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https://gist.github.com/HugsLibRecordKeeper/daee01a39f02984f1edc35a914de7cab
And, I second that idea! so... there is at least some interest (:
Say, fire that is contained in force fields?
Also, what about "phased" weapons, that pass through allies, only harming enemies (Very low damage, though). Might even have some that pass through walls!
Tractor-Beam based weapons that can either rip organs out, pull things from beind others (Effectivly, seeming to "unfire" weapons)
EMP weapons that fire (depending on the model) beams of electromagnetic pulses (Causing high damage do a single target and/ or in a straight line), or a EMP shell. Can disable (and even kill, if multiple shots) mechanoids, disable bionics
Psycic weapons that work similar to psycic lances, useless against mechanoids and psycicly deaf. Psycicly deaf can't use them
Cryo-weapons
but if ya have ideas always open to em.
the bouncy guns are just worse version of the gauss rifles from ve weapons. they're not bad per se, but they do subpar damage and the 'bouncing' effect feels completely random. the gauss rifles did this right by having the bullets travel in a straight line and damage everything on it's path, this meant you could actually use this to your strategic advantage if you actually put in the effort to do some micro. (2/2)
beam weapons effectively do less damage than something like a vanilla charge rifle. I was expecting something closer to the beam graser from biotech. not in terms of presentation but in terms of damage, a weapon with a long warmup that deals big damage to anyone caught in the weapon's beam like how ve laser weapons did it. in reality, beam weapons are effectively just normal rifles with a bit of visual flare. (1/2)
Compared to a standard sniper rifle the explosive bolt sniper takes longer to fire and cooldown, has the same damage, and barely makes up for this in its supplementary stats, if at all( it actualy has less stopping power), and comparing any of the pistols to a standard VE charge pistol isn't close to fair.
For a rare uncraftable weapon set this is pretty underwhelming, and tbh so are the other 2 sets.
@Halituis Amaricanous they are indeed quite weak. they are super rare, uncraftable weapons that effectively deal less damage to armored targets, which is odd because spacer level weapons should be able to at least be somewhat effective against spacer level armor. in my current mechanitor run I happened to come across a few and they're effectively useless. they deal very little damage against mechanoids, empire brawlers and so on.
As well as adding Combat extended support will look into seeing if we can make them have deeper changes
My point is, it seems weird to me to have a non-craftable weapon be a mere sidegrade when vanilla treats them as upgrades.
One: They have abysmal range, even compared to charge weapons that I've regularly seen people claim are useless due to their short ranges. If you can only get off a few shots before a crowd closes into melee then what good is a gun for crowd control? This might work better in actual gameplay, but short range still seems like a massive weakness for crowd control weapons.
4 Marines vs. the Mechanitor Quest ( 10 Scorchers + 15 Militors )
Open field, just rock chunks for cover.
The Bolt Gun performed well as before
The Bolt Rifle gained a lot from the higher range which could be reduced a bit due to the power or remove the 3-Round-Burst
The Sniper had no chance to shine due to the briefness of the encounter.
The Shotgun still sucks somehow.
The wielder was the only one downed, due to being swarmed by scorchers, after firing a single shot which took out not one enemy. ( Then nearly died because of friendly explosions :) )
The Minigun on the other hand became an unholy abomination upon the Manperor.
Pummeling rogue Metal Men into submission by an unrelenting torrent of holy explosions.
I switched out warmup and cooldown time for the shotgun and upped the range by 1.
The high warmup compared with the low range of the shotgun made it nearly unusable without fortifications, even with "run and gun" active.
I upped the range in general to be closer to their equivalent standard weapon
Gun and Sniper was allright
Rifle to 23.9 ( it is still a rifle, and War Marines Spit having a longer range than the gun was embarressing. )
Minigun to 28.9
Heavy to 31.9
I also removed the burst fire from the miniguns and gave them the "rapid fire minigun" treatment
warmup and cooldown times with 0.13 for Mini and 0.15 for Heavy, because I dislike burstfire.
Due to the Lore of Bolt-Rounds I consider adding a minimal safe distance for firing as well.
I finally got to use those puppies in combination with some Space Muhreenes.
First I was a bit miffed by the damage, but I was wrong, my four guys charged a small mechcluster in the open and won without casualties.
I think it's very easy just to make 'vanilla gun but better'. 72 damage is already massive, and making them more powerful on a per shot basis kinda makes vanilla weapons outdated.
I think, to have your cake and eat it too, maybe the bolt weapons can have fire modes? The standard is the AoE fire as is, but 'single shot' or something similar is more powerful, but takes longer reload/aiming time.