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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.
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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.
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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.
Bugs Reports/Suggestions
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I linked the mod “Geth Pulse Rifle”.
You could take a look at it, it's an energy weapon that has infinite ammo that overheats when used.
In the files you should be able to see how it works to build a pistol and rifle yourself.
Or ask the modder, if it is not possible for you that it works, how he made it work.
In the game there are portable energy weapons that one person can use alone, so the technology should be advanced enough to build night vision scopes.
These night vision scopes could then also have less range than the others without night vision.
All Rifles Light Machine Guns and Carbines will be getting scopes besides those with very low velocity or wonky mechanics like the Spasm Gun.
Defensive Carbine will be the earliest gun to mount scopes.
The Rifle styled Light Machine Guns will be the only automatic support weapon to get a scope option to keep the LMG/Automatic rifle relevant.
I want to get an earlier game lower power laser rifle and pistol out but testing has been rough. Recharging infinite ammo is out I am thinking of doing something similar to the Medic Laser and having a very large battery gated through a super capacitor but more forgiving due to the lower power drain. Somewhere between the Sub Service and Light pistols with a gimmick.
The Spear and Harpoon are both properly harpoonammo tag for Slayer perk.
Some slight changes to guns like light handcannon just has 6 rounds instead of 5.
Dual wield penalty for modified revolver reduced
LMG series weapons ammo rechambered to 5.45x39 to make it distinct from the Defense Carbine 5.56x45 as they could not share magazines and caused confusion. They now use a similar round but the LMG has slightly better penetration and decent yaw but lower direct bullet damage than the defense carbine.
Also meant to establish both more multinational origins for certain weapon lines and the bureaucratic mess of the Coalition not standardizing ammo.
It should just be stated more clearly.
That it is an Easy to Carry Heavy Laser, and Bleed Heal is just a side effect that stops bleeding on all bleeds if it survives the high damage.
And your own don't take as much damage if you give them armor that protects against these types of damage that the laser does, but give bots armor that they take off as soon as they need a diver suit and then don't put on the armor they still have with them, you can't shoot at them with it if you need to.
And because of the high damage it doesn't even make sense that this laser has a bleed heal effect at all.
The description should warn you not to try to use it for healing.
Since it doesn't describe how to use it, like the other one in the heal menu, everyone assume that they have to shoot at you and only use it when necessary, and get annoyed that something is broken because it does as much damage to you as it does to enemies.
For those who know the other mod or any other where a weapon can do that, would think ah this one is like that mod, and why doesn't it work what is broken is another mod blocking healing, why did it do as much damage to your own.
English is not my main language if there is a warning on the weapon I don't recognize it.
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I Meaning your laser does a lot of damage.
Small hemorrhages heal by themselves, some still have few injuries.
Where bleeding is a problem, some have strong injuries, so that your laser is probably deadly, because it also causes further injuries and does a lot of damage.
According to the video of him, his is used in the healing menu, I just don't see how much damage the character takes, but it should be less because he also uses it several times on the character.
And I can't test his mod because of red error messages that something is missing or not recognized.
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“Bugs Reports/Suggestions”
There are now some problems with other weapons from your mod.
And that your laser does not work as in his mod in the video, and because of damage may die before you can stop bleeding because you shoot the crew first.
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Will the previous laser rifle design be used for the new upcoming laser rifle. ?
Vanilla Weapons Overhaul (Draconis)
Now a small list of weapons and ammunition, where it is unclear which weapon needs which ammunition.
Magneto-laser pistol
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Have this 2 Mods Posted with info in “Bugs Reports/Suggestions”.
On which you can see how one that does more kinetic damage or is that explosive, with overheating.
And 2 pistols with fire damage that hardly do any damage to the submarine and have rechargeable batteries.
Oh the laser rifle in your mod already has the healing like in his, so you took it over from him at some point or he just continued the one from you as his own mod with different values. / I haven't looked at your laser rifle in relation to grabbing a bot, I haven't read all the text on the weapons where it should say that if it can do that.
Laser rifle had experimental values, it should now properly reduce bloodloss only on the limb it hits. Also new texture
Thinking of adding in a Laser Rifle and Pistol that use some kind of long lasting charge pack mechanic separate from Laser Cauterizer and Laser Bore.
If he wants to fix his mod he can.
If you add this, then as an additional weapon, so that one is primarily available as a weapon and the other for healing.
Or are they the same in stats before you customize your laser now, and it only has the healing part. ?
Medical Laser Rifle
https://sp.zhabite.com/sharedfiles/filedetails/?id=3153112777
Both says the favorites list I found on 2/16/2024, but since I Play now with weapon mods I never got to use this “Medical Laser Rifle”.
The modder who uses the laser from this mod has discontinued support for his mod, it didn't work for me, with or without "Vanilla Weapons Overhaul (Draconis)"
Don't know if it makes sense to add it as an extra weapon in your mod, at least not to change your original one because of the balance.
Or redo the other one mod as a single one, so that everyone can decide if they want it.
Jovian SMG damage and penetration boosted, still very low as it has a massive magazine of tiny bullets.
LMG ammo slight damage increase and increased chance of causing lacerations, still low.
Stab light is now a thin blue spotlight with a red laser aiming module, consumes more power than standard flashlight/laser and isn't as bright, laser color can't be changed.
Laser rifle performance should be improved slightly, new texture for the rifle to fit the other energy weapons.
This weapon mod has so much that is better to use.
Only other mods that have too many of the same weapons, or too strong, or no balance or very bad, just to have the alien pistol without the “psychosis” effect, is bad.
And if there was a single mod that would remove the “psychosis” effect, it would not work with the mod here because this mod already changes something about the Alien Pistol.
Single player , go into a cave , you would have to take your only captain and use harmonica on the way , that within the 1 minute the enemies you find to use the alien pistol , with captain on the submarine use the harmonica to leave the submarine with another one impossible before you meet enemies the “psychosis” protection is gone.
Bots can't use something like harmonica, bots always go back into the submarine immediately, so taking it with you and giving the an alien pistol is useless.
The alien pistol is therefore difficult or impossible to use in single player, and constantly using medicines is also useless, because you then stuff your submarine with tons of medicines and then you end up with performance problems because you have too much of whatever in a submarine again, the game supposedly calculates everything individually, including each part of a stack.
And some of these mods also remove the “psychosis” effect from the alien pistol, but there is no single mod that only removes this effect.
It's boring if you have extremely powerful weapons, balance should be there, some of these mods are even so that only the player can have them even the ones with balance which is also a bit boring because they can all only be built and bought.
Why this mod with balance, and not one of the others with balance, because there are too many with +20 weapons that are almost all the same, Balance doesn't make sense like that either.
Single player too cumbersome, many weapons from this mod are better than the alien pistol, and even without this mod it is too cumbersome to be of any real use.
As soon as you shoot the effect is triggered, and how much you get can not even tell you the Barotrauma Wiki, because the degree of the disease is not visible, only when switching characters in single player, in multiplayer no idea how to recognize it where you can not switch, except when it has reached maximum where you hear a siren.
“Ancient Weapon” so the Plasma Cutter as Alien version, has no “Psychosis” effect.
Then why does the Alien Pistol have a “Psychosis” effect, except that it fires shots instead of having to hold a beam to do anything like the other one.
So then Alien Pistol remains useless, but the mod has many other good weapons in small and medium.
Only the captain could use it, and only with the perk for the harmonica, and then you have to use it for at least 10 seconds or more until the buff for 100% “Psychosis” protection comes, in single player only use it with a captain and very cumbersome because it is not fast and the buff only lasts 1 minute, in multiplayer one plays and goes after the other who has the alien pistol.
Without the perk from the captain you constantly need the Medication for Healing the “Psychosis” because otherwise you see enemies that are not enemies and you waste ammunition, the bots don't mind “Psychosis” but as a player you can't do anything with the character without healing because you can't recognize real dangers as these.
Or is there equipment where you can achieve 100% “psychosis” protection.
Will the “Psychosis” effect be removed, if not you could remove it. ?
Unfortunately there is no single mod that does this just for the alien pistol, any mod that does this is a big weapon mod.
The effect makes no sense with the weapon, and this mod has a lot that is better than this Alien Pistol, and since the ammunition can not be recharged, the Alien Pistol is actually rather useless, how strong it is I have forgotten so far only tested in the editor and never used because of the effect.
The wiki says it is good against Mudraptors and Terminal Cells and Swarm Feeders, so very limited, without the “Psychosis” effect it would at least be good to use, but really only useful if you could recharge the energy cells, but removing the effect would be enough.
The problem is that players think that because it's an SMG it can't be any good and prefer to use an MG or assault rifle.
The normal SMG is also good, but many probably prefer the “Deadeye Carbine” which is actually also an SMG,
I think both are good even original, but this mod allows alternatives to the “Deadeye Carbine”
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I look at the MG's in the editor like the other weapons anyway, in the editor I can spawn enemies and so I look at weapon mods to see how well what works against what.
Results I write then because of possible text quantity in the thread “Bugs Reports/Suggestions”
Would be useful then similar to the stun Batons where you need more hits to stun because the spear has more range and also does burn.
I don't know how well the wands work either, so it's hard to say what the best balance of them would be.
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Alien Spear
In terms of lore, it makes sense if the alien materials are made by humans a Alien Spear.
Less if aliens had some, the developers have made such extremely narrow corridors in their bases where humans just fit through, don't the guardians, so the developer these aliens are then thinner and maybe additionally smaller than humans, the alien pistol is in the game to the size of humans a pistol for the aliens it could also be a rifle.
LMG might need a 5-10 percent armor pierce increase will do some testing eventually.
Trying to fill in a few gaps without going too crazy I think the mod is in a GOOD state at the moment, lots of different armors and weapons but it doesn't feel like there is a super meta build or certain things are just bad.