[MOD 0.14.X] Obuw's Warfare (Combat Revamp)
Posted: Wed Feb 08, 2017 11:16 pm
by obuw
Obuw's Warfare
Description:
Download: Download
Comments and suggestions
Please post your comments and suggestions in this thread.
Change Log
Adding this mod to an existing world should work fine apart from a few issues with turrets, like the bullet damage and speed upgrades you have already researched not applying to turret ammunition.
Description:
- Rebalances the core weapons of the game to make combat more engaging and fun.
The pistol and the submachine gun shoot projectiles, rockets are actually useful, vehicles have extra weapons, modular equipment is rebalanced, and so on. Full list of changes below.
Pictures
Pistol at the start of the game
Pistol with piercing rounds, Submachine gun with regular bullets, shotgun with regular shells
Flamethrower
Explosive rockets (and gun turrets)
Tank weapons
Pistol at the start of the game
Pistol with piercing rounds, Submachine gun with regular bullets, shotgun with regular shells
Flamethrower
Explosive rockets (and gun turrets)
Tank weapons
LONG DESCRIPTION
Details:
Overview:
Pistol & Submachine gun:
Shotguns:
Flamethrower:
Rocket launcher:
Grenades:
Modular Equipment - Part 2:
All in all, the equipment changes encourage you to try out different configurations, possibly add a couple more batteries, or a second fusion reactor, or so on, to get the optimum loadout for your playstyle.
Enemies:
- The mod aims to make combat more enjoyable by changing most weapons and equipment.
- Every weapon is made projectile-based (no more auto-aim for pistol / smg / rockets / etc).
- Ranges are increased overall (for both the player and the enemies).
- Player movement is faster, and weapons give a much lower movement penalty.
- Magazine sizes are increased and rates of fire are reduced to make early game combat less punishing material-wise.
- The player's base running speed was increased from 0.15 to 0.25 to make it easier to outrun enemies and to increase the overall pace of combat.
Pistol & Submachine gun:
- These weapons now fire directional projectiles, shooting towards the mouse cursor instead of auto-aiming
- Firearm & Piercing round magazines - Magazine size increased from 10 to 40
- Firearm & Piercing round magazines - Range increased from 15 to 30 (firearm) and 35 (piercing)
- Pistol - now has a +60% damage multiplier
- Pistol - rate of fire reduced from 6/s to 3/s
- Pistol - movement penalty reduced from 70% to 5%
- Submachine gun - rate of fire reduced from 15/s to 6/s
- Submachine gun - movement penalty reduced from 70% to 30%
Shotguns:
- Shotgun shells magazine sizes increased from 10 to 20
- Shotgun shell range increased from 15 to 22 (regular) and 25 (piercing)
- Shotgun shells spread increased by 40% (regular) and 5% (piercing)
- Regular shotgun now has a +20% damage multiplier, combat shotgun no longer has one
- Regular shotgun movement penalty reduced from 60% to 40%
- Combat shotgun movement penalty reduced from 50% to 20%
Flamethrower:
- Fire base duration reduced from 8s to 2s, but duration stacking increased
- Flamethrower ammo magazine size increased from 100 to 500
- Flamethrower velocity doubled, visuals tweaked
- Movement penalty reduced from 60% to 50%
- Range increased from 15 to 20
Rocket launcher:
- Now shoots directional projectiles, shooting towards the mouse cursor instead of auto-aiming
- Rate of fire reduced from 1/s to 0.5/s
- Range increased from 22 to 50 (45 for explosive rockets)
- Movement penalty eliminated (a movement penalty for 2 seconds after you fire feels very clunky, and a movement penalty "while firing" is sadly not supported by the game engine)
- Rocket velocities drastically increased (by 120x!)
- Regular rocket damage increased from 60 to 180, added a blast radius of 6
- Explosive rocket damage increased from 40 to 120, blast radius increased from 6.5 to 10
Grenades:
- Grenade recipe is now 1 iron + 2 coal, instead of 5 iron + 10 coal
- Range increased from 15 to 20, blast radius from 6.5 to 8
- Cluster grenades untouched - to be reviewed later
- Because of a limitation of the game engine, turrets now need their own separate ammo. "Turret ammunition" and "Piercing turret ammunition" now unlocked alongside the regular magazines with their respective technologies.
- Gun turrets now shoot actual projectiles like the laser turrets (purely visual change)
- Laser turrets now have a better looking projectile with higher velocity
- The car now has a combat shotgun in addition to its old machinegun (which remains auto-aim and now requires turret ammo)
- Car machinegun damage modifier increased from 1 to 4, fire rate reduced from 15/s to 4/s, range increased from 20 to 30
- The tank now has a flamethrower in addition to its old cannon and machinegun (which is now directional)
- Cannon shells velocity increased from 1 to 2, max range increased from 30 to 40, now have a magazine size of 5 (each shell lasts for 5 shots)
- Regular cannon shells now have a blast radius of 3. Explosive cannon shells blast radius increased from 4 to 5.
- Battery capacity reduced from 20MJ to 10MJ, Battery Mk2 capacity reduced from 100MJ to 20MJ
- Battery flow rate reduced from 200MW to 0.5MW, Battery Mk2 flow rate reduced from 1000MW to 1MW
- Solar panel equipment power increased from 10kW to 20kW
- Personal roboport buffer reduced from 35MW to 5MW
Modular Equipment - Part 2:
- Energy shield energy/shield increased from 20kJ to 50kJ, flow rate increased from 240kW to 250kJ (therefore, shield regen rate reduced from 12/s to 5/s)
- Energy shield Mk2 energy/shield increased from 30kJ to 60kJ, flow rate increased from 360kW to 600kW (therefore, shield regen rate reduced from 12/s to 10/s)
- Personal laser defense now has 5x damage, fire rate reduced from 3/s to 2/s, range increased from 15 to 18
- Discharge defense cooldown reduced from 2.5s to 0.5s, damage increased from 3x to 5x, range increased from 10 to 16
All in all, the equipment changes encourage you to try out different configurations, possibly add a couple more batteries, or a second fusion reactor, or so on, to get the optimum loadout for your playstyle.
Enemies:
- Spitter and worm projectiles travel much faster, and their visuals have been replaced. (purely visual change)
- Spitter ranges increased from 15/15/15/15 to 15/17/20/22.
- Worm ranges increased from 17/20/25 to 30/34/40
- Name: Obuw's Warfare
- Category: Combat Overhaul
- MOD Version: 0.14.1
- Factorio Version: 0.14.X
- Latest Released: 08 Feb 2017
- Optional Dependencies: Bob's Warfare, Bob's Enemies, Bob's Vehicle Equipment
- Author: Obuw
- Contact: obuw-factorio@onurvural.com
- Tags: combat
BOB WARFARE TWEAKS
Obuw's Warfare also aims to be completely compatible with bob's mods, and makes a multitude of changes to many weapons and items in the mod, to keep their numbers in line with the balance changes this mod makes to the base game. There are too many change to list them one by one, but a list of important changes are outlined below.
General changes:
All elemental ammo now have unique effects!
General changes:
- Changes weapon and ammo icons as well as the chemical plant & electronics assembly machine icons to ones that better fit with the base game icons
- Weapon ranges have increased to match base game changes
- Rifle fires faster but does less damage
- Laser rifle fires faster but does less damage (and its batteries have increased magazine size)
All elemental ammo now have unique effects!
- Piercing (AP) ammo have high velocity and accuracy
- Shock (electric) ammo have long range
- Explosive ammo have slow velocity but a large blast radius
- Incendiary (flame) ammo have shorter range but start fires
- Corrosive (acid) ammo apply a high-damage damage over time effect
- Poison ammo is inaccurate and low damage but applies a long-duration damage over time effect
- Night vision tints tweaked - mk2 is a much more transparent blue tint, and mk3 is nearly indistinguishable from daylight.
- Energy shield, Battery, Solar panel, Laser defense stats tweaked to be in line with changes to the base game, and their stats now increase linearly rather than exponentially with higher levels
- Tank Mk2 now has a rocket launcher instead of a gatling gun, specializing it in long range combat
- Tank Mk3 keeps the gatling gun (which remains auto-aim, has reduced fire rate but increased damage) and the laser (which is now directional)
- All ranges increased. Gatling gun and tank laser to 35, cannons to 40, artillery to 45. (Scatter cannon stays at 20)
- Both tanks' cannons now shoot only slightly faster than a base tank. Artillery fire rates also reduced.
- Scatter cannon ammo now has much larger spread, and a magsize of 8
- Vehicle laser defense stats changed to match personal laser defense changes
- Plasma cannon projectile speed increased (but still remains slow)
BOB PICTURES
Rifle with Corrosive magazine (aka acid bullets)
Combat shotgun with Explosive and Incendiary shells
Incendiary rocket
Rifle with Corrosive magazine (aka acid bullets)
Combat shotgun with Explosive and Incendiary shells
Incendiary rocket
Incompatibilities
DownloadThis mod has been tested extensively and confirmed to work with Bob's Mods. It will most likely have compatibility issues with any other mod that changes weapons or ammunition. Specifically, any new bullet-based ammo added by other mods will be instant auto-aim like vanilla ammo, and won't be placable in turrets.
Download: Download
Comments and suggestions
Please post your comments and suggestions in this thread.
Change Log
Version-0.14.1
- Added migration script to enable turret ammunition recipes if the mod was added after turrets & military-2 have been researched.
- Added config options to disable new icons, and a check to see if shinybob is installed, which disables them automatically
- Added config options to disable new icons, and a check to see if shinybob is installed, which disables them automatically
Version-0.14.0
I have played with this mod for several playthroughs over the past year, including a few multiplayer ones. I have just spend the better half of a week finishing up the tweaks for all of bob's warfare weapons as well, and decided to finally share this mod with the modding community here. Enjoy!- Initial public release
Adding this mod to an existing world should work fine apart from a few issues with turrets, like the bullet damage and speed upgrades you have already researched not applying to turret ammunition.