Starbound

Starbound

Frackin' Universe
Spcike 13 Sep, 2020 @ 1:34am
reloading guns
love this mod but really dislike the reload feature on every gun making them worthless. anyway for me to get rid of this feature?
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Showing 1-9 of 9 comments
Sayter  [developer] 13 Sep, 2020 @ 9:07am 
No, nor does it make them useless. I fail to see how you even compute that?

Also, it isn't on every gun. RNG guns have a 50% chance to be ammo or energy based. Energy based consume a lot more energy, while ammo based guns use almost no energy. One allows for less mobility at greater convenience, while ammo allows for much more mobility at the cost of being tactical.

Shift + Click = reload manually, btw.


Further bit of useful info! : If you are only using RNG guns, thats a problem in and of itself. RNG guns are almost ALWAYS worse than crafted ones, by design. If you are only using "damage" as a metric for using a weapon, you're shooting yourself in the foot (so to speak).

Damage -type-, weapon -type-, armor bonuses for those types, species bonuses for those types, alt, opponent type, reload speed, energy use etc are all more important than Damage in FU.
Last edited by Sayter; 13 Sep, 2020 @ 9:09am
Xao 13 Sep, 2020 @ 7:27pm 
Ammo using guns are now the indisputable best weapons in the game lol.

It was a tie between melee and ammo using guns before the recent patch, with energy using guns really only factoring in if you used something like the RPG mod, and built for energy efficiency.

Melee used to be the energy, and thus mobility kings. It was basically trading range for the thing you needed to use to actually get in range, so it sorta balanced out. Whereas ammo using guns were middle of the road, and energy using guns were just a complete waste, with the exception of some really high damage ones (which they have been steadily nerfing into the ground).

It's like they're trying to balance the energy economy around an energy standard which doesn't exist, one of constant regeneration. It makes the game super sluggish and clunky, quite sad.
Last edited by Xao; 13 Sep, 2020 @ 7:30pm
Sayter  [developer] 14 Sep, 2020 @ 7:30pm 
I find it quite intuitive. You simply can't run around spamming everything, and need to act tactically rather than spastically :) But, I can see the reverse argument you make as equally valid depending on how you play the game.
CaptainKthulhu 16 Sep, 2020 @ 6:48am 
Anyone happen to have the link to the standalone version of the reloading guns mod since I can't find it.

Or maybe I've been away from the game for so long that it's not a core feature of the game and I'm clueless.
Sayter  [developer] 16 Sep, 2020 @ 3:42pm 
Reloading guns mod? the ammo system is part of FU.
CaptainKthulhu 17 Sep, 2020 @ 2:57am 
Originally posted by Sayter:
Reloading guns mod? the ammo system is part of FU.

So there isn't a standalone version? Well, damn.
Spcike 20 Sep, 2020 @ 1:40am 
ok i did not realise shift was reload this solves every problem thank you (not sarcasm)
|VIP| Spectre 21 Sep, 2020 @ 3:03pm 
I find it to be highly unintuitive, particularly since guns that use ammo ALSO use energy. So now you have two bars to watch, one in the upper left and one over the character. That combined with Starbound's already anemic ranged damage makes most ranged weapons feel awful to use.
Xao 21 Sep, 2020 @ 3:29pm 
Originally posted by |VIP-S| Spectre:
I find it to be highly unintuitive, particularly since guns that use ammo ALSO use energy. So now you have two bars to watch, one in the upper left and one over the character. That combined with Starbound's already anemic ranged damage makes most ranged weapons feel awful to use.
Try the RPG mod out, and specialize around ranged damage and whatever type of ranged weapons you like. They actually managed to make ranged damage not completely suck.
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