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Vanilla: 175 lasteel and 18 components
This: 185 plasteel, 18 components AND 80 hyperweave
How am i supposed to get hyperweave? Never had it on any trader in ~ 480 hours RimWorld
The mods work fine together, but the linked mod adds a few of the same guns and obviously they're not set to the researches added by this mod.
One slight request... the mounted LMG/GPMG/minigun coming from this mod... can you add research for these? I'm currently playing a tribal start and these are available on start. Which seems rather silly and rather counter-productive to the mods purpose.
Also, I have a problem right now where I looted a LMG from a caravan that died on my property and the game isn't recongizing it so I can't build a LMG turret. I'm going to have to create an entirely new LMG and waste the componenets, etc, to get the basic turret now. :|
Really love the idea of bonus weapons though, I mainly download weapon mods for variety so this is perfect for me!
heheheh
*Rule Britannia!
Britannia rule the waves!
For Britons shall never never never never be slaves!*
Wielding a minigun has range 28, mounted turrets and auto turrets have range 32. Mounted miniguns have a cooldown of 6.5, slower than being wielded. They're not force miss, but the accuracy is lowered and buildings having a shooting skill of 8 make them essentially forced miss 1. Automated miniguns have greater accuracy, but the forced miss radius was increased for some reason. They also only have a cooldown of 6, still slower than being wielded.
None of the mounted versions of the gun have any <turretBurstWarmupTime> tags, just cooldowns so they can shoot instantly, unlike wielded guns. Seems cheezy. The mounted minigun firing rate should be just as fast as a wielded one (3 warmup, 1.66 cooldown OR 4.66 cooldown)
I haven't done a deep dive into all the other weapons, but are these changes intended? Maybe a few balance tweaks are in order?
Additionally the resource costs are a little weird as well--it takes quite a few components to build miniguns for instance, yet a grenade mounted machine gun requires only 6. This could maybe be offset by giving the GMG a weapon requirement as well, like the other turrets.
Also, while I think it's cool to use existing guns to make turrets, I feel that it puts you at a significant disadvantage to have to wait til LMGs to make turrets, when in the vanilla turrets can be built with a simple industrial tier research and a few components. Something to fill that low-middle tier gap would be good, be it just keeping in gun turrets, or adding in another kind that uses a small arm like a pistol.
A quick question, What guns am i able to mount into the automated GPMG turrents, which guns come under the tag ''GMPG''.
I wasted time making sub machine guns thinking they were it but i count mount the machine pistol/uze thing.
Either give it some insulation protection, or let them wear some dang coats to the fight.
I do like the concept of the composite vest though, there are only two armor options in vanilla, a metal plate on the chest or a hyper advanced combat suit.
Also, the guns that are supposed to be market only are far too rare and their quality is never beyond good, perhaps there is a way to omit the lower quality variants so that way when they are for sale their quality is also desirable?
Maybe you could make a couple of variants with a little bit of extra cold or heat protection, and call them "Composite Vest with Arctic/Desert/etc Smock"? Just an idea.