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@Yarrow, in my experience you can run both together or turn either off. Since 1.6 I was just running Local's gun mods because the CE team was still working on their versions. If you run both together you will likely have some duplicate guns but shouldn't cause any issues.
I wouldn't bother with grenade launchers against heavy mechs.
In this mod (Guns) the mounted GAU-19 gun will absolutely melt Centipedes.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530875373
I believe in CE you are meant to use explosives, EMP weapons and energy weapons to fight them
It seems when using the launchers the NLAW is pretty consistent at killing them, but it's only a 1 shot, then the pawn has to go get another. That's fine for a base defense where you can have a close by stockpile but not when you are attacking somewhere.
What are people using when having to deal with the later mid game and beyond when you start getting lots of big mechs?
(I'm only using the Local's Gun, launcher and turret mods just to keep the game simple with out 500 guns)
and +1 with 20mm 14,5mm heavy and 9x39 and 4.3
Also could I make two stupid recommendations fitting our new Odyssey update. The Morita Assault Rifle from Starship Troopers and the Pulse Rifle from Alien (But which fires 45 ACP and its description mocks you for expecting it to fire "10×24mm Caseless" when it's just a mocked up Thompson)
the m82 will come back soon(tm)
There might be more sidearms at a later date but the focus is back onto rifles for now.
Will you add more pistols and revolvers like Glocks, S&W's M&P serie, Sig Sauer's P serie, CZ etc... ?
You could have a huge amount of guns without flooding the bill, cheers and keep the new stuff coming.
This mod is 1.6, if you click the authors profile and then workshop you will see he's got a bunch of gun mods for 1.5 which compose the guns in this mod
T.T
Other than that, really nice Arsenal mod that isn't too bloated and pretty high quality
However? I am waiting to see exactly how CE implements certain new features, such as the unique weapons in Odyssey, for which I will update this mod with additional content(I intend to add about 20 unique weapons and variants).
Some of the "quirkier" weapons from the older mods might find their way in through this system.
Further, you may or may not have noticed that most weapons to make it into this release have been updated visually, that of course takes time and building up the "bloat" mod will take some time, especially since right now the priority is on another mod.
Your interest is awesome to see and motivates me to continue, thanks!
Your old mods were of the highest craftsmanship and contained just the right amount of flavourful variety without becoming bloated in my humble opinion. That is why it greatly saddens me on this day to see that you've opted to trim down so heavily on this 1.6 release without providing a 1.6 option for your 1.5 weapon packs. In a fruitless pursuit of slimming down your mod you have cut out many of my favourite parts and left me distraught. I shall continue to use your older packs despite the version mismatch but I'm sure you know this solution is sub-optimal and I plead for you to reconsider your stance on bloat by providing the user with the option of choosing just how much of your talented work they wish to partake in, much like you have done with your Antiques III pack as everyone's tastes are different.
Kindest regards from yours truly.