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Reinforced Mechs 2 Unjank

[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2F8XJKpGx2Ax][img]https://i.imgur.com/ySSveRf.png[/img][/url][discord.gg] A brief list of features - RM2 weapons no longer dilute the weapon pools of vanilla mechs like the Lancer. - RM2 mechs no longer use random weapons. I always found it annoying how you couldn't pick a mech's weapon, how it would get rerolled when you revived the mech, etc. This does not mean these mechs use a smaller variety of weapons however. I added some new pawn types for these mechs, similar to how the Centipede mech has three variants in vanilla. This means you can now choose what weapon a Zealot mech can use, for example. - A very basic balance pass. Swapped the Ranger mech's charge lance with a charge lance pistol (as even its description says it's a cheap, disposable and lightly armed mech.). Tweaked some bandwidth costs here and there, so on and so forth. - Tweaked the research requirements of some mechs. In the base mod, you unlock an upgrade to Lancer mechs before you unlock Lancer mechs. Things should make a lot more sense now. - Tweaked the gestation costs of some mechs. Some mechs were incredibly cheap for how powerful they were while others were way, way too expensive. Q&A Does this mod work with Combat Extended? Yes.