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报告翻译问题
Autoloaders are amazing, it was painful to constantly reload turrets in CE and I had to build a stockpile of ammunition right next to them just to make it more bearable, with autoloaders now it's soooo much more smooth.
I might be forgetting a lot of stuff, but overall, I really enjoy all of the changes
(2/2)
I very much enjoy the ammo rebalance, especially the fact that charged ammunition now costs much less components, was really painful to see those go fast in normal CE
I adore the sneaky bastard addon, especially the smoke dodge chance, which reminds me of sicario from payday 2 haha. Makes smoke even more worthwhile to use, and I just love using smokes.
The buffed implant armor is also great, because as described, it really was meh for the cost in normal CE, but now it's very strong coupled with armor, helps live out the cyberpunk fantasy hehe.
I can't say much for the shooting accuracy change, because I haven't really noticed a difference and because it's kind of hard to measure, but I think it's a move in the right direction, in normal CE, every pawn can pretty reliably hit their shots so long as they're not that far, even ones with 0 skill.
(1/2)
the systems for the autoloaders are actually from combat extended. they're very much neglected features that I've patched up a bit to get to a usable state. I don't exactly know why autoloaders wouldn't save the ammo within them as they use the same ammoset system turrets use, but I'll look into it
oh and one more thing. I'd be more than happy to hear about specifics parts you like/don't like, either here or in my discord works. feedback is in very short supply and and would be appreciated, even if it's just ''x is really neat, I love it''
other than that, loving this mod! love playing with it and the generic ammo experience due to better immersion and because it really does balance out CE in things it's sometimes lacking, as well as making usually irrelevant things, relevant once again.
oh also, autoloaders added by the generic ammo experience seem to lose their ammunition count with the gravship launch, while turrets don't, not sure if it's an issue on my end, but maybe you could look into it?
tl;dr: poor quality weapons have armor penetration multiplier set to 85 rather than 0.85, resulting in armor penetration value of 8500% rather than 85%. i have come to kindly ask for guidance on this matter.