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Сообщить о проблеме с переводом
I understand that there are aim penalties. I just don't know why that would be the case or why it's needed. It doesn't really bother me, btw: I am usually putting them on close-range weapons anyways. But it does mean that long-range weapons suffer a bit in getting crits.
Soldier Healing Times are drastically reduced.
Is there a way to revert this to vanilla behavior? Like an ini edit?
EDIT: Also, how the changes to the Vektor Rifle and the Bullpup affect the Reapers and the Skirmishers respectivelly?
-HealSoldierProject_TimeScalar[0]=1.5 ;Easy
-HealSoldierProject_TimeScalar[1]=1.5 ;Normal
-HealSoldierProject_TimeScalar[2]=1.5 ;Classic
-HealSoldierProject_TimeScalar[3]=2.5 ;Impossible
+HealSoldierProject_TimeScalar[0]=0.5 ;Easy
+HealSoldierProject_TimeScalar[1]=0.5 ;Normal
+HealSoldierProject_TimeScalar[2]=0.5 ;Classic
+HealSoldierProject_TimeScalar[3]=0.5 ;Impossible
I'm not sure why the rookie one is at 1.5, so I'm entirely sure what they're for, but it seems pretty likely that they're what you're looking for.
Now just need to know how the changes to the Vektor Rifle and the Bullpup affect the Reapers and the Skirmishers.
Also, on a personal level, the inclusion of the Saboteur and Skirmisher trees takes a lot away from the uniqueness of the Reaper and Skirmisher, especially as there is no tree to replicate some of the Templar's abilities. Personally I'd replace those 2 trees (and potentially add another) and add the LW2 Secondaries' extra perks into the tree. I'd also like to see Tactical Rigging somewhere as an option.
I am also curious if you altered the weapons range tables (aside from the stated Autopistol change) and if not, how you think it's interact with something like the New Weapons Range Tables mod.