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Unfortunately, i'm one of those (many) people with many mods, so isolating problems is... problematic. Instead, some of us choose to not risk potentially problematic mods all together. Unfortunately, your mod is great and there are no alternatives.
Anyone can confirm?
It was working earlier.. I've got a bunch of different mods running, but none 'should' be effecting the sniper rifle information! :(
Any ideas?
Your example screenshots above show a 2 AP weapon hitting for 10 damage rolled against 4 armor equals 8 damage applied.
If it was using the vanilla AP Rounds variant, it would be 10 damage rolled against 4 armor equals 6 damage applied, as 2 AP is incapable of piercing 4 armor.
In my vanilla (unmodded) game, the GateKeeper with 6 armor was always a priority for armor shredding so that my AP Rounds would work effectively instead of having the full armor value bounce them.
Any chance of a variant that operates in the same fashion as the vanilla AP Rounds utility item?
The vanilla AP Rounds ignore up to 5 points of armor, but suffer full armor reduction from 6 points or more.
So 10 damage rolled against 5 armor equals 10 damage applied, while 10 damage rolled against 6 armour equals 4 damage applied.
The principle being that sometimes the armor is just too thick.
I will add a couple screenshots to the images here, which should explain it better :)
I saw this one first and loved the idea, the starting sniper rifles are usually meant for equipment, vehicles, and similar hard targets. Given how we specifically research ways to boost the performance of Advent and Alien weapons for sniper rifle power, armor piercing would scale with it.
Where's the ini just in case it conflicts with anything else please! :)
Hee-did-thehr-Neow!
Could you also tweek the poison to ignore the armor and directly hit the hp pool?