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The other WW2 gun in this mod (the M1 carbine) will stay for now.
it might return at some point, if I decide to bump the weapon count of this mod to 100.
@Yarrow, in my experience you can run both together or turn either off. Since 1.6 I was just running Local's gun mods because the CE team was still working on their versions. If you run both together you will likely have some duplicate guns but shouldn't cause any issues.
I wouldn't bother with grenade launchers against heavy mechs.
In this mod (Guns) the mounted GAU-19 gun will absolutely melt Centipedes.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3530875373
I believe in CE you are meant to use explosives, EMP weapons and energy weapons to fight them
It seems when using the launchers the NLAW is pretty consistent at killing them, but it's only a 1 shot, then the pawn has to go get another. That's fine for a base defense where you can have a close by stockpile but not when you are attacking somewhere.
What are people using when having to deal with the later mid game and beyond when you start getting lots of big mechs?
(I'm only using the Local's Gun, launcher and turret mods just to keep the game simple with out 500 guns)
and +1 with 20mm 14,5mm heavy and 9x39 and 4.3
Also could I make two stupid recommendations fitting our new Odyssey update. The Morita Assault Rifle from Starship Troopers and the Pulse Rifle from Alien (But which fires 45 ACP and its description mocks you for expecting it to fire "10×24mm Caseless" when it's just a mocked up Thompson)
the m82 will come back soon(tm)
There might be more sidearms at a later date but the focus is back onto rifles for now.
Will you add more pistols and revolvers like Glocks, S&W's M&P serie, Sig Sauer's P serie, CZ etc... ?
You could have a huge amount of guns without flooding the bill, cheers and keep the new stuff coming.