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anywya keep up the good work, nice to see the old school mods still going strong
Weaker options like the crossbow are more being weighed against their vanilla rivals, in this case the Nerve Spiker, DU rifles against a certain unique weapon, Plasmathrowers against the Incinerator, stuff like that
Have finally gotten back enough to make some changes people had been asking for! The ideas for new mines and a couple of other changes are in the works for the moment, as I wanted to prioritise these balance changes (and a few bugfixes) before any new content was added.
I will also be looking further into trying to reduce the commonality of Rocket Vulcans on Centipedes (for now, they're disabled on them!) and making the Dual Wield setup automatic, alongside my other unpublished ideas. If anyone else has suggestions, feel free to use the Suggestions and Changes thread above!
An orbital chicken army would likely not be the case, mostly as that would require C# to operate, which I am yet to find the time to learn alongside IRL and other projects
A lot of the weapons fill niches that aren't necessarily filled by vanilla, but don't do anything super unusual (e.g. Throwing Rocks, Slings, etc.). In this case, all an entry would say is "shoots a projectile that looks like X", unless you're asking for a full stats list?
With the way armor works now and a serious lack of armor piercing firepower for medium/close range, I was in trouble.
Only ranged shields are going to save me from something like that..always fun coming up with new strats for new situations
(Unless, of course, you use What the Hack?!, in which case go nuts!)