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If you think the BW-5 is good, wait till you try the other battle/assault rifles.
I'll do some testing on the reloading (might not be possible tho). I'll raise it's hull/door damage. Currently it has a 20% on spawning in wreckarmcab, wrecksecarmcab, abandonedarmcab, abandonedsecarmcab (same with ammo). I might remove some containers for BW-5, but I'll leave the rounds alone.
I guess I might need to review all containers, vendors, and crafting. Don't want one method to be too easy or hard (depending on the item).
Gun looks great, (minus shoulder clipping [viably un-fixable to my knowledge] and reload [could be fixed but would change a lot] otherwise perfect)
Gun sounds great, (didn't do a big talk about it in before but yeah its good)
Gun plays great (see what I did there?) (balance seems fine to me, the satisfaction of stopping a raptor at full charge compares to none)
Gun costs...um yeah not sure what to do for that one, ( pretty much just what I said before not sure how to summarise this one. Would be good to find the ammo easier but I'm only early-mid game so it's probably a me [skill issue])
In total summery I love this mod and cannot thank you enough for making it, I also apologise for the ranting but I love games and modding and game design so I can't help myself. I also have no idea how to make a discussion so I apologise for spamming the comments, please keep up the good work!!
In my single player campaign I've made to just to the second biome (granted I am playing with dynamic Europa) I found a Bw-5 a while back in a secure crate in a beacon station with x3 shells. I have not been able to purchase a Bw-5 or ammunition for one anywhere so far, and cannot afford to manufacture either (shells or gun). I have also not visited a single alien ruin. Although I am mostly limited by crafting(weapon) skill.
I adore this rife. I love that shooting it without high enough weapon skill is punishing but not impossible, I like that it cannot be carried in an inventory slot unless it's in a backpack slot and I definitely enjoy the damage. I can understand why some people might find the ability to down a player in one shot alarming but considering the weapon skill required to operate the Rife with even a semblance of control I think it's pretty balanced. Especially if it costs a Physicorium Bar to make only 8 rounds.
The damage to sub hull/doors could maybe be higher? feels like the rounds would go right through. (they are also like solid steel submarine bulkheads so maybe not)
In terms of scale & appearance it's fine (just as beautiful as the day I first got it off Isa) If I had to say something, the clipping into the shoulder is worth mentioning, but looking at how all the vanilla rifles are held It would be such a nightmare to do without just scaling the whole gun down ridiculously so seriously, don't even worry about it.
The only thing I could actually reasonably complain about is the reload between each shot, maybe instead it could only pop open once the gun is empty? (unless you aim it) but I ain't no modder so I have no idea if that's viable
regarding the BW-5, it's probably my favourite gun to come out of a game for a long time so my opinion is almost certainly biased.
Both pistol and revolver scale change = 0.09 (was 0.1)
Flare gun scale change = 0.08 (was 0.1)
See if that's fine.
Also just a random question, but do you feel the BW-5 Nitro Express Rifle is balance? Compared to the other two handed rifles?
I can try to make "bio-resonance" possible as a invisible "gun".
My idea might change, but here what I came up with for now.
Ally mode:
- Decrease psychosis
- Squad cohesion (buffs)?
Hostile mode:
- Increase psychosis
- Disoriented?
- Nausea?
Possibly you can gain this "item" as some sort of upgrade at a research station later in the campaign.
Flare gun should actually deal with husks better.
I'll send a comment when I make that change.
Do keep in mind the mining laser will always recharged back to full, giving you unlimited ammo (take that as you will).
If you guys have any sort of feedback on the guns and the changes. Comment away!
Id imagine it would be a craftable item that takes Ballistic fiber, Titanium and steel or something.
While I was at it, I decided to finish up the MNHR mining laser. It's out in the newest version.
Hope you guys enjoy it
"Tried to deconstruct item "LP-265a Leuchtpistole Flare Gun" but couldn't find item prefab "aluminum"!"
Also for some reason when crafting said Flare pistol the game lags unbearably though no errors show up
Anyways love the mod keep up the good work!
However can't be place on guns.
Then I'll work on the Thermite Flare.
- Has neat posters
- Has some, but not most compare to this add-on
- Kinda lacks detail
I don't know what to choose
hideinmenus="true"
in the SMG section. Silly mistake