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RRR Armaments

Development halted until I regain interest in the game

Mod load order:

(Any EHA patches and RRRA addons)
RRR Armaments
Enhanced Armaments Fuel for the Fire Expansion
Enhanced Armaments
Baroverhaul/Baroverhaul Classic (If you're using it)

Please try to load these as far up in your mod load order as you can, putting any mods that override vanilla weapons will mess with this mods balance and some statistics may become inaccurate and/or broken

What does this mod do?

Adds compatibility for baroverhaul/baroverhaul classic talents to make sure EHA weapons properly benefit from talent damage buffs (No, vanilla EHA doesn't have a patch for damage bonuses for most of their guns)
Removes underbarrel grenade launchers in favor of hotkey reloading and higher damage weapons intead of sidegrades with UBGLs.
TL;DR restored content, faction-exclusive guns, rebalanced weapons & endgame, basic weapon stats included in description of most guns, helmet lights and night vision goggles, equipment upgrades, a couple of new guns.

Restored and new content

A good deal of cut content was restored (or implemented from scratch if it never made the cut)

Faction Specific Equipment

Coalition exclusive veteran's rifle has returned! Along with 3 additional coalition guns & 1 separatist multi-caliber LMG

For global darkness enjoyers

Almost all mid-tier+ helmets now have their own battery slots to power their helmet lights along with night vision goggles and an nvg helmet.

Equipment Upgrades

You can now upgrade your diving suits and a couple EA items here (more upgrade variants on the way, leave a suggestion if you'd like!)

Sidearm Expansion

Some guns have been converted from being 2-handed into 1-handed and can now be used either as a sidearm for neurotrauma or be dual wielded as primary weapons.
Some of the new one-handed firearms include: Deagle, Service revolver, Aftermarket Service Revolver, Renegade SMG, Renegade Heavy SMG and some others i probably forgot about

Need a light?

A lot of firearms that were missing flashlights were given either a flashlight slot or a taclight so no more complaining about fielding a flashlightless precision rifle in a mudraptor cave :]

Make more informed decisions

Almost* all weapons and projectiles from EHA now have some additional stats in their descriptions to help you understand more about the guns themselves before buying/fabricating them.

Magazine crafting and recycling changes

Many magazine types have had their recycling recipes made more sensible mathematically (no more wasting more powder to recycle than fabricate) or cheaper in general.
Holding onto empty mags is very important if you want to waste less materials!

9mm magazines also had their damage reduced by around 20% but their fabrication cost is also down around 30% so theyre now by far the most available and cheapest option to field in the early game.

New propellant type

High quality gunpowder is now required to make most high performance cartridges (think high-end durasteel cartridges, .50 BMG, assault revolver cartridges etc.).
High quality gunpowder can be crafted at the fabricator or refined at a chemical refinery by using ignis latex and flash powder.

And that's about it, send me any bug reports you might have.

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