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If you want a standalone coil mod, then let the Pavonis team know on their official forums.
And maybe make a version that swaps out magnets for the lasers as well <3
I like to unlock all 6 weapon attachment slots progressively through new weapon tech.
thank you!
Would it be difficult to patch that one's compatability?
I was wondering if this mod would switch tiers with it, assuming this mod doesn't rely on any other LW2 items? Thanks!
When i had plasma researched (with your mod plasma is T3, ballistic being T0) the manufacture jobs gave me coilguns instead of plasma.
I don't know much about modding, so i'm letting you know, i have no idea where to look at or even if it is due to your mod or "job : manufacture", but i think it is worth looking into.
You can do it manually via .ini edits to the Mercenary Plasma Weapons mod itself. That being said, I think I can implement something on my end for compatibiltiy. Thank you for bringing it to my attention.
If you don't feel like waiting for me to eventually cook something up, then fiddle with the .ini files in your local copies of the mods. Digging through mine should help illuminate what's going on and what you'll need to do.
No, they're the property of Pavonis Interactive and making a seperate mod with the models would be theft . If you really want them in a vanilla game, then ask them to release a pack for it.
I actually collected data on the differing tiers to try and ensure that the changes don't have a negtive impact on game balance. Plasma weapons still retain most of their unique properties (like bonus crit) despite having a lower damage tier.
That being said, the switch is actually simple and you can always just alter the .ini files in the mod yourself.
I just want that bad-ass-shaped-cool-looking-coil gun, not some balance change from orignal LW2
I made a compromise in the end and for the moment have de-activated both and have written my own INIs to balance Coil and Plasma tiers equally. Coil gets pierce, more ammo and slightly higher damage. Plasma getting a boost to weapon mods (normal) crit and bonus aim.
Meaning both Plasma and Coil remain useful late game, crit builds gravitate towards plasma weapons whilst straight-up damage or jobs requiring more ammo use coil. Also rebalanced Laser weapons to offer more aim bonus so again can be useful for new troops in the late game. Although none of my changes were as drastic as Steve's in A Better Arsenal LITE :P