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- Gatekeeper : They are as tough as Centipede but they aren't as scary as they should be. Maybe it is just me but I think it should fly faster (to reach the wall before other heavy mech but slightly slower than melee mech) :P
- Grenade : I know this is totally my fault but 1 freeze grenade that was thrown at embrasure instantly killed one full health colonist (Frost bite to vital part. Her corpse is 3 square away from grenade, behind embrasure) and downed the rest except one that wear heavy armor. Explosive range is ridiculous.
Gatekeepers are designed to be on the level as Centipedes, so that's a good report. I can bump their speed up.
For the Arashi: The AP formula is DMG x 1.5. For shotguns its (DMG*1.5)/2 rounded up.
I believe the 18% was a copy/paste error from the Shard Gun. So, I've adjusted that to be 25%. Still lower than the other two guns but it makes up for it w/ a stopping power of 4.
Thanks for the feedback.
The Disruptor is meant to be a "boss level" type gun. It's coded to only show up on the tougher enemy raiders. And this mod adds 2 tiers of enemies beyond vanilla (not new factions, just new levels of tougher enemies to balance the strength of some of these weapons)
Anyway, I did look at it's stats and, yes the crafting was definitely off, I bumped up the requirements and necessary ingredients to craft. I nerfed the accuracy by 4-5%. It's still an effective gun in the short/medium range. DPS is around 30 now for a normal quality gun. and Armor pen I took off 10% to 40. It is classified as an AP gun so I want to keep it in line with other weapons in this mod which can also do up to 52(which, iirc, is the cap)
I compared it to the m340 from Contractor's arsenal and I think you'll find the balance much better.
If I have some time this week I'll take a look and see.
I know, in general, I want to redo some damage-types across the whole mod as I've become more able at C# since I first made this. There were certain things I wanted to implement before but was unable to because I didn't know how. Now that I, at least, know the basics and have spent some time rooting around in the game's code, I will probably revisit everything and look for ways they could be improved.
Alrighty then, I'll update You to Royalty. Those are three best melee weapons in 1.2:
Persona Plasmasword 11.11 33%
Persona Zeushammer 13.40 42%
Persona Monosword 16.03 84%
And they are uncraftable, "biocoded" quest rewards.
(First one deals a little bit more dmg via fire dot [it can also cause panic]
Second one does blunt damage and stuns robots
Third is pure numbers.)
Your second to worst sword is
Arc Blade 16.47 48%
which is already skyrocket high.
(Especialy for a weapon gated only behind 300 research and cheap materials.)
Then we have
Fusion Blade 19.79 57%
X-Katana 27.67 50%
which are just unreal.
I would say lower tiers becoming redundant is normal, no? As you develop tech for improved gear, you move your production to the better and stop making the lesser.
X-Sword: Same
Arc Blade: DMG reduced along with AP. The ability to stun gives the attacker more chances to land blows.
Fusion Blade: DMG reduced Cooldowns increased. Replaced ingredients, Steel-->Uranium, Industrial Component-->Spacer
Katana: Now uses Plasteel instead of steel. Work amount and Skill Requirement have been increased. DMG has been drastically decreased, however, speed and AP have been increased.