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Brutalized Base Factions - V1 (1.05) (Open Project) http://45.55.195.193/viewtopic.php?f=61&t=45070 |
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Author: | Someone64 [ Tue Jan 15, 2013 8:12 am ] |
Post subject: | Re: Brutalized Base Factions - V1 (1.05) |
Can you also make separate faction folders so the mods that reference the vanilla factions don't turn out different? Other than that problem, this is great since it helps balancing AI controlled vanilla factions with the OP mod factions. |
Author: | Dragon239 [ Tue Jan 15, 2013 1:32 pm ] |
Post subject: | Re: Brutalized Base Factions - V1 (1.05) |
What exactly does "Brutalizing the guns" entail? |
Author: | Vrinrock [ Tue Jan 15, 2013 1:52 pm ] |
Post subject: | Re: Brutalized Base Factions - V1 (1.05) |
Dragon239 wrote: What exactly does "Brutalizing the guns" entail? Pretty much this: |
Author: | Vrinrock [ Tue Jan 15, 2013 1:54 pm ] |
Post subject: | Re: Brutalized Base Factions - V1 (1.05) |
Someone64 wrote: Can you also make separate faction folders so the mods that reference the vanilla factions don't turn out different? Other than that problem, this is great since it helps balancing AI controlled vanilla factions with the OP mod factions. I've attempted to do as you ask, however, if these mods do not reference the weapons folder specifically you're going to end up using my weapons anyway. |
Author: | Sir [ Wed Jan 16, 2013 1:55 pm ] |
Post subject: | Re: Brutalized Base Factions - V1 (1.05) |
So does this change all the base factions or just the coalition? |
Author: | Vrinrock [ Wed Jan 16, 2013 3:43 pm ] | ||
Post subject: | Re: Brutalized Base Factions - V1 (1.05) | ||
Sir wrote: So does this change all the base factions or just the coalition?
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Author: | halo117 [ Thu Feb 21, 2013 2:00 am ] |
Post subject: | Re: Brutalized Base Factions - V1 (1.05) (Open Project) |
so what does it just resprite everything? |
Author: | Notsoscary [ Thu Feb 21, 2013 1:32 pm ] |
Post subject: | Re: Brutalized Base Factions - V1 (1.05) (Open Project) |
No, it changes the power of some guns. |
Author: | halo117 [ Thu Feb 21, 2013 10:05 pm ] |
Post subject: | Re: Brutalized Base Factions - V1 (1.05) (Open Project) |
Notsoscary wrote: No, it changes the power of some guns. Like increase it's damage? |
Author: | Izak12 [ Sun Feb 24, 2013 6:13 am ] |
Post subject: | Re: Brutalized Base Factions - V1 (1.05) (Open Project) |
halo117 wrote: Notsoscary wrote: No, it changes the power of some guns. Like increase it's damage? Somewhat, it's more of a change of taste for the weapons. Make them feel a bit more weapony. |
Author: | scrdest [ Tue Aug 20, 2013 2:48 pm ] |
Post subject: | Re: Brutalized Base Factions - V1 (1.05) (Open Project) |
I have downloaded and tested this mod, it's pretty cool! It goes perfectly with, say, weegee's Void Wanderers/UL2 or any other scenarios where AI can't just throw dozens and dozens of mooks until you get crushed to death with the sheer mass of their corpses or spontaneous explosion due to exceeded IDs. Compact Assault Rifle feels pretty nice, its power matches its sound now, and Browncoats are as formidable as fluff would have them - even Light Browncoat can take punishment long enough to rip your puny unarmored Ronin or Coalition Light to shreds. Coalition in general feels much, much better now, since they no longer use what I must assume are pneumatic weapons of base game. Ronin MP5K is also a pretty cool weapon, since it has decent power which, when coupled with its rate of fire, makes for a good weapon to pick for Riot Shield. The only complaint I'd have is the generic Shotgun which, like base game's, feels weak. Although maybe it just wasn't modified. |
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