MADNESS: Project Nexus

MADNESS: Project Nexus

Madness Combat | Ranged Weapons
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Zepumpkineater  [udvikler] 26. jan. kl. 11:03
FEEDBACK / BUG REPORTS
Got a suggestion? A bug to report? Feedback on stats or balancing? Put 'em here!

Note: "Please add [insert gun here]" requests will probably be ignored.
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personally, i would it love if the Auditor's OA-93 to deal way more damage to resemble its massive size
galfriend 3. feb. kl. 13:03 
the TAC50 short barrel is capable of putting range into the negatives while the long barrel and scope can often add so much range that the Sweet Spot goes offscreen. Both of these make getting crits impossible.

the shotguns all use the standard pistol/rifle barrel attachments instead of the ones specifically for shotguns, which I found a bit odd.

also the SCR is the best weapon in the game and it's not even close. that's probably intentional but jesus christ
Sidst redigeret af galfriend; 3. feb. kl. 13:05
would be nice to see M-249 from classic nexus (also seen on some cartoons)
I think the Nexus Electrocannon shall belongs to the Fence or Blackmarket instead of Quartermaster, (might buy it with token) since its experimental properties.

In the Legacy game it is a round-loaded, semi-auto weapon like pump shotguns and revolvers , maybe change it's reloading mechanic to the legacy version is better?

Besides, the performance of it is not so good to play with, it shall be a laser-sniper or railgun thing, powerful enough to pin heavilly-armored targets down, but for now it can't damage enemies with medium armor effectively(40dmg 0pen would bear a significant damage reduction when shooting at brutes)

For improvement suggestions, it shall belongs to heavy weapons to prevent standardammo stats provide extra ammo , and much. much more powerful, make it have laser ignition effect from vanilla laser guns, adding extremely-high penetration value to pierce multiple enemies on a line(even damage G03LM mk2s a lil bit) , and keep its highly uncontrollable recoil and bad recovery as a penalty, making it feel like a unstable yet destructive prototype beast just like those dissonant proto guns appeared in the science tower.

Just opinions personally, it is the most deadly weapon from the previous game, which deserves a better stats than now, since the vanilla AA12 ElecDozer served as Elecannon, hidden in story mode have absurd firepower capable to rip through even modded nexus core arenas.
im not having the northen skorpion evo 9 and the bully version in quartermaster some reason.
Zepumpkineater  [udvikler] 23. feb. kl. 13:23 
Oprindeligt skrevet af Brian J.Linner:
im not having the northen skorpion evo 9 and the bully version in quartermaster some reason.
Have you tried unsubscribing and resubscribing from the mod? I can confirm on my end that they are appearing.
DunkelheiT 1. mar. kl. 12:13 
Whenever a Mod is disabled/enabled, the guns get removed. Reloading the game brings them back though. Is there a way to fix this?
Zepumpkineater  [udvikler] 1. mar. kl. 12:27 
Oprindeligt skrevet af DunkelheiT:
Whenever a Mod is disabled/enabled, the guns get removed. Reloading the game brings them back though. Is there a way to fix this?
There is no fix that I am aware of at this time. As soon as there is I will fix it.
DunkelheiT 1. mar. kl. 23:51 
Fair.
SXC-150 6. mar. kl. 9:43 
There seems to be conflict with Mod: ShootDaCheese's Custom Weapons 3D
When such mod is enabled, this mod isn't and all items form it are deleted, until the conflicting mod is disabled.
Zepumpkineater  [udvikler] 6. mar. kl. 14:50 
Oprindeligt skrevet af SXC-150:
There seems to be conflict with Mod: ShootDaCheese's Custom Weapons 3D
When such mod is enabled, this mod isn't and all items form it are deleted, until the conflicting mod is disabled.

After you enable Cheese's mod, ensure the madness ranged weapons pack remains enabled and then restart the game. Should fix the issue.
SXC-150 7. mar. kl. 6:42 
Oprindeligt skrevet af zepumpkineater12:
Oprindeligt skrevet af SXC-150:
There seems to be conflict with Mod: ShootDaCheese's Custom Weapons 3D
When such mod is enabled, this mod isn't and all items form it are deleted, until the conflicting mod is disabled.

After you enable Cheese's mod, ensure the madness ranged weapons pack remains enabled and then restart the game. Should fix the issue.

Wonderful!
Both of the mods are incredible!
PR4eT0R 14. apr. kl. 21:24 
So there is this bug with the NP-40. Whenever I restart the game, the gun changes to the Thompson machine gun when it's in storage.
JEROME 26. juni kl. 8:22 
NP-40 SMG design change to the vanilla Tenured. 45 submachingun when I start the game. Can also cause the game to crash.
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