ARK: Survival Evolved

ARK: Survival Evolved

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Improved TekRailgun (what railgun should have been for PVE if wildcard cared)
   
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Content Types: Mod, Weapons, Rebalancing
File Size
Posted
24.479 MB
28 Feb @ 10:33am
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Improved TekRailgun (what railgun should have been for PVE if wildcard cared)

Description
Improved Railgun, remaps vanilla railgun to it.
Vanilla compared to Improved:
Cost: Same
Unlock: Same
weight: 10 vs 30
Overheat: 6sec vs 3sec
dmg: 850 vs 1200
Range (including xray): 10000units vs 29400units (same as longneckrifle)
Penetration: 10000units with range loss on every unit passed vs 29400units no range loss with units passed
Durabilityloss per shot: 0.05 per shot vs 2 per shot (increased for balance)
Ammo use: 500 (0.5 element) vs 1000 (1 element)
ammo use xray: 200 (0.2 element or 20% ammo) per 2sec vs 500 (0.5 element or 50% ammo)per 3sec
min ammo use: 0.0 to 1000 ( before you could shot a full shot with 1% ammo now it will consume 1 element regardless of ammo in clip)
Useinwater: No vs yes

remaps vanilla to it so should be able to get bps same way as vanilla

EngramEntry_tekRailgunPVE_C
PrimalItem_tekRailgunPVE_C

i would have liked to make most of settings ini customizable but i dont know how might look into it if it gets requested alot
Popular Discussions View All (3)
0
28 Feb @ 12:31pm
Tell me what you think of the mod
OkeyOkey
0
28 Feb @ 12:14pm
Spawncodes
OkeyOkey
0
28 Feb @ 11:02am
Bugs
OkeyOkey
13 Comments
Tanner 30 Jul @ 12:40am 
nice
Angel 2 Jul @ 3:25pm 
In the case of something like this, having a range config would also be perfect, along with an option to use it underwater. I understand *why* a lot of things don't work underwater, but it's also strange that you can't do something like make an underwater version that has slower fire rate and damage like you can IRL. You would think a video game would allow more crazy options rather than limit things more than IRL does lmao.
Angel 2 Jul @ 3:23pm 
Oh, ya, I saw the other test mod, but I typically don't touch test mods since they aren't typically meant for public use :o Especially since we already have like 41 mods on the server
As for the ini config, realistically the basics should generally be durability cost for actions (i.e. the Cybertek Gen 2 stuff has a config to enable/disable durability use and the how much per shot and how much per melee hit with gun it costs and you can change those values), recharge/overheat/ammo use (some tools and guns overheat super fast and take to long to cool down, like mining drill etc, while others use up chunks of "ammo" like the railgun does), and damage values (because some weapons genuinely have low damage for no reason while others have ridiculously high damage, honestly seems arbitrary and forces the use to focus on the Longneck Rifle and sword).
OkeyOkey  [author] 28 Jun @ 2:41pm 
the ini should be working and customisable on that mod
OkeyOkey  [author] 28 Jun @ 2:38pm 
but in the meantime i would recommend testing https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3469864107 the railgun from this mod and see if there is anything else you would like to have added as config and i will see if its doable (im a rookie modder). If you do please read the discussion thread on it beforehand as the mod has a few bugs with config settings
OkeyOkey  [author] 28 Jun @ 2:35pm 
yea that was the reason i even started ''modding'' i only play pve and railgun is most useless lategame weapon and all the railgun mods are wierd (i think a few of them are forgetting to change weapons range along with xray range that was how i got it working ok...ish). I should be done with the update mid next week i hope
Angel 27 Jun @ 5:52pm 
Surprised, and happy, to see a fairly old mod actually got noticed by its creator when something was brought up about it lol. I first found these mods just looking for more underwater weapons and tools options. I don't want "unlimited ammo/durability, insta kill, yadda yadda" I just want stuff that's usable underwater. But in terms of stuff like the railgun, it needs the extended range and a damage buff XD Thanks for noticing the comment btw, looking forward to maybe testing this mod on my server.
Angel 27 Jun @ 5:49pm 
That works, and honestly it still doesn't make sense to me how something called a *railgun* has less range than the longneck rifle to begin with... That just never made sense to me. Hell, using a different mod (Cybertek - Gen 2) the railgun has been really unreliable for killing things as it seems to have a smaller hit box and way less range than any other firearm. Even the Tek Rifle has more range, as the flying plasma orbs just keep going till they hit something or despawn. It also has a config, and I had to basically add an entire extra digit to its damage to make it even remotely worth using. And even then a lot of dinos will take multiple shots and be fine.
OkeyOkey  [author] 27 Jun @ 7:13am 
i will updates this mod so it has the config options, but i need to rebuild it from the ground up (this is a very easy task, its not a very complex mod) so it wont cause problems for people using this mod
OkeyOkey  [author] 27 Jun @ 7:09am 
vanilla railgun has 10k as range, 29.4k range is the same as longneck i could prob increase it a bit but its very close to dino renderrange so might cause problems. ini is added https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3469864107 but this mod has flamethrower, reailgun, tek sword and electricprod added also