 100-190
WW2: 110-200
Modern: 125-260
Sci-Fi: 250-380

Then we can make sure that all the guns are within their own era's power-ratings. :)
Divergence of Civilization Lead Developer (in this case that's the fancy way of saying "Only Developer")

Project Armoury Developer (New huge 2.13 Release now live!)

Evul

I don't think power rating can be measured by setting them in an era. Sci-Fi weapons can be more medieval time weapons as well as a modern type of weapon.
Same goes for pretty much every weapon. I think the weapons damage more should be based on the type of ammunition if the weapon is accurate etc then classify them in an era. Cause there are good World War 1 weapons that is still in use. Same goes for WW2 weapons.

Evelyn

Yeah, but the fact of the matter is that a Lee-Enfield should not be superior to a lasgun.

Viperlol

Quote from: James on August 19, 2014, 05:16:48 PM
Yeah, but the fact of the matter is that a Lee-Enfield should not be superior to a lasgun.
Well the las gun is just an over sized flash light, don't expect it to do much  ;).
When in doubt, rely on everyone else to fix up your .xml

groznij

Quote from: Bog on August 18, 2014, 05:20:01 PM
Here's the important stuff:

List without eras in order of power rating:[snip]

So the power ratings are a little outdated, but they still show a "basic" overview of how powerful weapons are.

The worst ones are the PK, RPD and the M4A1 pulse rifle. Those ones are really overpowered.

Everything that's more powerful than the Heavy Charge Blaster (most powerful vanilla gun) are quite overpowered though, I think.



I think in the end, we need to figure out what power ratings the different eras should have.

For example we could do something like this: (I just threw these numbers together right now, I haven't thought them through)

Tribal: 25-75
Medieval 60-110
Industrial: 70-130
Prewar: 80-170
WW1: 90-180
Inetwar: 100-190
WW2: 110-200
Modern: 125-260
Sci-Fi: 250-380

Then we can make sure that all the guns are within their own era's power-ratings. :)

I played the same colony for, I think, 20+ hours. The attacks were utterly insane. The only one survivable was the siege, because I could overwhelm them with my own mortars. Anyway, what I am saying is, the game gets harder and harder and the only way to keep ahead of the curve (or try to) is to get "overpowered" weapons through smart choices. Either way, as long as they are rare, it is just fun, I think. A couple of RPK's will not have a substantial impact on your colony. At least not the way I play. On the other hand, when you get a 50+ pirate attack and 10+ of them have RPK's (or similar), you are pretty boned. If the power rating of the wielded guns influenced the number of pirates attacking, it would be better. Thanks for the mod!

Evelyn

Quote from: Viperlol on August 19, 2014, 05:19:13 PM
Quote from: James on August 19, 2014, 05:16:48 PM
Yeah, but the fact of the matter is that a Lee-Enfield should not be superior to a lasgun.
Well the las gun is just an over sized flash light, don't expect it to do much  ;).

No, not at all.

Quote from: The Warhammer Wiki
The Lasgun uses a small portable capacitor power pack to produce a focused pinpoint laser beam which is strong enough to take an ordinary human arm off with one shot but is not as effective against the more durable alien bodies and stronger types of personal armour.

The reason it's portrayed as so "weak" in popular Warhammer culture is because a large amount of the enemies that soldiers using such a weapon encounter tend to be armored. In Rimworld, where pre-Alpha 6 the most people had to protect themselves was a cloth shirt, it would be extremely effective. Definitely more effective than a rifle made in World War 1 that uses a conventional cartridge. Additionally, even with the addition of armor in Alpha 6, it [the lasgun] would still be much more effective than as is currently portrayed ingame.

Evul

Quote from: James on August 19, 2014, 10:44:12 PM
Quote from: Viperlol on August 19, 2014, 05:19:13 PM
Quote from: James on August 19, 2014, 05:16:48 PM
Yeah, but the fact of the matter is that a Lee-Enfield should not be superior to a lasgun.
Well the las gun is just an over sized flash light, don't expect it to do much  ;).

No, not at all.

Quote from: The Warhammer Wiki
The Lasgun uses a small portable capacitor power pack to produce a focused pinpoint laser beam which is strong enough to take an ordinary human arm off with one shot but is not as effective against the more durable alien bodies and stronger types of personal armour.

The reason it's portrayed as so "weak" in popular Warhammer culture is because a large amount of the enemies that soldiers using such a weapon encounter tend to be armored. In Rimworld, where pre-Alpha 6 the most people had to protect themselves was a cloth shirt, it would be extremely effective. Definitely more effective than a rifle made in World War 1 that uses a conventional cartridge. Additionally, even with the addition of armor in Alpha 6, it [the lasgun] would still be much more effective than as is currently portrayed ingame.

Yeah that is true but to put it in prospective, for reason not to totally braking the game, the LAS it self is cheap and fairly easy to make. Well i can agree we could add 1 point to the damage of the weapon but for balancing reason not make it overpowered. Cause then you'll only use that and no other weapon.

There are also allot more weapons that need to be balanced in damage, range, warmup and bullet speed.

Viceroy

Buzz axe from Borderlands, maybe a throwing version and a 1 square 'melee' version. My psychos... I mean... I... The other psychos need them. Yes that is what I meant. The other psychos, I mean the psychos not at all my own... No psychos here. MEAT BICYCLE!!
Dog goes moo!

Evelyn

Quote from: Evul on August 20, 2014, 01:12:14 AM
Yeah that is true but to put it in prospective, for reason not to totally braking the game, the LAS it self is cheap and fairly easy to make. Well i can agree we could add 1 point to the damage of the weapon but for balancing reason not make it overpowered. Cause then you'll only use that and no other weapon.

There are also allot more weapons that need to be balanced in damage, range, warmup and bullet speed.

A buff to it is seriously needed, in my opinion. And weapons in this mod need some serious rebalancing in general. I mean, even the vanilla pistol is better than the Lasgun as that list Bog made currently shows.

Evul

We will Take a look again on the ballance :)

Clayton

Awesome mod! I've not ran into any pressing balance issues, myself.

This being an 'armory' mod, maybe you guys should look into releasing some armor/defensive apparel with it? Just an idea.

Also, any plans for melee weapons if they ever get implemented into the base game?

Evul

Thx! :)
We will make armor eventually. When some one of the dev team whant to make some armor :)

Melee Weapons will be made when the vanilla game have them. :)

LORDPrometheus

If I were to create some armor sprites for this mod would you implement them? I can do modeling and texturing but my programing skills are limited

StalkerCZ

Quote from: LORDPrometheus on August 22, 2014, 10:37:28 AM
If I were to create some armor sprites for this mod would you implement them? I can do modeling and texturing but my programing skills are limited


Hi. I creating some stuff like this .. we planing uniforms , armor, vest, tactical equipment and more stuiff.. write to evul and we could maybe cooperate :)
Project Armory v1.17
Project Catering v1.3