[MOD] (Alpha 7) Immersive Weaponry 1.5 Now compatible with Project armory

Started by Aristocat, October 28, 2014, 05:22:17 PM

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Aristocat

Description:
Immersive weaponry make battle more intense and less frustrating by significantly increase fire rate and accuracy and fire per bursts, also damage per hit is reduced so no more one blind shot cause limb fly off.

Weapons become more focused on their job. M24 Accuracy is greatly increased, it's impossible to miss with Shotgun, Minigun and LMG create barrage of bullets, Incendiary Launcher now make small explosion, Neolithic weapons are weaker and Android weapons are stronger.




Feature
Immersive weaponry make battle more intense and less frustrating by significantly increase fire rate and accuracy, also damage per hit is reduced so no more single blind shot cause limb fly off.



Force Fire added in burst weapons (can target ground instead of specific target.)
Colonist no longer lose limb with single hit. Pila(30 to 10), M24(40 to 18), Charge Lance(27 to 10) damage reduced. but fire rate and accuracy is greatly increased.
Significantly reduced or removed cooldown of weapons.



Shotguns shoot 12 bullets per burst and can shoot while taking melee hit.
Machine Gun is capable of heavy fire. but has long cooldown time and heavy to carry around. Best suited for large crowd or Centipedes.
Sub-Machine Gun shoot twice faster than rifle, but has shorter range and less damage. Best suited for close quarter combat.
Sniper accuracy greatly increased and aim time is reduced. Sniper is now extremely dangerous, especially on clear day.
Mortar is actual threat. Now each burst shoot 15 bomb, and coodown is reduced to one third, and explosion radius is increased.

Equipping weapon reduce work speed and move speed.

Club in-cap chance is doubled and strike faster. Great for capture psychotic colonist without arrest, or make slaves.

Neolithic weapon is generally weaker.
Now Droid is even more threatening. Centipedes move faster, Inferno Cannon can shoot over wall, Charge Blaster now explode on every hit, and droid weapons no longer require aim.

Generally all weapon damage is halfed but fire rate is double or tripled, which less likely lose limb and make battle more intense and less frustrating.


Immersive Project Armory https://ludeon.com/forums/index.php?topic=7167.0
Project Armory adds new weapons to the RimWorld Universe from different games movies and real world periods from the Victorian era to modern day.

Weapons Kit Switcher:
The Weapons Kit Switcher tool is located in the mod directory were you install your mods. The tool allows you to activate and deactivate groups or singular weapons.



Move speed comparison



Resistance is futile



*Pistol damage reduced
*Pistol fire rate increased

*Pump Shotgun now shoot 12 burst, each deal 3 damage
*Pump Shotgun range has shorten, accuracy increased
*Pump Shotgun Fire rate increased
*Shotguns can shoot while taking melee hit

*M16 now shoot 4 times per burst
*M16 is accurater
*M16 damage is reduced
*M16 fire rate is increased

*M24 is accurater
*M24 damage is reduced
*M24 fire rate is increased

*Uzi now shoot 5 times per burst
*Uzi damage is reduced
*Uzi fire rate is increased
*Uzi is inaccurater

*T9Incendiary launcher now make small explosion
*T9Incendiary launcher damage is reduced
*T9Incendiary launcher fire rate is increased

*L15LMG damage is reduced
*L15LMG fire rate is increased
*L15LMG now shoot 27 times per burst

*R4 Charge Rifle damage is reduced
*R4 Charge Rifle fire rate is increased
*R4 Charge Rifle is now more accurater and range is increased

*Minigun now shoot 40 times per burst
*Minigun now never stop shootin'
*Minigun damage is reduced
*Ninigun no longer require aim

*Charge Blaster damage is reduced
*Charge Blaster fire rate is greatly increased
*Charge Blaster shoot 16 times per burst
*Charge Blaster no longer require aim
*Charge Blaster make small explosion on every hit

*Inferno Cannon fire rate is greatly increased
*Inferno Cannon explode radius is increased
*Inferno Cannon accuracy is reduced
*Inferno Cannon no longer require aim
*Inferno Cannon range greatly increased
*Inferno Cannon can shoot over wall


*Mortar cooldown has been reduced to one third
*Mortar now shoot 15 bombs per burst
*Mortar damage has been reduced (60 to 12. 10 to 8. 420 to 10)
*Mortar explosion radius has been increased (except Emp.)

*Charge Lance damage is reduced
*Charge Lance now shoot 5 times faster(fire rate is greatly increased)
*Charge Lance is accurater
*Charge Lance no longer require aim(human version still need aim)

*Club has twice chance to incap
*Club damage is Reduced
*Club strike faster

*Spear strike faster


IMPORTANT : If you use ImmersiveCrafting and Weaponry, please check Crafting first, THEN Weaponry, so Weaponry overwrite Crafting


Changelog

1.4
Price of Sci-fi weapons Increased
Sci-fi weapons greatly buffed (Some are might be op. please report me if you find something is op/unappropriate/ etc.)
Shotgun has buffed
Some weapons got unique characteristics.(explode on hit, Charge lance-like, anti-centipede(Boys-AT), etc.
Some weapons become more appropriate to its original design.
Mortar damage has increased.
Machine gun shoot faster but has longer cooldown.
Lengthen neolithic weapon range
etcs, I might forgot..


1.3.1

Centipede's speed has been reduced (Slightly slower than Scyther. Very slightly.)
Centipede's size hit chance factor increased 2.0 to 3.0
Centipede's hp has been increased by 50%. (1.3 to 1.8) (If you think this is too much go into ThingDef/Open Race_Mechanoid and reduce  <healthScale>1.8</healthScale> 1.8 to 1.3, also it would be nice if you report any complaints.)
Min range of inferno cannon has been removed
This shouldn't break save.. probably, maybe


1.3
Compatible with project armory
Aim time of weapons increased. Should be more vanilla-ish, but still faster than vanilla
Further nerf of damage
Added sub-machine gun role. Faster than rifle but shorter range and slightly lower damage. more suitable for close quarter combat
Machine gun now shoot more continuous
Added <forcedMissRadius> on machine guns, make them shoot against area than single target.
Shorter aim time of grenade but longer cooldown.
Shotgun and T9 launcher has been significantly nerfed.
Centipedes has longer cooldown time after each burst.
Project armory changes, etc.


1.2.5
Mortar cooldown has been reduced to one third
Mortar now shoot 15 bombs per burst
Mortar damage has been reduced (60 to 12. 10 to 8. 420 to 10)
Mortar explosion radius has been increased (except Emp.)
Shotgun texture bug has been fixed.

1.2
Significantly reduced or removed cooldown of weapons
Shotguns can shoot while taking melee hit
Centipedes move faster, REALLY fast
Inferno Cannon can shoot over wall.
Charge Blaster now explode on every hit
Minigun never stop shootin'
Minigun and LMG now continuously fire. can be double edged sword
Incendiary Launcher now make small explosion
M24 damage bit nerfed(20 to 18)
Removed coodowns of Grenade
All weapons generally shoot faster
Move speed penalty become more significant
Lee enfield is now affected(basically gimped version of m16)
Reduced damage of frag grenade
Something I might forgot

1.1
*Droid weapons no longer require aim.
*L15LMG shoot faster
*Pistol is bit nerfed

Download

Some Project armory weapon might not be appropriate so feel free to nitpicking

Aristocat

Updated, Droid weapons no longer require aim time(but has equivalent cooldown time), should make them even more threatening

RemingtonRyder


jal21

i have a cool but suicidal thought why not make a addon to the Project Armory mod so that they work like how they do in your mod... just a thought i think that that would be cool you might need to talk to the crater about it so it will work

obuw

Seems like a great mod. I'll definitely try it out. I actually wanted to do something very similar myself, but I couldn't figure out how to edit weapon values, so I increased body part values instead.

Two comments before I try the mod:

- I'd prefer it if weapons don't slow down colonists. Gets kinda tedious, having to equip all your colonists every time a threat appears and unequip them when it ends.

- While droid weapons no longer requiring aim is good for not being interrupted while firing, the since the cooldown makes you stuck in place after each shot, it becomes harder to actually cancel a shot and retreat. Also, the scyther frame reduces aim time by 50%, which really doesn't synergize too well with weapons that have no aim time but high cooldown time. :-)

But I think droid weapons and the scyther frame aren't even normally accessible to colonists, and I just have access to them because I use TTM. So I guess this point is kinda moot. :P

DracoGriffin

Yeah, cooldowns can be extremely annoying; better to offset with higher warm-up.

Nothing worse than watching your colonist stand out in open and not being able to cancel to move them back or hide behind cover.
Current Mods (A-Z):
AnimuHair, EdBInterface, Extended Stoneworking, FastFloors, Immersive Pack, kilroy Turret Pack, Modular Tables, MoreHair, MoreHydroponics, PowerSwitch, RecipeNurse, skullywag Pack, SurgeryExtendedAndBionics, Synthmeat, T-Mod Pack

Aristocat

Quote from: obuw on October 30, 2014, 01:00:27 PM
- While droid weapons no longer requiring aim is good for not being interrupted while firing, the since the cooldown makes you stuck in place after each shot, it becomes harder to actually cancel a shot and retreat. Also, the scyther frame reduces aim time by 50%, which really doesn't synergize too well with weapons that have no aim time but high cooldown time. :-)

I think minigun user is not supposed to shoot & and retreat(it's ridiculous, imho), it now slow down and stuck so you should wear best armor. Like Hyperweave Shirt + Power Armor.

But yes, Minigun will buffed, it seems right now doesn't have much merit compare to LMG

Quote from: obuw on October 30, 2014, 01:00:27 PM
- I'd prefer it if weapons don't slow down colonists. Gets kinda tedious, having to equip all your colonists every time a threat appears and unequip them when it ends.

It's only 10% - 20% for most weapon and weapons like bow, pistol or uzi doesn't slow down, while Lmg slow down by 30% and minigun 40%.

If you use Immersive apparel Power armor reduce work speed by 30% move speed by 40%, so only bionic leg colonist can really handle, but reduce Aiming Delay by 30% and Increase Hit Chance Factor 30% so make them basically killing machine

Aristocat

Updated, now mortar should be around 15 time more threatening, and colonist less likely lose limb.

Mortar cooldown has been reduced to one third and now each burst shoot 15 bombs, and explosion radius is increased. but damage has been reduced.

Incendiary mortar is still kinda meh though, due to how rain and floor work.

obuw

I really like the interesting direction you're taking with this mod. I'll definitely try to incorporate some of these changes on my own game on my next playthrough. :-)

Aristocat

Quote from: obuw on November 03, 2014, 01:36:14 PM
I really like the interesting direction you're taking with this mod. I'll definitely try to incorporate some of these changes on my own game on my next playthrough. :-)

Apparently fire cause lag, since this mod make fire bit more devastating and constant you might want to hide it through debug menu(if you have lots of colonists.)