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报告翻译问题






like most modded weapon packs, none of these guns in this gun nut mod are balanced or behave like their real world counterpart. The gm6 lynx one shot kills everything in game with assault rifle speed, but only has 30 range despite being a 50 bmg sniper rifle made for disabling helicopters and vehicles. it weighs 12 kg irl but only 7kg in game. It behaves like an assault rifle that shoots 50 bmg rounds in the game and my colonist got one shot by it with marine armor on without them being able to react.
Most of these guns are just blatantly op, theres no reason to craft the vanilla weapons at all if you have this pack enabled, and most of the guns cost the same amount to make as the vanilla weapons too. Also the market value of the weapons arent balanced either, so some raids are just easy raids with vanilla weapons, and other raids are extremely difficult, especially if you dont use the most powerful modded gun.
Like it hold it straight down when idle and sometime shoot from the magazine for me
I can see and build: AB Arms MOD X (not listed in the description tho, it is the R700?), Archangel M1A, Saiga 12K, Bullpup PKP, Zenitco AK-105, ZevTech Glock 17, SA-58 L, Magpul AKM(is this the Ak-103?)
-Now I'm using devmode so consider all techs researched
-Now I realize that you created a tech called Attachments and Modifications where you out these weapons, still I can't see those weapons mentioned earlier
-CE is enabled
Gun Nut ones require CORE and XML Extensions and thats it.
You can always double check in the ingame mod manager, it will tell you that that mod is not needed anymore.
Update is coming when is done, join the discord if you want to follow the process more closely.