As much as would like to love the mod, it seems that balance is completely off. From some few hours of playing i noticed that shields were beyond useless because for some reason any source of kinetic damage just insta pops them, and shield is the only defence of high tech shields, so they are beyond useless. And armor seems to be way too good, on somethung not made of paper it basically just laughs at the face of anything short of reaper or hellbore. And enemy ai doesnt really know what its doing, it just eats kinetic damage, gets overfluxes and dies horribly. The fact that vanila layouts arent the best in the mod doesnt help it.
The current version is unbalanced because a recent change to armor didn't mesh properly with the current damage values. I spent some time adjusting the values available in the settings, but nothing I did could fix the problem from my end. Unfortunately, this means the mod is kind of in limbo until another patch is released, and we don't know when that will happen.
As an aside, after boosting the armor damage multipliers (by reducing
armorthicknessfactor to 0.1 for both HE and kinetic damage and
armorovermatchfactor to 2, and increasing both compartment damage factors to 0.9), it seems low to mid level damage of all types is capable of destroying the compartments surrounding the core, but once those compartments are destroyed, the core seems immune to damage (Without the boost even compartments were difficult to destroy). This resulted in a scenario where I was able to bring a destroyer down to almost half health using assault chainguns by circling it and destroying all off its compartments, until in the end only the center of the destroyer remained intact but was unable to be damaged. This suggests there is an issue with the citadel armor being excessively strong compared to the surface armor, as it took no damage even with the boosted armor damage multipliers.
Edit: After fine-tuning the values and an hour of testing I've figured out the settings that allow the mod to use the vanilla damage model and player skills. Essentially this keeps all aspects of the mod except for the damage and armor systems (As well as their associated player skills) which (mostly) revert to their vanilla behavior. This should be enough to tide things over until the next patch (Unless you prefer vanilla damage over the mod's damage system in which case you're good to go!). To adapt the mod follow these directions:
In mod_info.json delete:
"replace":[
"data/characters/skills/ballistic_mastery.skill",
"data/characters/skills/energy_weapon_mastery.skill",
"data/characters/skills/impact_mitigation.skill",
"data/characters/skills/missile_specialization.skill",
"data/characters/skills/tactical_drills.skill",
"data/characters/skills/target_analysis.skill",
]
<= Make sure you delete this last bracket.Navigate to 'RealisticCombat/data' and delete the characters and strings folders. Then open the config folder and open the Toggles.json and WeaponSpecs.json files using Notepad++.
In Toggles.json set "replaceDamageModel" to false. If you want to also disable the mod's restrictive aim lock set "threeDimensionalTargeting" to false (I haven't tested this though).
In WeaponSpecs.json change the following values: (To Liral, I recommend making it so that these changes happen automatically when replaceDamageModel is set to false)
At the top of the file:"damageFactor" => 1
At the bottom of the file:"directedEnergyMunition" => 0.2
"burst" => 0.2
"continuous" => 0.2
"pointDefenseBeamMinimumFluxEfficiency" => 0.001
"antiShipBeamMinimumFluxEfficiency" => 0.001