Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I like the main idea of having multiple effect depending on the ammo type you are using, and I might implement a ver 2 of this mod using that, once I get a bit of time to do it
but one thing I cannot do is use the grid autocannon ammo directly : they have a kickback effect that stretches the engineer arms 30 feets backward . If I get rid of that effect, it will also change the effect on the grid autocannon. That is why I had to create another type of ammo.
I see. One thing that COULD be done, would be to create a new ammo type for the Elite Pistol Magazine, and then only allow the Basic and Elite Pistol to use that magazine.
The same logic could be applied to the Precision Rifle magazine. Holding only 8 rounds, it is outclassed by everything else xD. Making a new ammo type for that magazine and only allowing selected weapons to use it would make it somewhat balanced.
All in all, I don't think the rapid fire magazines in themselves are that unbalanced. Sure, they hold double the rounds, but they also cost twice as much as their standard variants. The only advantage they give you is that of less reloading.
If you want my take on it, this would be my idea of balancing weapons:
https://docs.google.com/spreadsheets/d/1WZKSqzsumKpt0BJ3kbWYpPEFZwURKCZkxdgU3b3NDNE/edit?usp=sharing
If you could take the time to tell me what you think of my suggestions, I would very much appreciate it. :)
The Idea was if you find the elite pistol magazine you could still use them in your pistols, similar to the old 5.56 could still be found and used in your rifle. but unlike the 5.56 you can still dismantle them. Sometimes I get tons of old 5.56 in loot and dislike the fact that I can't dismantle them
The basic way it works is:
You have the type of ammo, (PistolCaliber or RifleCaliber). those hold the base range and damage
The magazine holds the type of ammo, the qty of rounds and the production cost: this is what you build or dismantle
The weapons hold the R.O.F. accuracy and damage multiplier
For the Elite rifle magazine, I had to create a new type of ammo, then modify the magazine for it
If I make it hold even more rounds than the Rapid Fire magazine. Or add another type of ammo that does more damage. it might make the rapid-fire pistol a bit too overpowered compared to the rifles and the elite pistol
First of all, thank you for this great mod. Finally, we can shoot some basic drones down :3
I wanted to ask if there is still any "incentive" to crafting the elite pistol magazine though... As the elite pistol takes rifle magazines now and the normal pistol magazine costs less (while holding the same amount of ammo and doing the same damage AFAIK), there really isn't any point, right?
If there isn't, would it be possible to either increase the damage / ammo count of that magazine, to make it worth using?
Thank you and sorry if I misunderstood something lol
Deadlier Vanilla Character Launcher: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2899070104
Thanks!