Starbound

Starbound

Frackin' Universe
Spcike 13. sep. 2020 kl. 1:34
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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Sayter  [udvikler] 13. sep. 2020 kl. 9:07 
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.
Sidst redigeret af Sayter; 13. sep. 2020 kl. 9:09
Xao 13. sep. 2020 kl. 19:27 
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.
Sidst redigeret af Xao; 13. sep. 2020 kl. 19:30
Sayter  [udvikler] 14. sep. 2020 kl. 19:30 
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 kl. 6:48 
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  [udvikler] 16. sep. 2020 kl. 15:42 
Reloading guns mod? the ammo system is part of FU.
CaptainKthulhu 17. sep. 2020 kl. 2:57 
Oprindeligt skrevet af Sayter:
Reloading guns mod? the ammo system is part of FU.

So there isn't a standalone version? Well, damn.
Spcike 20. sep. 2020 kl. 1:40 
ok i did not realise shift was reload this solves every problem thank you (not sarcasm)
|VIP| Spectre 21. sep. 2020 kl. 15:03 
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 kl. 15:29 
Oprindeligt skrevet af |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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