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also if you don't mind xenotype/har mods, cinders of the embergarden has some good explosive weapons and abilities too.
I can tell you right now mechanoid upgrades terrifyingly works, the mech armor upgrade from that mod makes already great enhanced durability mechs feel absolutely unkillable.
On a side note, does anyone have any neat mods to recommend for penetrating 200% (sometimes more) armored centipedes?
Will keeping the weapon status unchanged and adjusting skill level of pikeman(10 to 18 for instance) be a nice idea? So that pikeman can be a true sniping platform while lancer can dedicate more on heavy punch at medium range.
Besides will it be possible to raise the threat points of single mech? So that early stage game can go more smoothply with less mehcs in a raid but late game raids remain challenging.
@许DEKO:这个是我目前最喜欢的mod了,谢谢你的引荐
I've loved and hated Vanilla Mechs ever since I first started playing Biotech." The design of the Tynan Mechanoid definitely fascinated me, but they had to be used carefully in the face of attackers, which made me tired. So this mod surprised me very much, I like it.
Thanks to the author for his efforts.
@Amethyst the otter Hey, sorry for the late response. Can you confirm whether this was happening with no other mods loaded? I didn't actually program the mech commanders to behave this way - I merely enabled them to spawn in mech clusters and it just so happened that the game seems to function this way by default when they're enabled to spawn.
I thought it was a good balance against the possibility of having extremely powerful commanders spawn randomly, because it meant you had the option to choose when to take on that risk for your play through voluntarily, so I therefore viewed that function as a feature of the mod. In all my testing this was how it worked, but if there's circumstances in which that doesn't apply it would be good to know so I can update the mod's information or fix it.