![]() also, the demand for mods that completely change the gameplay is rather small - most people just want to play the great classic, with bugs fixed and maybe some hires candy at the top. ![]() and balancing everything out so it would incorporate smoothly into the game would be a nightmare. first, this is difficult to pull off, you need people skilled in Shocked (and I mean real skill, not the ha-ha I can floor items and change wall textures thing I have going on), most probably someone good at making models and textures as well. you can always cheat yourself out of the upgrade system if you hate to hunt for cyber modules (but then again, if you hate that, you are better off playing Black Mesa).įull weapon tunep: he is suggesting that half the weapons should be changed completely. rpgs are nonsensical in this particular area (no swords without sword skill, no metal armor without proper skill etc), that's just how things are. Removing some weapon requirements completely: while looking very logical at first glance - as pretty much anyone can take a gun, point the correct end at someone and end his misery with no training whatsoever, this would just take the rpg elements out of the game for no good reason. crystal shard - passive damage bonus based on current psi points, damage type ineffective against mecha (it's a fragile crystalline blade), maybe breakable. rapier - massive damage boost, but requiring charge to work. The weapon doesn't deal damage, the 'nades do. GL - no damage bonuses from upgrades, period. AR - primary fire mode becomes 3x burst instead of single (like pistol's alternate, but all rounds are pretty accurate), nerf a bit, better keep that pistol if you want to conserve ammo. shotgun - tighter pellet spread and more practicality affecting tweaks stasis projector becomes stun projector - short range, wide cone of effect, stun against organics plus tiny amount of EMP (like SS1 stun gun), alt fire overcharge - wide cone short range arc-like energy attack (something like that lightning weapon from TN:SFC but not very powerful), no ammo, charge powered. ![]() EMP rifle would get replaced by railgun (same model), preferably using both charge and physical ammo simultaneously - AP (great against anything armored, multiple target penetration) and hypervelocity (more energy drain, worse against mechanical, but more damage and small explosion at point of impact) firing modes, slow rate of fire, large damage, practically instant hit, sniper weapon. fusion cannon becomes dual mode mag-pulse (yeah baby) cannon - with emp and generic energy firing modes (the latter allowing it some reduced utility against organics and mixed groups of enemeis), better RoF and less ludicrously slow projectiles, prisms become mag-pulse cartridges, mostly recycled EMP rifle commentary. replace disruption grenades with fusion grenades, using partly retailored fusion cannon's description that would be rare, valuable and essentially canned nukes. With the last point I'd have a field day. Second would be straightforward to fix and would help with the last one. tools, possibly weapons' degradation rate too. The maintenance would still affect charging and the effectiveness of maint. Skills should affect other factors, like maintenance req and breakage rate. weapon balance stinking to high heavens (fusion cannon being meh, etc.) and selection being less than interesting.įirst could be fixed by making all or most weapons (exceptions could be made for stuff like ranged exotics) usable without skill requirements. weapon damage types make no fucking sense (anelid "energy" resistance, yeah, how about no, especially given that the game even recognizes injuries inflicted by stuff like rapier as burns - laser pistol and rapier should deal incendiary damage). need cyber modules to fire fucking pistol). weapon skills make no fucking sense (durr. What SS2 really needs is a pack revamping the weapons, and weapon skill mechanics.Īside from one narrative fuck-up SS2 hast a bunch of problems:
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