Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español - España (Spanska - Spanien)
Español - Latinoamérica (Spanska - Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (Portugisiska – Portugal)
Português - Brasil (Portugisiska - Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (Ukrainska)
Rapportera problem med översättningen
It also becomes useless when the weapons are huge and make the character extremely slow, and then they cool down because you only have to get to the target, where being slow is less of a problem.
Unless you can think of something sensible to balance things out without using multiple weapons per character.
Infinite energy, with very slow and long cooldown times, is bad so only use multiple weapons.
An energy pack on your back and a weapon with a cooldown, just inconvenient and nobody would use it except for bots.
-
Yes, finding the right balance is difficult.
I use the laser pistol mod primarily for the bots. It was necessary on my older PC because it didn't have single-core optimization, which the game requires, and a huge number of IDs is a problem. All the ones I don't control require one laser pistol and batteries to charge, which requires less ID Power than several cabinets with building materials.
The red ones have the least ammo and are the weakest, the purple ones are slightly stronger and have more ammo, and the green ones, with very little ammo, can only be reloaded with uranium.
The Mk 2 pistol and the green Ammo, require plans found in wrecks.
The weapons each require one diamond to build. With higher skills, the weapons and ammo can also be built in better quality.
-
The rifle from one of the mods overheats like your Cauterizer, but has infinite ammo and is rather weak vs other Weapons and energy weapons.
I don't know what perks he uses, but it takes me longer with one character to kill a Husk than he does in the video. You can also only carry them on your back and on the weapon holder of the backpack mod, the original and your "Fork" version.
This keeps to the games resource based economy and scarcity so that there are more or less economical options with no clear cut best option or infinite ammo situation the bypassed this.
I don't know how to make other mods , if I had made lasers like one of these two , then I would have written in the other thread that you should look at my mod how to do it .
But I can't make mods like that, and I don't know how they work, so you'll have to see for yourself how to do it.
If I had made a mod I would also write that you should have a look at it and not that you have to integrate.
One contains batteries that are rechargeable, the other has a weapon that is infinite and only has overheating as compensation.
You have written that you have tried to make lasers that have infinite energy, but have not been able to make them work.
Therefore 2 weapons that you can look at how they work.
And you can also ask the modder if you look but don't know how to apply them to your lasers if it still doesn't work.
Nothing about adding these weapons to your mod.