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The plasma gun had to be dropped as they got rid of the RepeatedEffect thing....which caused crashes anyways that they wouldnt fix, so no big loss I guess. Anyone have another idea what to do with it?
Not sure about the heat gun either. With no AreaFire effect, it doesn't do a very good job of setting fires even with a high chance of doing so. Plus it is a bit redundant now with the thermal lance. Any ideas there would be appreciated too.
My initial thought is that fighters are generally too small and do not have the thermal mass to deal well with higher heat situations. I may have a hard time coming up with overloaded new functionality for all the weapons to be honest. However, RustyDios sounds like he has plans, so I will pretty much wait to see what Rusty does and then do my best to follow his example.
It is odd that normal lasers now act like my Pulse Lasers when overloaded. Such drastic changes in functionality by overloading them seems weird to me. But I guess go with the flow?
There are many things changing in the base mod, mostly all around the overclocks...
\fighter_shotgun\fighter_shotgun.rules>/Part/StatsByCategory/0/Stats/DamagePerShot" failed.
shield_gen_small/shield_gen_small.rules>/Part/Components/ArcShield/ResourceDrainPerDamage/BaseValue
This is cuz they randomly changed the field definition from a single value to a 'structure' so to speak so you have to dereference the field you need. I was able to bring up my mod at least with that change.
I will go ahead and try out my mod ASAP without the DLC installed and just see if I find any other obvious screwups and I will fix them. Anything specific you can mention will be really helpful.