Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also I do enjoy the shotguns in this pack. The range compared to base game shotguns feels nice.
tac pack creation dont have any skill assigned to it at this moment, defaulting crafting skill to shooting
here's logs, tested with only this mod present besides harmony in dev quicktest to exclude mod conflict
...
Make_RNApparelHD2_Backpack_ShieldPack needs workSkill because it creates a product with a quality.
Did not find skill of def , returning Shooting: 0 (0xp)
Because @Ģ◊иℤ◊⚡ℤ∀муpΛй reported on Jul 22nd that he found no issues with sound volumes, and so far no others have reported quiet guns, I'll add that I'm on Linux (CachyOS) so those on Windows may not have this issue.
@“飞鹰”500KG炸弹 - Hello, hard disagree on this. Quasar Cannon has a long charge up, that's just how it is. As for anti-tank weapons like the Recoiless Rifle, you can't just snap shoot with them. Have you ever tried to aim with something that heavy over your shoulder?
Reloading it takes time, and while your target is likely large, it could be moving as well and you're not likely to be near it. If you miss your target, you're going to wait a long time because these weapons also need a long cooldown (or in Helldivers 2's case, reload time). Aiming it for a few seconds doesn't hurt anyone because you want to hit what you're aiming at with such an unwieldy weapon.
@AI Otomatis Universitas Telkom - It won't be for long it's still got more content coming so I'm not going to change the description. I appreciate the comment.
But the heavy weapons are not as powerful as I imagined, the cooldown and aiming time are also quite long, especially the Quasar Cannon and GR-8 Recoiless Rifle. It will slow down our speed to spread democracy, you know.
Perhaps you don't want to make them too OP, I can understand.Anyway it's just a suggestion.
Not every armour and perhaps even weapon will make it in the faction mod just so we can streamline it. Players will ultimately be the ones using the several other armours if they wish to enable the apparel and firearms mod.
@sava lazarevic - Just glad you sorted it out mate, cheers!
@snumbino - No worries, glad you can continue to enjoy them
@synister - I aim to sort out the low volumes by late Sunday, or latest early Monday guys. Just being hammered at work all day everyday even at the weekends lately, sharp incline in business when I wanted to get back to modding (go figure)
You would be pledging fealty to Super Earth (Armed Forces) and the support drops for the faction would literally feel like a resupply as if it were in Helldivers 2. Hell, even a permit like dropping in 2 EATs would make total sense as its the stratagem system but in Rimworld.
This part is shit I'm not suggesting, just shit thats cool to think about. just sharing ideas.
(Hoping Combat Extended does their magic patching this mod, calling in EATs or if ever, a Stalwart with ammo sounds sick. As for balancing, I'd probably make it bio-coded to whoever called it in so you don't spawn free weapons.
Regarding the SEAF faction helldiver units, I was thinking (going off of similar vanilla "pawn" types) Helldivers should rock the similar black and yellow armors to keep things feel uniform.
Elite gunner type pawns in the faction rock the B-01, Elite "sniper" types rock the SC-34, and the Elite "Heavy gunner" type puts on the FS-23 heavy armor just to keep things consistent.
I also want to add, it'd feel reasonable as the more specialized armor sets make me feel as if they are seasoned helldivers who have specialized in what they are good at, and for the common drops/raids/assistance, SEAF would send these fresh helldivers in these sort of drills to get more field experience. It'd make my pawns with max drip feel experienced and unique while also giving a bit of variety for the faction.
I think this depends on the weapon being used, or it may be another mod which is causing this for those with issues, i just spawned in a few weapons and made a sound test for me they are quite fine in comparison with vanilla weapons, some are less noisy than others but thats probably intented due to the weapon type.
I have something in mind which ive seen in other faction mods, but im not sure if this is something difficult or not, all of them use the system as featured in the royal DLC with the ranks and permits, and since its about helldivers this would fit in perfectly, for reference check out the mod "The Dead Man's Switch", it adds a custom faction with military ranks something like that could be added for SEAF as well, the higher you go in the ranks the the better reinforcements you can call in with the permit system, and since this is also possible in helldivers why not include it ?
- Whether Helldiver NPCs in the faction should just stay in B-01 armor or have a variety
According to lore the most units arent elite units and the casualities are very high, if you want to add variety to the units it could be done for maybe squadleaders or anything which isnt a regular soldier, the B-01 is quite strong by default, but how about elite bug hunter squads with extraordinary custom armors & special equipment.
I have begun working on the SEAF faction, give me your thoughts on:
- Whether Helldiver NPCs in the faction should just stay in B-01 armor or have a variety
- What would you like to see in the faction mod that won't need insane coding?
- Are you guys having issues with weapon volumes being too low in 1.6 for Helldivers firearms?
Please let me know, thanks!
@Woktuk - Cheers mate!
@Ģ◊иℤ◊⚡ℤ∀муpΛй - Will come someday mate, just got my hands full with irl career and 1.6 updates sadly
@InqJovan - Hi, yes. I took inspiration from Vanilla Expanded in making DMR, semi-auto style weapons fire twice. Bolt actions are more accurate but will fire once. At this time though Helldivers 2 has no bolt action rifle besides Constitution