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
That kinda was the intention of the gun mods (and even I still follow this from time to time), made sure that MOST of my weapons did not completely obsolete the items and objects within the original game. Usually making brewing or dweller fruit capable items upgrades or only given to some weapons by default.
That said, I made the RYNO II originally following "Go overboard until it starts breaking the game all together." The current version is the 'balanced' version... However you view that.
That said, some of my more recent melee weapon mods has that damage type built in.
To the second question, the heavy bouncer and its upgrades comes with the ability to destroy brewing crates. Usually with gun mods, I make the brewing capabilities an upgrade. This is so that the brewing hat is not completely obsoleted when you get the mod.
P.S: Can't wait for the Zodiac. UwU
For when you want to tell an entire room to p*ck off.