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Rapporter et oversættelsesproblem
i have thought about creating hand weapons but definitely not an anytime-soon kind of project. i'll keep it mind.
Kratos program styled handarms, can just be base game or run off of Vanilla+
would allow you to expand that lore you have
plus, on foot combat is severely overlooked in my opinion
also, i may need a screenshot of some sort but i do not see what you are describing. i know for the fixed launchers (LG and SG) have been formatted to show up as two lines in the right-hand preview screen and same goes for when you hover over them in the G-menu. all turrets' naming format were untouched for this update.
Also: "changed units from SI to metric" - wat
low caliber AP will still do damage to LG heavy armor but shatter on impact as the shell has a lower "health pool" than the single heavy armor block. same with HE. blocks behind armor should not be affected by the blast until the armor block is destroyed first or there was some sort of line of sight created between the explosion impact and exposed block.
not sure how your test stand was set up but it seems to be working on my end.
And no because the 460mm shell is APHE, not a standard AP shell. So if you add together both the AP and HE damage values, the total potential damage is (or should be) greater than the vanilla artillery damage potential altogether
i do think i know which portion of the audio sbc i need to modify. cant confirm it will fix it but we can give it a try in the next patch i plan to bring out...
Other than that, banger mod
After much request, I have created a "True-Form" edition of my Kratos Program weapon modpack. Differences includes increased ammo ranges, increased AI targeting radius, and increase muzzle velocities. If you were using the original version, the two mods can be switched out seamlessly.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3558637588
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3455650518&searchtext=turret+reset