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All that this offers over B18 is that aiming time can be affected by the shooter's skill level, and how healthy they are, and adds a new trait which increases shooting and melee by 3 each. That's all this mod is now.
Pretty much that quote. :P
This mod will probably be largely deprecated by A18, and will probably be no more than shooting skill and health affecting aiming time, and the 'proficient fighter' trait.
U said in forum "I recommend accuracy lite version if u use it with mad skill"
But i cant find lite version... how should i do?
There's my weapon pack with my second-rate art skills, but I've been very careful with the balancing. Not super-diverse weapon-wise, but I didn't want to go for redundancy.
These are packs I personally wouldn't use, but they're not necessarily bad:
Rimsenal - some of the stuff in there is way up and too far above vanilla. The throwing clubs in its EVP have higher melee DPS and lower cost than maces unless you go plasteel.
RT's - Just simply OP
GlitterTech - Ludicrous
Rimfire - While the art is fantastic, the Heavy AMR certainly isn't balance-wise.
Much appreciated though!
Aiming time, melee, and ranged weapon cooldowns are all different definitions, so this'll work perfectly fine with Quality Cooldown.
If I'm right, then can I use it with Quality Cooldown?
As for others though, I can't really say much as I'm not a big weapon pack user. RimFire and Lewis' weapon packs both look OK balance-wise.
As for how RT is OP, the B.A.R. Simple as.
The stats seem comparable to the vanilla ones.
Do you have a suggestion for a similar one then?
Not yet.
Don't use the melee skill change in conjunction with oreganor's Melee Skill Rebalance though, as it'll disrupt balance.
This mod doesn't make people absolutely insane shots (like it did in 1.1 and earlier), but it's certainly a notable boost over vanilla. A level 13 shooter with this mod is slightly better than a vanilla level 20 shooter, and the accuracy for a level 20 shooter in vanilla was really underwhelming. A level 20 shooter with this mod is up to 75% better than a vanilla level 20 shooter (combining the enhanced accuracy with enhanced aiming time).
As for miniguns, they ignore shooting skill as they have a forced miss radius; so whether you've got a level 0 blind trigger-happy with a 1% awful minigun or a godlike careful shooter with any and every contributing enhancement and a pristine legendary minigun, you'll always get the same results with a minigun. They're horrible against individual targets, but they're excellent crowd control weapons: aim in the middle of a crowd, and pretty much everybody around will have a cloud of bullets spraying into their faces.
Seems to be way too much RNG happening with this skill in my game. Could you imagine what Olympic shooting would be like if this was reality?
I might restore some modularity, such as making the new melee change optional, and possibly Proficient Fighter, and Vanilla shields
Thanks for the support people, and I'm glad you're enjoying this mod. Hopefully this will only improve that experience! This update is pretty much one big rebalance, more information in the 'Change Notes'.
Feedback appreciated as always
More information on the forum post in the update log.
https://ludeon.com/forums/index.php?topic=29514.0
Correct me if I wrong, but it deals with the Problem #2 from my request?
What do you think about Problem #1?
Sounds like YOU is my hero! )))