Started by fyarn, August 24, 2017, 03:10:32 AM
Quote from: TheGakurniawan on August 24, 2017, 09:04:35 AMThe mod itself have some good concept, but there's some problem1. show the version of the mod (A17, A16 etc)2. Make it rubber bullet come out from a special gun would nerf this mod a bit.3. make dis mod compatible with other gun mod (i'm using 20th century weapons mod, the \ to activate rubber bullet doesn't affect it in anyway)4. as an alternative, make the activation of rubber bullet as a thing that you click, rather than using something in the keyboard ( \ / ), so it'll be easier to detect if the rubber bullets working or not
Quote from: XeoNovaDan on August 24, 2017, 09:31:10 AMThis mod would be imbalanced because by the looks of that screenshot, there's absolutely no hit to damage whatsoever. That, combined with the fact that armour has inferior blunt protection compared to sharp protection, means that you'd be better off using these 'rubber' bullets anyway over their metallic counterparts.
Quote from: Canute on August 24, 2017, 09:24:05 AMThere is only a way to made rubber bullets for other weapons, when you got a mod requirement to have ammo like CE.Then you would need a extra patch for any weapon mod that is compactible to CE.So the way just to add a special weapon with this damage type is a good and simple solution.You can use the Simplesidearm mod and keep this pistol at sidearm.
Quote from: fyarn on August 24, 2017, 12:13:07 PMIn other words if you want to incapacitate at a slower rate, use rubber bullets, if you want to kill or down quickly use sharp bullets.
Quote from: fyarn on August 24, 2017, 12:13:07 PMWhat do you mean no hit to damage though?
Quote from: XeoNovaDan on August 24, 2017, 12:31:54 PMQuote from: fyarn on August 24, 2017, 12:13:07 PMIn other words if you want to incapacitate at a slower rate, use rubber bullets, if you want to kill or down quickly use sharp bullets.Although it's popular belief that blunt weapons are good for incapacitating, and they are to a degree, you're ultimately no less likely to kill somebody with blunt damage compared to sharp damage; limbs and other parts can still be 'destroyed', and that torso can still get to 0/40. Besides, there's the deal with the 67% chance of a non-colonist randomly dying upon being downed anyway, which is in no way governed by how they were downed.Quote from: fyarn on August 24, 2017, 12:13:07 PMWhat do you mean no hit to damage though?I'm only judging by the colour of the text for the injured body parts here, but there doesn't seem to be any compromise to damage when using rubber bullets compared to standard. A standard bolt-action bullet does 18 damage, and a standard pistol bullet does 9 damge; rubber bullets look like they still do 18 and 9 damage respectively.I could be completely wrong though, in which case you may feel free to correct this.
Quote from: Hungry Colonist on August 24, 2017, 12:38:00 PMVery interesting idea. A rubber shotgun would be nice (kinda like a crowd control thing). About the CE compatibility, you can use patches as far as I know. I think it would be easier to just add the rubber guns and make a patch, rather then make a patch for every weapon to use rubber ammo.You can just copy the already existing gun textures and just change them a bit (if you are not willing to make your own), or not change them at all and just put a different name for the weapon description.
QuoteDude. Think bigger. Rubber minigun for prison riots.
QuoteAnd thanks for the patching tip! I'm actually not using XML for anything but the keybinding, instead using dynamic def editing in C# (useful so player only fires rubber bullets, not raiders too).