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IDK, even with other mechs, I've been having difficulty making artillery weapons explode properly.
Specifically, there's a missile urbie that reduces artemis 4 minimum range by 50%... but the missiles won't explode properly unless you're miles away, it feels like, and even then, sometimes they just don't pop.
Anyone else run into this?
Learn something every day.
That's the range numbers - 0m minimum range, 540m maximum.
The ammo is showing as infinite (limitation on the implementation of one-shot)
initially I was using in a campaign game.
THIS time I checked in INSTANT action game.
The rocket shows as 0 ammo at start of scenario -
BUT he will fire once ,the animation is just a single rocket/bullet ,which in my test did destroy a Building.
Could an ammo count be introduced so it does not say 0/540 ammo for the Rocket15 before it is even fired.
Should it not say 15/15 ammo ,which as phfor states would then change to 0/15 once fired ONCE?
https://steamcommunity.com/sharedfiles/filedetails/?id=3370042405
description says integrated ammo.
But in game it seems I have 0/some number and it does not fire.
Do i need to buy ammo -since it sounds cool and only takes up 1 ton and I have it on a mech at present.
Also does it need a target lock or anything?
But after installing YAML and this mod, I feel I never have enough ammobox in the market. even the very basic AC/5 ammobox or AC/10 ammobox.
Added: Compatible with DLC6 / Game version 1.1.354. Will not work with earlier version!
Updated: ClusterToiLogic to include changes in game version 1.1.354
Updated: YAW Binary Laser name (Binary Laser YAW / B Laser YAW)
Updated: YAW Binary Laser stats (damage: 16 -> 18, heat: 11 -> 14, duration: 1.2 -> 1.6, cooldown: 5.25 -> 7.0, cost: 400k -> 200k base)
Harmon Lasers, Specifically Small (unsure of others) do absolutely nothing, they do not even fire correctly, just shows a little spurt of red at a random direction with absolutely no damage, heat build up etc.