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Mod is designed for those, who want to use machine guns as a main weapon from the very beginning of the game.
Adding barrel and magazine mod slots works wonders while not being lore unfriendly.
For energy weapons' perks I'm using +25/50/75%. Seems fair.
Not in Сalifornia.
How so? Half of the enemies are robots, the other half I use energy aimed strikes on anyway. Getting a fair balance of trinkets would be much better in my book. Right now the endgame is 1x Choice and 6x Engagement Rings.
Made changes to hourglass (+1 AP instead of Kiss Ass). Changes would be well deserved on luminox watch and the camera.
- Critical Update of XDELTA patch v0.9.4g (Correct damage calculation for Energy Weapons against Conductive Armor and other weapons, when Armor Penetration greater of equal Armor of target)
- Some balance changes of Energy Weapons tier 4.2-6.2 to reduce the efficiency gap between them and assault/sniper rifles tier 4.2-6.2
- Perk Obliterator received an additional effect "+1 Armor Penetration"
- Improved mod choke now has bonus "+6 maximum range" (old value "+2m maximum range")
- Computer-assisted choke now has bonus "+8 maximum range" (old value "+6m maximum range")
are these changes reflected in game text or is it just in the readme file?
I don't think you can greatly fix the unbalance of the game. shotgun will still jam when an AR with mag will not. Shotgun still has only 10% to crit with 10 skill when other weapons have 30-100%
i think the shotgun is fine, its just the game doesn't have any late game low armor enemies or very much cover that can be destroyed making shotguns not very good considering the environment.
All changes reflected in game text.
Examples
https://steamuserimages-a.akamaihd.net/ugc/912416819142435043/BD93087DEBA2A4E22A08A22A61019CF606CA5B01/
https://steamuserimages-a.akamaihd.net/ugc/912416819142435281/2967210462AB9374CCEA521C563623E93086CB5A/
- Heavy Weapons now can use Magazine and Barrel mods
- Shotguns now can use UnderBarrel mods
- Perk Gunner (Assault Rifles) now works only with Assault Rifles (No more false hints about this perk effect for Sniper Rifles, Shtotguns, etc.)
- Some balance changes of Shotguns to reduce the efficiency gap between them and assault/sniper rifles (especially in California)
- "Armor-Piercing Bullets" - new lvl 8 perk for SMGs (+1 Armor Penetration)
- +1 Armor Penetration to some Machine Guns to reduce the efficiency gap between them and assault rifles
- Rebalance of Photon Cannon and FN-FAL to make these weapons more useful
- Critical Update of XDELTA patch v0.9.4h (No more extra damage from Critical Hits of enemies)
- Fixed combat log error, when COTC Riflemen was displayed as COTC Gunner [bug from inXile]
- Perk Zeroed (Handguns) received an additional effect "+1 Armor Penetration"
- Minigun and The 3 now have Armor Penetration 8 (old value = 7)
- Damage boost of Arctic Sniper
Shotguns could use increases in crit chance and crit damage across the board, or be given bonus damage depending on how close you are.
With my fixes of perks and damage of top-tier energe weapons now they are sufficiently effective against all targets.
E.g. Ion Beamer with DMG 40-50/2 rounds per burst and Multiplier 2.4x/(0.6+1)x does 192-240 damage to robots and 128-160 damage to targets with non-conductive armor.