big hammer overpowered. 35 dmg - 1 hit 1 kill
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#1
Releases / Re: [A14] High Caliber - more than a gun mod (V1.14/16.07.2016) A14 update!
July 26, 2016, 01:09:57 AM #2
Outdated / Re: [A12] Combat Realism v.1.3.1 (03.09.15) Aiming Hotfix
September 03, 2015, 07:30:38 AM
Hey,
Mod system work with all weapons or only vanilla?
Mod system work with all weapons or only vanilla?
#3
Outdated / Re: [A12c] Project Fallout v1.1
August 28, 2015, 11:36:49 PM
Hey man,
In my opinion be more good delete unique weapons or made their more rare than now. When 6 raider's use "Lucky" it's look bad. I think that be good drop unique weapons in ruins or any incindent/encounter.
Ty for attention. Sorry 4 bad eng.
In my opinion be more good delete unique weapons or made their more rare than now. When 6 raider's use "Lucky" it's look bad. I think that be good drop unique weapons in ruins or any incindent/encounter.
Ty for attention. Sorry 4 bad eng.
#4
Outdated / Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
February 27, 2015, 07:39:04 AM
How i can delete turrets from mod?
#6
Outdated / Re: [MOD] (Alpha 7) Balanced Tools (v0.9)
December 20, 2014, 02:33:02 AM
Wait update )
#7
Outdated / Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
December 16, 2014, 11:27:41 AM
Bug with remove body parts. With a slain enemy with bionic kidney I can get as much kidney as Medkit I have.. (sorry 4 bad eng)
#8
Outdated / Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
November 16, 2014, 12:03:07 AM
So big thanks. (If harvest leg with old gunshot and reinstall it in colonist we get full healthy colonist)
#9
Outdated / Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
November 15, 2014, 02:19:21 PM
Minus, can u upload version without harvest arm, leg and eye, or say how make it ? )
#10
Outdated / Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
November 01, 2014, 01:36:48 PM
hmm tazer now can't stun enemy fast ( near 8-9 hit to stun. Pain grow so slow) Stun gun work good.
I think that need make tazer cd~7-10.
(It's only my opinion no more)
I think that need make tazer cd~7-10.
(It's only my opinion no more)
#11
Outdated / Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
November 01, 2014, 09:29:37 AM #12
Outdated / Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
November 01, 2014, 08:24:09 AM
Sorry my mistake, but tazer hit 10 damage with big chance to stun(and 4 hit in torso make spasm death if not stun), some unbalance https://www.dropbox.com/s/7bn2uas5peuz8al/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202014-11-01%2022.20.40.png?dl=0 https://www.dropbox.com/s/w2ixf8exf5md3oc/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202014-11-01%2022.21.45.png?dl=0
#13
Outdated / Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
November 01, 2014, 07:54:01 AM
skullywag, need fixed tazer and any stun weapons - it's imba. 1-2 shot = kill
#14
Outdated / Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
October 17, 2014, 11:29:17 PM
df everywhere (: Ty for mod.
#15
Outdated / Re: [MOD] (Alpha 7) Medical surgery XP gain
October 17, 2014, 12:32:30 PM
It's was here https://ludeon.com/forums/index.php?topic=6679.0 .... What's new?
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