With the new nerfs and extra additions to certain weapons and armors.
here is your chance to discus the pros and cons for feedback to the Dev on the recent changes.
This information will be used to help further balance the new changes.
Please stay courteous and make helpful points to others responses.
Weapon and Armour rebalance Discussion
- Hatsune_Neko
- Moderator
- Posts: 4086
- Joined: Sun Apr 21, 2013 9:59 am
- Location: Columbus, OH
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable
Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD
Oh heavens no.
Then Men would become unmanageable
Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD
-
mdsrc13786
- Posts: 49
- Joined: Thu Apr 05, 2018 3:50 am
I can't add anything. I like the new rebalance. 
-
lucidmadness
- Posts: 314
- Joined: Mon Jun 02, 2014 12:41 pm
I feel like the holy nation armor should have at least 10% cut to stun, unless it is supposed to be a balance because of the - to attack skills.
I'm shooting myself in the foot with this, but the police helmet is still the best option by any means for helmets, aside from accounting for perception. Between the low combat skill penalty, 100% coverage, high resistances, and low cut to stun, it outperforms any other helmet. I put it on literally all my guys, even some of my marksman (only a 5-10% accuracy hindrance really is worth living)
Cut to stun: I'm sure everybody has their own opinions about this, but I figure it should work like harpoon resist calculations. E.g. heavy would have 10%, plate would have 10%, so a heavy plate would have 20% whether samurai boots or samurai helmet. Light would have 30%, so a light plate would have 40%. The cut to stun modifier could still exist to be used like harpoon is now, in case there is an abnormality or for modding.
I'm shooting myself in the foot with this, but the police helmet is still the best option by any means for helmets, aside from accounting for perception. Between the low combat skill penalty, 100% coverage, high resistances, and low cut to stun, it outperforms any other helmet. I put it on literally all my guys, even some of my marksman (only a 5-10% accuracy hindrance really is worth living)
Cut to stun: I'm sure everybody has their own opinions about this, but I figure it should work like harpoon resist calculations. E.g. heavy would have 10%, plate would have 10%, so a heavy plate would have 20% whether samurai boots or samurai helmet. Light would have 30%, so a light plate would have 40%. The cut to stun modifier could still exist to be used like harpoon is now, in case there is an abnormality or for modding.
- Sol Lignum
- Posts: 1085
- Joined: Sun Sep 06, 2015 5:56 pm
- Location: Mother Russia!
- Contact:
I'm not into hardcore gaming math anymore, nor i've yet tested anything, but the changes sound very reasonable and realistic. Though i wonder if heavier two-handed katanas are better for armour cutting compared to lighter items, because realistically it's all based on weight and impact force more than anything else.
The changes to balance the armor-system are a very good step in my opinion. However there are also still some inconsistencies. Many of the lighter armorpieces have still 100% coverage in some or even all areas, I'm looking at you, Platejacket.
As well as the armor effect, there are some noteworthy things regarding the pricing of certain armors or their blueprints.
E.g. most of the leather undershirts or chainshirts cost the same as the sleeved versions, also their blueprints.
So I end up buying turtlenecks or longsleeved chainmail only.
I'd say they also need some love.
And also, this is one of the most fascinating games I know, good work so far kenshi-team!!!
As well as the armor effect, there are some noteworthy things regarding the pricing of certain armors or their blueprints.
E.g. most of the leather undershirts or chainshirts cost the same as the sleeved versions, also their blueprints.
So I end up buying turtlenecks or longsleeved chainmail only.
I'd say they also need some love.
And also, this is one of the most fascinating games I know, good work so far kenshi-team!!!
How does that -armor penetration value for light weapon work?
When i have, lets say, item with 40% cut resistans, it will act like it have 55% for weapons with -15% ?
Does that work on all armor typ or only on plate/heavy/heavy&med ?
When i have, lets say, item with 40% cut resistans, it will act like it have 55% for weapons with -15% ?
Does that work on all armor typ or only on plate/heavy/heavy&med ?
Sorry for my bad english.
-
mdsrc13786
- Posts: 49
- Joined: Thu Apr 05, 2018 3:50 am
Correct me if the new balance (i am talking of you assasin rags) don't makes the game much easier in the early stages.
I don't mind, put the death chance slider a bit more high... But i enjoy seeing streamers suffer, and they plays like little girls without touching any slider. So i am sad
I don't mind, put the death chance slider a bit more high... But i enjoy seeing streamers suffer, and they plays like little girls without touching any slider. So i am sad
Before the katana "nerf", my chars used early game a katana on the hilt and mid game I add a more powerful weapon to the back, keeping the Kanata for small spaces or arm injury. Now it sads me than I can’t keep the katana in this great samurai, sword inspired game, because I don’t want them to draw a Katana or a Longsword in a room full of robots.
But I really wanted to have a secondary weapon. Then I start to think in use the short-cleaver to have something in second weapon slot that doesn’t suck against metal. But the short-cleaver have the size of a wakizashi and the weight of a Paladin cross. I think something is not balanced.
Sorry about the bad English. Thanks
But I really wanted to have a secondary weapon. Then I start to think in use the short-cleaver to have something in second weapon slot that doesn’t suck against metal. But the short-cleaver have the size of a wakizashi and the weight of a Paladin cross. I think something is not balanced.
Sorry about the bad English. Thanks
Hello. My intent in referring balance is not about damage because I’m certain the devs use some kind of algorithm or formula to make sure that a weapon is not op or subpar. Is more about “realism”
. You can imagine a blade that by FCS is the same size of a Wakizashi but weight as much as a Paladin Cross or a Long Cleaver, weapons that must equip on the back and are made of the same material.
“How can it be improved?” Maybe make the weapon a bit lighter or longer to justifies the weight. Extrapolating, I don’t know if its possible to create a digital 3D model that simulate mass, and by that method finding (approximately) the "true weight" of every weapon.
Sorry about the bad English. Bye
“How can it be improved?” Maybe make the weapon a bit lighter or longer to justifies the weight. Extrapolating, I don’t know if its possible to create a digital 3D model that simulate mass, and by that method finding (approximately) the "true weight" of every weapon.
Sorry about the bad English. Bye
You guys doing rly good job makin Kenshi great! Thats my thinking about rebalance 
My thoughts about armor:
- bonuses should scale, for example: shoddy grade assassins rage should have +2 melee while masterwork +8 (for example) its similar to whats with atlehic and other bonuses but i thing that higer grades should have higer bonuses
- there are still some useless items like ashlander hat for example, its looking cool and have potential, but coz of almoste no armor and only +4 perception (masterwork) i dont think any1 is using it, it have googles so it might have some dust storm protection and most important some scaling bonuses to ranged rate of fire (with good aiming googles ur aiming speed could go up, right?) maybe also little bonus to precision?
- oh and about 'useless items' i was thinking that there still should be 'beter' armor , maybe like with weapons some lootable armor thats outstanding quality, maybe some of existing items should be still considered as beter for each class (light, medium, heavy) but it should be harder to make/more expensive/more time needed/quest reward/ultra hard to obtain loot (kinda like bugmaster and his weapon)
I know that in some point in the game money is not a problem, mainly coz of tons of money coming from smithing and looting so maybe to balance that some armors could have something like Durability? And would need to be maintained from time to time and that would cost money(tools)? That also would bring some armor balance, becose i cant have 1 armor whole game, becose after 100000000 hits without repair it will just go down to shoddy grade.
My thoughts about armor:
- bonuses should scale, for example: shoddy grade assassins rage should have +2 melee while masterwork +8 (for example) its similar to whats with atlehic and other bonuses but i thing that higer grades should have higer bonuses
- there are still some useless items like ashlander hat for example, its looking cool and have potential, but coz of almoste no armor and only +4 perception (masterwork) i dont think any1 is using it, it have googles so it might have some dust storm protection and most important some scaling bonuses to ranged rate of fire (with good aiming googles ur aiming speed could go up, right?) maybe also little bonus to precision?
- oh and about 'useless items' i was thinking that there still should be 'beter' armor , maybe like with weapons some lootable armor thats outstanding quality, maybe some of existing items should be still considered as beter for each class (light, medium, heavy) but it should be harder to make/more expensive/more time needed/quest reward/ultra hard to obtain loot (kinda like bugmaster and his weapon)
I know that in some point in the game money is not a problem, mainly coz of tons of money coming from smithing and looting so maybe to balance that some armors could have something like Durability? And would need to be maintained from time to time and that would cost money(tools)? That also would bring some armor balance, becose i cant have 1 armor whole game, becose after 100000000 hits without repair it will just go down to shoddy grade.
Sorry for my bad english.
-
- Information
-
Who is online
Users browsing this forum: No registered users and 8 guests