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
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1588721300
With that mod you don't need vanilla weapons expanded and no need to toggle automatic weapon warmup for each colonist separately.
Reason I like your mod better is because of the sound though.
Thanks! It looks like the XML patch already carried over to the unique version, so I think all it needs is the warm up gizmo added to it.
It's rapid rate of fire totally makes up for the added reduction in damage, so that's fine.
But this version adds range and accuracy. This is the biggest problem that makes it OP. Set the range back to 30 tiles and tone down the accuracy a bit as well, I think 25% would be fine
thanks king!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2023771298
its just odd to me that its ether... 1 shot mortar. then Devastator mortar. no real inbetween
That's pretty good, I like it. Thanks for the mod!
I do wonder though, would it be feasible to add some sort of "spin up" ability, which slows or stops the pawn from moving, but lets them start the warmup early, and make it not decay when they stop firing (until they move again or get stunned or the like, anyway)? Such as for when an enemy is around the corner, but about to step into the field of view.