Brutalized Base Factions - V1 (1.05) (Open Project)
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Vrinrock
Joined: Fri Jan 11, 2013 6:28 am Posts: 29
Brutalized Base Factions - V1 (1.05) (Open Project)
ATTENTION:I've decided that this will be an open project, so you can edit what I've done and re-release anything you choose. So as long as people can do the same with your changes. If you want to make it easier for people to find your changes just release them in this thread. This way the community can see what changes work best. For instance, I think I did a really good job with a few weapons, but not so well with others.
This mod tries to brutalize the guns. It overwrites most of the factions base weapons without being a total conversion.
Just drag and drop this into your installation folder .
This is still in testing, please provide feedback and I will see what changes I think would be appropriate.
Attachments:
showcase.png [ 25.85 KiB | Viewed 27604 times ]
Last edited by Vrinrock on Wed Jan 16, 2013 6:57 pm, edited 2 times in total.
Mon Jan 14, 2013 11:22 pm
Someone64
Joined: Mon Aug 27, 2012 11:13 am Posts: 151
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.
Tue Jan 15, 2013 8:12 am
Dragon239
Joined: Mon Aug 24, 2009 8:23 am Posts: 63 Location: Michigan, USA
Re: Brutalized Base Factions - V1 (1.05)
What exactly does "Brutalizing the guns" entail?
Tue Jan 15, 2013 1:32 pm
Vrinrock
Joined: Fri Jan 11, 2013 6:28 am Posts: 29
Re: Brutalized Base Factions - V1 (1.05)
Dragon239 wrote:
What exactly does "Brutalizing the guns" entail?
Pretty much this:
Last edited by Vrinrock on Wed Jan 16, 2013 4:21 am, edited 1 time in total.
Tue Jan 15, 2013 1:52 pm
Vrinrock
Joined: Fri Jan 11, 2013 6:28 am Posts: 29
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.
So does this change all the base factions or just the coalition?
Wed Jan 16, 2013 1:55 pm
Vrinrock
Joined: Fri Jan 11, 2013 6:28 am Posts: 29
Re: Brutalized Base Factions - V1 (1.05)
Sir wrote:
So does this change all the base factions or just the coalition?
Attachments:
roninjump.png [ 63.56 KiB | Viewed 26981 times ]
Wed Jan 16, 2013 3:43 pm
halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
Re: Brutalized Base Factions - V1 (1.05) (Open Project)
so what does it just resprite everything?
Thu Feb 21, 2013 2:00 am
Notsoscary
Joined: Mon Oct 15, 2012 5:21 pm Posts: 879 Location: Somewhere in Germany
Re: Brutalized Base Factions - V1 (1.05) (Open Project)
No, it changes the power of some guns.
Thu Feb 21, 2013 1:32 pm
halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
Re: Brutalized Base Factions - V1 (1.05) (Open Project)
Notsoscary wrote:
No, it changes the power of some guns.
Like increase it's damage?
Thu Feb 21, 2013 10:05 pm
Izak12
Joined: Fri Dec 14, 2012 5:44 am Posts: 201
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.
Sun Feb 24, 2013 6:13 am
scrdest
Joined: Sun Aug 28, 2011 1:47 pm Posts: 105
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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