Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Sooner535 on October 07, 2014, 05:02:05 PM

Title: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Sooner535 on October 07, 2014, 05:02:05 PM
Hello and Welcome to Sooner535's Weapon Pack


What does it do?:
This mod tries to change how combat with firearms and melee works by replacing some of the vanilla items and giving them a redo, the initial 1.0 release covers mostly the firearms and adds a few tweaks here and there to others. Including adding tools and a special OP weapon.


Item List:
Scutum (Roman Shield used to defend yourself from fire and melee)
M1911 Pistol (short range replacement for vanilla pistol, great CQC weapon 7 shot low damage bursts with fast reload)
Musket (vanilla Lee Einfield replacement, high-medium ranged weapon very inaccurate but very cheap used by tribes 1 shot with very long reload)
Baton (melee weapon with a 99.99% to incap, very weak mostly used on non armored foes or prisoners to beat them into submission)
Light Saber (melee weapon that boosts running speed and gives block chances to melee and ranged attacks, very powerful weapon that usually cuts off limbs)
Pickaxe (Tool used to mine, terribly useless weapon with almost no chance to hit a target but increases mining speed dramatically)
Hammer (Tool used to construct, terrible melee weapon that speeds up construction time)
L96 (extremely long rang weapon high damage with a medium reload time, good for taking out threats before they arrive)
P90 (replaces M16 medium-short range sub machine gun used mostly in CQC where it is king, 50 round fast burst with medium reload great for taking on groups of enemies and "peppering" them)
Ronon's Pistol (medium-short range highly accurate futuristic laser pistol used by Ronon in the SGA series, inflicts terrible wounds)
Knife (Vanilla replacement for knife, low damage fast stabbing and lots of blood)
RPD (Vanilla LMG replacement hundred shot indirect weapon, best at "peppering" large groups of enemies to keep them hurt
SPAS-12 (Vanilla pump shotgun replacement hard hitting shotgun used to rip apart the body and destroy it's victims)
Uzi (Updated vanilla Uzi with 20 shots better reload and smarter range, a faster less damaging version of the P90)
Gladius (Replaces vanilla short sword, moderately powerful with moderate hit speed, good all rounder)
Grenades (Replaces Vanilla Grenades, shorter range and bigger boom make them a difficult weapon to master)
50 Cal (Sniper Rifle that is longer range but less accurate than the L96 also does more damage)
AK-47 (Great cheap AR good for a army)
BAR (LMG that is a mix between the AR and LMG, lower bullets but higher damage and accuracy make it a beat)
Bren (Almost identical to the BAR except with a bigger clip and a slight accuracy reduction)
Colt 44 Pistol (Great at close range this hard hitting pistol is a 6 shooting killer)
Short Bow (remastered to fit in with other weapons cheap and fast firing)
Long Bow (Sniper of it's day it can and will be a cheap beast to use)
M4A1 (a inbetween to the M16 and AK47 a nice balance for a AR)
M16 (accurate quick and ranged if it didn't cost so much you might keep it)
Nordic Long Sword (beast of a melee weapon it will cleave in two what the gladius just pokes)
Shiv (very speedy melee weapon, once they get you they don't stop)
Spear (Remastered hard hitter with a poor hit speed, play keep away)
Stones (shorter range means these things are useless just set them back down where you got them)
Pilum (remastered do not let yourself get hit by these short range evil doers or you may lose a arm or leg)
Tranquilizer Pistol (a longer range Baton with a nice dart to make enemies go night night)
Stoner 63 (BAR replica with bigger clip and a few tweaks to make it a slightly different weapon)
M60 (A 125 round high damage killer the only thing holding this back is the reload time and the fact that the accuracy is terrible, longer ranged than the RPD)
Glock (offers a little more versatility to the pistol section, newer design pistol with 17 round clips make it a CQC champ)
Scutum and Gladius (the offensive might of the Roman Gladius with the defensive capabilities of the Roman Scutum. Be afraid be very afraid)



Download Link:
(http://button.moddb.com/popularity/medium/mods/25953.png) (http://www.moddb.com/mods/sooner535s-weapon-pack)


Future Plans:
Entirely Dependent on you guys, I want the weapons to sort of balance each other out and yet be fun to use. Real guns will stay close to their counterparts while futuristic and fantasy weapons will be a bit OP over them (because the future) ideas can be submitted below and if I have the coding skill and texturing skill I will add them to the mod (thankfully the forums is filled with great teachers so what I don't know I can learn) so in short the future plans mostly revolve around you guys.


Special thanks to:
ItchyFlea (helping me understand coding)
Rikiki (helping me understand how to set weapons textures and bullets)
Shinzy (helping me understand code and setting textures to bullets also his coding of the stat modifiers was true brilliance)

Almost all the above have their own mods as well go check them out :D


Permissions:
You the user have permission to edit any weapon, add the mod to a modpack, and examine and use the coding I used in anyway shape or form. Also if you are a creator of a similar mod and want to use the textures feel free to do so, the only thing you cannot do is take the content as a whole and release it as yours.


Want to support development?:
Click this shiny gold text to donate pennies to dollars a month as long as you want via patreon (http://www.patreon.com/user?u=329533)




Closing:
I hope to take this mod to a great place and I hope you will be patient with me that I am still learning things :) hope you enjoy the mod
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: Iwillbenicetou on October 07, 2014, 08:38:52 PM
This will satisfy me for now. PA adds way too many guns, and checking them off takes way too much time...
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: Sooner535 on October 08, 2014, 11:14:08 AM
I love how many guns PA adds personally :) lots of variety though I think he tried to stay true to vanilla while I am trying to make it a little more brutal in fights.
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: thrakkemarn on October 08, 2014, 03:15:02 PM
Hey hey, LOOOVE me some weapons mods. I'm super OCD about balance though - any chance you can post any tables or charts or lists you might have of the weapon stats in your mod? Only if you already have something, don't do extra work when I can look it up myself, just thought I'd ask in case you had something already.

Kudos!
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: Sooner535 on October 08, 2014, 03:30:58 PM
No I do not, however that is a fantastic idea. I find myself constantly opening and closing different things to find a balance and that would make it simpler, once I get done with it, and a few (3-8) more guns I will update to 0.5 and the chart will be included :) also that way people who know more of guns can help me by suggesting balance changes :D awesome also I'm thinking about working on the vanilla mech mini gun next I'm thinking fast firing inaccurate 200 bullet shooting (course with 200 bullets who cares about aiming?)
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: thrakkemarn on October 08, 2014, 04:33:33 PM
Cool, looking forward to it.

Decided to poke around the mod files, if you don't mind me asking (very new to this game here) what does the BaseDamageTypes you added do? It looks like it's an incapacitating damage type like for the tranquilizer pistol? But the message says "beaten to death".
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: Iwillbenicetou on October 08, 2014, 04:44:06 PM
You know you can put links in without the uglyness of all that gibberish. I think it's like this but without dashes and spaces:

[url--=  http://URL-  ] What text you want to see[- /url-]
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: LORDPrometheus on October 08, 2014, 05:02:02 PM
So is this a balance mod a weapons mod or a hardcore mod?
All of the above?
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: thrakkemarn on October 08, 2014, 05:45:44 PM
Oh dear lord I just had the worst hunting accident ... um, I'm thinking as cool as all of the pistols etc having burst firing is, for the sake of my sanity I am going to mod all of the burst weapons back to reasonable numbers of bullets >.<

If you're curious, the first bullet in the burst killed the target squirrel, the subsequent 6 bullets flew past hitting 2 of my colonists, crippling them both with minor but permanent wounds.
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: Sooner535 on October 08, 2014, 07:53:39 PM
^ lol I had entirely too big of a laugh with that one >.< try the RPD and tell me how THAT goes :) on another note using the L96 is a good way to hunt it rarely misses with someone with shooting 6+-7+

As for my gobbly goop in my signature ya I realize I can but eh then I wouldn't need the nice yellow/white stuff >.<

This mod is a hardcore/realism mod, I am trying to keep guns pretty close to what they actually are (though with a few tweaks here and there) the RPD for example actually shoots 100 mag and takes ages to reload, while the snipers are kisses of death (if you see bandits with them kill them ASAP especially if they have shooting over 5, good way to get em is get in melee range it is terrible at close range (but still can hit you)
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: Sooner535 on October 08, 2014, 07:56:32 PM
BTW: you have a 0.001% chance of dying via the incap damage type (I literally took 100+ colonists and beat them senseless only 1 died) though I think the response to the damage sounds about right (except for of course the tranq gun lol beaten em with me darts)
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: Coenmcj on October 08, 2014, 08:40:32 PM
It's like the STALKER Misery mod, but for rimworld.

It was coming, and Sooner rather than later.
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: Sooner535 on October 08, 2014, 08:43:54 PM
^ if only I could get a penny everytime I hear that joke  8)
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5
Post by: Sooner535 on October 08, 2014, 09:09:08 PM
Updated to V0.5 download will be ready on Moddb when they authorize it change log is:
M60 Added
Stoner 63 Added
Glock Added
Almost all weapons received some sort of editing
Added a text file with almost all the stats for every gun (took some doing lol) this will allow you gun enthusiasts to suggest balancing changes to me easier, will be updated each release 
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5
Post by: Nopkar on October 08, 2014, 11:53:21 PM
I find it funny sooner that you have a fantastic rimworld mod but you don't actually have an LP series on rimworld itself! c'mon man! :D

Back on topic: Great diversity of weapons, downloading and playing around tonight! I hope you and evul can find a good middle ground and maybe work together some time on a 'Weapon Fanatics Wet Dream' pack or something like that

EDIT: quick look through of the items, maybe a Riot shield to go with a more modern 'Scutum'? Maybe make it more expensive with an overall boost to resistances?
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.4
Post by: Coenmcj on October 08, 2014, 11:59:16 PM
Quote from: Sooner535 on October 08, 2014, 08:43:54 PM
^ if only I could get a penny everytime I hear that joke  8)

unintentional i swear.
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5
Post by: Sooner535 on October 09, 2014, 01:10:45 AM
Uh-huh unintentional :P

As for the no LP of Rimworld I am too busy updating this mod haha :P, I thought about doing it once my warband or minecraft series are done.

As for the "collaboration of modders" I would be more than happy to do that once I get up to 1.0 and I am not staring down every detail :P

As for the shield try getting your colonist with power armor and a scutum (hint I believe it is about a 70% block lol) I may create one that also covers better heat and electric damage? With a small boost to pierce/blunt? Since adding like 15% of weapon block and 85% of armor doesn't mean it will block 100% I am wondering what the formula is, perhaps the scutum covers all body parts and the armor covers separate? I am unsure, but I will find out >.<
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5
Post by: Nopkar on October 09, 2014, 04:00:26 AM
Had an idea since two weapons slots aren't available yet: would it be possible to make a weapon called 'Gladius/Scutum' where it gives the defense of the scutum and the offense of the gladius? this way we may be able to imitate having the two weapons separately? I ask because I see weapon damage on the scutum, didn't know if you could bump that up and change the name to reflect that you're using a weapon along with the shield

edit: and while i'm thinking about it, what about an energy shield that protects heavily against energy and fire but does little or nothing for piercing and blunt? those pesky mechs are getting bold
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5
Post by: Sooner535 on October 09, 2014, 11:30:31 AM
^those are some great ideas but I think (only think) that I may have a sloppy way for "dual wielding" ill give it a shot >.<

I really like the energy shield part sounds nice
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5
Post by: Sooner535 on October 09, 2014, 01:11:10 PM
Sooner535's Weapon Pack V0.5B is now being authorized by the ModDB admin team! What does it add?:

Fixes:
All guns that end with a number have now been fixed and will start showing up (M4A1, M16, Stoner 63, etc.)
My remake of the Uzi will be used now (I had missed a line of code)
Scutum and Gladius price reduction to make way for the Scutum and Gladius!

Added:
THE FIRST DUAL WIELD IN RIM WORLD! (I think) YOU CAN NOW WIELD THE AWESOME DEFENSIVE POWER OF THE SCUTUM WITH THE OFFENSIVE MIGHT OF THE GLADIUS! ENJOY!
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Clibanarius on October 09, 2014, 01:57:33 PM
Bow to the might of Rome, tribals!
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: diegopesente on October 09, 2014, 02:11:09 PM
Dual light sabers isint a dream anymore >.<
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Clibanarius on October 09, 2014, 02:22:54 PM
I love this mod, and I love that you took that idea for dual-wielded equipment and creatively implemented it like this! One day we'll have two hands to work with, maybe, but this is the best way to do it at the moment, outside of going into doing like with the Tribal Shield and sticking it on otherwise-underutilized clothing slots.
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: thrakkemarn on October 09, 2014, 02:42:41 PM
Sweet! I was just coming to report the missing weapons (hilarious getting raiders running in unarmed to punch your defenses). Can't wait to try out the dual wielding!

ModDB hurry up!
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Sooner535 on October 09, 2014, 03:00:11 PM
>.< I tried coding it but Rimworld was like "nah who would want duel wielding?" >.< and ya two lightsabers are better than one lol :D I think duel pistols will be fun as well as perhaps maybe if I can code it a pistol and a sword? (Look out Cade skywalker fans)

As for the fixes ya I noticed it too >.< I was wondering why a guy tried to beat me silly haha.
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5
Post by: Nopkar on October 09, 2014, 03:32:28 PM
Quote from: Sooner535 on October 09, 2014, 11:30:31 AM
^those are some great ideas but I think (only think) that I may have a sloppy way for "dual wielding" ill give it a shot >.<

I really like the energy shield part sounds nice

LOVE IT! ah ha! this is exactly what I was thinking and even the balance seems pretty good! less attack power in relation to only the weapon and less defense if you went with only the shield, great middle ground to get the best of both worlds!

Getting into the territory of firearm+shield is kinda iffy, you don't wanna make it too good or anything and devalue the weapons, but if balanced right it would be glorious!

Now for a Riot Shield/Baton pairing for putting down those insolent prisoner uprisings and Energy Shield/Nano-sword (lightsaber I suppose) combo's for some serious futuristic melee combat! but seriously, you could pair almost any single melee weapon with a shield of like era and have another item so maybe hit the essentials? I dunno, just spitballing some stuff
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Sooner535 on October 09, 2014, 03:50:48 PM
Well the hard part of adding in a melee to a ranged is how the damage system works, I may be able to fix it but for now am away from my PC and will be for a bit. As for the other combos I really like the ideas :) we already have "riot armor" per say lol >.<
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Nopkar on October 09, 2014, 05:02:09 PM
So far shield/sword melee outposts work pretty well. I've lost a few colonists to Great Bow wielding tribals even with power armor so they don't make you invincible (I was kinda cocky after the last few raids)
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Sooner535 on October 09, 2014, 05:47:03 PM
Ya you'd be better off with a shield/power combo, it's a 10% increase across the board (not a huge one but it can help)
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: thrakkemarn on October 09, 2014, 06:02:23 PM
Took some time and put all the weapons into a spreadsheet with comparisons to vanilla weapons, some interesting things appear:
https://docs.google.com/spreadsheets/d/1FyOWhRylxnjdkktMAuUf2w0S3RyfdKAV0NNAWbH5vhg/edit?usp=sharing

Used the wiki formula for calculating RoF and DPS. Take a gander.

I love your guns but I think for the sake of gameplay (which I value over realism) I might just balance out a lot of the guns within their categories. Tweaking the warmup vs cooldown vs burst tick to equalize target acquisition times etc. Changing the lightsaber to not be so ridiculously OP. Also, getting rid of the <1% long range guns is probably going to be needed for the AI. Don't take this the wrong way I LOVE what you're doing I just have a few nitpicks (that are mostly my personal preference anyway).
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Clibanarius on October 09, 2014, 06:08:19 PM
Same, I appreciate balance a ton. I don't know how perfect it is, but this Weapon Balancer might be the exact perfect thing to use for a rough idea. https://ludeon.com/forums/index.php?topic=5364.0
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Nopkar on October 09, 2014, 06:48:09 PM
Quote from: thrakkemarn on October 09, 2014, 06:02:23 PM
Took some time and put all the weapons into a spreadsheet with comparisons to vanilla weapons, some interesting things appear:
https://docs.google.com/spreadsheets/d/1FyOWhRylxnjdkktMAuUf2w0S3RyfdKAV0NNAWbH5vhg/edit?usp=sharing

Used the wiki formula for calculating RoF and DPS. Take a gander.

I love your guns but I think for the sake of gameplay (which I value over realism) I might just balance out a lot of the guns within their categories. Tweaking the warmup vs cooldown vs burst tick to equalize target acquisition times etc. Changing the lightsaber to not be so ridiculously OP. Also, getting rid of the <1% long range guns is probably going to be needed for the AI. Don't take this the wrong way I LOVE what you're doing I just have a few nitpicks (that are mostly my personal preference anyway).

let us know what you come up with! I find the LMG's are...under-powered? They're amazing if you're 10 feet away but without direct hits they're kinda just shock and awe weapons as they rarely hit with any gusto. The problem I think stems from a lack of 'suppression' mechanic where an enemy taking heavy fire will seek cover instead of returning fire during a volley.

Oh! quick request! any way we could get a bazooka or some equivalent explosive launcher? noticing a lack of explosions in my colonies
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: thrakkemarn on October 09, 2014, 06:56:01 PM
Yeah if you look you'll see lmgs have only middling sustained DPS. Compounding that is the fact that after a certain range their accuracy plummets and at long range it's basically 0. This is not how LMGs really work (I've fired the M60). We don't have suppression or recoil so we have to abstract things a lot.

My solution was to sharpen the accuracy keeping it high at mid ranges and low at close and long ranges. I basically split them into two groups: modern lmgs that have a stupid high fire rate (very very low burst tick) but a fairly low damage per bullet and ww2 era that fire much slower per bullet but hit harder. I kept the warmup time low (the only time it is hard to pick a target is if it's far or close simulated by accuracy). I made it so that they are the best class of weapon for sustained DPS but have long cooldowns.  the idea is that when enemies first come into range a long range burst goes off not very accurately but by the time the next burst goes off the enemies should be in the sweet spot.

P.s. I'll make a new spreadsheet when I have time showing my personal tweaks, but I'm not going to share the actual files because it's all 100% ripping off sooner's work!
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Sooner535 on October 09, 2014, 09:17:48 PM
Thanks for the advice, I am not really testing much on the side of how weapons work in game yet (just trying to restat everything first) I will definitely look at both of those and consider trying to make the next one a balance update per say. Though one caviat is that if I make LMGsbtoo accurate they become I win weapons (1 bullet damage only needs to hit 2-3 times in the head to kill and with 100+ bullets it's not hard to) I am trying however to create a system that as ticks pass while shooting the accuracy lowers, however this seems impossible so far.

As stated though as soon as I can I will look at the charts you guys provided and get to work :D I am glad you guys want to balance things out and honestly I had hoped you guys would do something like this to help out :D
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Daedra on October 09, 2014, 11:54:05 PM
Hey, I have a quick question about this mod. Earlier I was using the previous version of this and happened to have one of my colonists lose their right hand. No big deal, as you can still do most things with only one hand. But now you have a dual weapon, and that got me thinking: Does the gladius+scutum combo work with only one hand like all the other weapons? If so, is there any way to make it impossible to equip or use with only one hand? It's a minor thing, but I feel like if you can use two weapons with only one hand, that would be seriously immersion breaking. I know I can just not use it if someone loses a hand, but just figured I'd ask here real quick.
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Sooner535 on October 10, 2014, 01:00:54 AM
If I had my way you could only use a pistol or a sword one handed (doesn't make sense for someone who is one haned to use a AR or LMG) but as far as I know I don't think there is, if I find a way I'll let ya know
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Daedra on October 10, 2014, 01:31:48 AM
Awesome, thanks for the quick reply. I figured there wasn't a way to restrict based on number of hands available since I never came across anything like that in the XMLs, but I figured it couldn't hurt to ask those who have been doing this for a while.
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: thrakkemarn on October 10, 2014, 12:52:46 PM
I don't see it as too much of an issue as long as losing a hand impacts your accuracy (I think it does already?). You can strap a shield to your arm and brace most long guns on your arm (since you can't move and shoot I think this is OK).

I really do love the idea of the burst being used for clip size, and that some weapons can fire further than their effective range. I'm just worried there's no proper way to balance it with the way combat and AI work currently :/ it's kind of designed around weapons only being fired within their effective ranges and having warmup and cooldown as a pseudo handling/reload/clip size thing while burst is just a simulated trigger squeeze.

But only time will tell it's still early days!
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Sooner535 on October 10, 2014, 01:23:35 PM
Ya it is a bit hard to balance these all out, if I raise the LMG's accuracy to just 1-3% it's enough to kill whoever they aim at 50-75% of the time (because of the amount of bullets it usually kills people standing nearby too) this makes LMGs a little OP so it is kind of a stand still, I may give LMGs the ability to fire at ground that way you can set up spots of "suppression" to get that holding a enemy there effect
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: eternalglory on October 11, 2014, 09:24:26 AM
Awesome mod!
I excited your lightsaver or sword editing....

But, Replacing vanilla gun makes me sad.....
Because I can't use another mod that make turrent with vanilla gun...

I really want use your mod... so don't replacing vanilla guns ....
Title: Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
Post by: Nopkar on October 12, 2014, 02:10:22 AM
Quote from: Sooner535 on October 10, 2014, 01:23:35 PM
Ya it is a bit hard to balance these all out, if I raise the LMG's accuracy to just 1-3% it's enough to kill whoever they aim at 50-75% of the time (because of the amount of bullets it usually kills people standing nearby too) this makes LMGs a little OP so it is kind of a stand still, I may give LMGs the ability to fire at ground that way you can set up spots of "suppression" to get that holding a enemy there effect

Would slower overall aiming and subsequent cooldown work as a decent counter balance for increased accuracy? I imagine a few seconds to 'set up' the gun with bipod and whatnot and then unleash a full clip then the long reload process as they drop the box, thread the belt, rack in the next shell and go again. dunno, I find myself throwing the lmg's away at this point but I completely understand not wanting to make them OP