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By shields I meant the shields generated by shieldbearers and such. Bluescreens iirc would bypass and destroy shields for free. Redscreens would bypass shields but not destroy them.
@ZJwh5S if by shields you are refering to armor, neither bluescreen or redscreen should affect it directly. Both of this ammos add a flat damage increase to robotic units.
@Ty I believe that WOTC Proving ground overhaul or other Proving ground mod of your choice might allow to do what you want. I don't plan to add that to this mod in particular.
But IMHO the problem with ammo in the game is, that they work the same on every class in the game, including pistols. (armour piercing fan fire is such a thing)
Though, again, I do respect the way you're going for with the balancing and don't think it's a bad mod at all :D as I could 100% see Bluescreen being powerful on, say, the Infiltrator or something. So we can agree to disagree :D
I agree on the feedback about Redscreen, that 15% might be too little for a special ammo. I might bump that to 20% in the next update.
The Riot rounds in my opinion feels fine in my testing. You can shut down an enemy for up to 4 turns.. that is crazy powerful and 40% was way too much. Take the classes that get "Face off" for instance, they can apply the ammo effect to every single enemy and have a spare shot just for good measure.
Now it actually makes sens to run poison and reduce aim and mobility, it makes sense to run riot when there are beefy enemies you need to single target and control, it makes sense to bring bluescreen when you have a decent hacker and robotic enemies, and redscreen for those robotic late game menaces.
Sorry for the wall of text! all in all, I agree on Redscreen and I'll most likely update it very soon!