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Man, no shit its that popular! Talents are very good, most of time i dont even know what would i pick, especially for first onse.
If u have any request i will hear it.
Here's the Mod site: https://sp.zhabite.com/sharedfiles/filedetails/?id=3500751231
The 5% damage resistance was just kinda a small little extra bonus because the main draw and impactful part of the talent is still unlocking the Exosuit itself. Even in its nerfed state its still a very popular option from my own server hosting for becoming practically invulnerable. I specifically didn't keep the speed boost for it on there because that defeats the point of the rebalance of it being slower by 30% swimming speed and 20% walking speed respectively.
Might Makes Right I have changed up to focus more on the now 50% melee damage and a smaller boost of 5% health so it stands apart from Swole and compliments the brawler tree even more.
Similarly +1 stackable materials feels unimpactful to the point of non-existence, it's like one or two extra single items in most cases which still isn't enough to reduce the slots the 8+5 incendium takes.
I suppose my main gripe is that the current talents do not feel personally impactful like the vanilla talents. A situationally useful 25% bonus feels much better than a universal 5%. It would also feel like a more meaningful choice for whether the player would get into those occasional situations.
The metal crate move speed is a QoL feature, and provides a choice between combat and non-combat roles. Personally I'd rather have that talent than any other in the current MECHanic tree due to how often I need to transfer resources, especially with how slow mech suit is now.
I still think Might Makes Right is too weak for the downside especially compared to the removed vanilla talent Multifunctional (+50% wrench/crowbar damage). The stat penalty significantly affects repair speed, weapon accuracy, and medical item use in the early game, growth rate in the midgame (can't craft fentanyl etc. quickly) and masterwork items late-game. It could apply crew-wide like Crew Layabout, or the damage is increased to +100% wrench/crowbar damage.
Alternatively if you are a bit file editing savvy, multiplayer saves have characterdata.xml files you can edit and by removing talents from the lists for characters, it refunds the points when you next boot up the save. (Make a backup of the files if you do this in case you break them)
I don't think the new heavy lifting is really worst but really to be truthful its no longer the same talent just the same name, I just cut the old talent entirely.
The melee bonus is more appropriate for the tree, and considering there is no penalty to speed for moving with crates it was a bit weird to now be faster because you picked one up, I think gun runner is a better example of what the talent was trying to be as it actually makes you move at a normal speed when carrying heavy objects instead of suddenly becoming faster.
Mechanics like most classes needed a mix of buffs and nerfs where applicable, which is what I've tried to do across the board for all classes, assistant probably being the most buffed if you don't include patching exploits.
Patchwork/Heavy Welder: I'd say its def less of a power bonus than portable pumps when set up right. The heavy welder is mainly useful for a really destroyed ship, where you can have one on standby ready to quickly patch up everything. I reckon I will increase the range a bit more on the heavy welder, as that is meant to be one of its main benefits but it usually doesn't feel much bigger than a regular tool.
Also fyi steel bar does same stats as scrap in scrap cannon, and uranium is even better.
That being said I do agree its a bit of a pain to carry or do it while there. So I'm thinking of changing it to be able to go into the inventory, but not stackable, this way it can be something to bring back and break apart in downtime.
Robotics talent is now an engineer talent as well btw, as that makes more sense to me that the engineer would be able to create a drone and this let me put tinkering where it is now, so that wont be coming back in its place for sure.
The exosuit may not be suitable for an already safe looting run due to its speed, but if you want to be extremely well armored before going into the unknown, it is there waiting for you.
There are parts I agree and disagree with so I'll give you my thoughts back bit by bit.
Exosuit: This thing is busted in vanilla and still very strong in this mod, it has over double the protection of the second highest protection diving suit and has the highest protection in general for most common affliction types while making stuns almost completely non effective against you. It has an entire storage container worth of storage inside it and to top it off isn't even slower than most suits in vanilla even without mechanics talent.
(had to split comments due to max comment length)
- Similarly, heavy welder is kind of useless considering the regular welder can do the same thing and can be stored in hotbar. A "heavy cutter" that actually does damage would be a far more interesting alternative.
- Ballast denizen might be just a tad overtuned, it could probably still be very strong at 200% or 250% breath duration.
- Might Makes Right is significantly undertuned considering the stat penalty is on top of being strictly worse than Security's "Swole" talent. If it were to be a talent at all it would fit better in the Security trees as they are a less stat dependent class. Could instead be replaced with vanilla Robotics talent, as it's approximately the power level of a non-specialized talent.
- Scrap piles from reworked Scrap Savant are quite bad and not worth grabbing due to how much they bloat inventory when destroyed and take additional time to destroy (vs checking cabinets in vanilla which one should be doing anyway). The relative lack of scrap (item) makes the scrap cannon unviable, as a shotgun is better otherwise.
In vanilla exosuits are generally only used by mechanics due to the speed difference, without the speed buff it's just as bad as when used by any other class (5% damage resistance is nothing due to how it stacks multiplicatively). Outside of balance, moving slow is also generally unfun, which is why players avoid abyss suits unless absolutely necessary.
- "Research Notes: SMG" (20%) combined into a full "Research Notes: SMG" (100%)
- Then put back into blueprint station to craft a "Blueprint: SMG".
- Which you then read by right clicking and it despawned after reading fully?
While it is hidden in game it should add a talent with the identifier of "bpunlocksmg".
It seems to work on my end at least from a quick test of spawning in the blueprint.
You can use console (f3) and type "enablecheats" and use the command "givetalent bpunlocksmg" to give it manually (If it doesn't give it then you already have it), but if it's single player you will need to use save editor to disable cheats for achievements, in multiplayer it is easier as restarting the game disables cheats again.
Are you attempting to use a scooter you find in a wreck/shop? If so try a fabricated underwater scooter instead. Only recently patched there was variant versions of scooters spawning in campaigns which were meant to be used in Outpost Deathmatch only.
So basically, fabricate a new one and use that instead, as you might have one of these bugged variants instead.
Can be found at top right of a workshop page, though not every mod dev does actually note what they change.
Error in talent peerlearning: unrecognized xml element "AbilityConditionAllyNearby".
So how about this. A variation of drunk that only causes Nausea. And the talent also give you organ damage immunity.
I know full immunity like vanilla is OP. But the vomiting cause by nausea still bugs me, which cause by being drunk.
Maybe immune to nausea could work.