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This B18 version will stay up, but will no longer be supported.
In other words, sorry. Though if any one wanted to update the mod to B19 and release it, go ahead, you have my blessing.
As of now, it sort of works does what it's suppose to. But I'll have to see what it's like once the apparel is added and the offsets from them are applied.
[G2A4]
Accuracy; Touch (0.59), Short (0.71), Medium (0.82), Long (0.76)
Cooldown (1.34 Seconds)
Warmup (0.9) seconds
Mass (3.6)
Work to Make (120000)
Cost;
Steel (70)
Components (6)
[G2A5]
Accuracy; Touch (0.67), Short (0.78), Medium (0.88), Long (0.82)
Cooldown (1.11 Seconds)
Warmup (0.74) seconds
Mass (2.7)
Work to Make (160000)
Cost;
Steel (55)
Components (5)
Second, I'd rather try to finish the weapon side of this mod before attempting a patch, because it will take a considerable amount of time to patch and balance my mod with Combat Extended (Though there are some questionable changes to the pistols that I don't particular agree with in CE).
I've only just got a new machine, so there should be updates with his mod in the next week or so. Hopefully gonna make up for lack of content with a large update. Maybe I'll get the remaing weapons finished?
@rooki12k; to be recognised by you is big deal, your Rimsenal mod has come really far.
The "Titan" will 'ideally' function like a colonist with the exception they can not perform most tasks other colonists can. A pawn will be able the mount the "Titan" to increase it's effectiveness than it would be solely piloted by the on-board AI.
I don't want to talk about too much about what I don't have ready just yet, we won't be seeing Titans for awhile. Maybe after weapons, apparel, factions and Spectres we can look at Titans.