Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

Railgun Weaponry

After intensive research you've figured out how to accelerate things with magnets. Of course your first application for this is weapons!

Adds 3 turrets and 3 rifles:

Railgun Turret: Light(ish) base defence. High power usage, medium fire rate, high stopping power.

Heavy Railcannon: HEAVY base defence. Very high power usage, high fire rate, high stopping power. You know you're well-off if you can build and power more than a few of these.

Heavy EMP Cannon: HEAVY anti-shield and anti-Mechanoid weapon. Very high power usage, medium fire rate. Stuns humans and mechs, pops shields. Very useful if raiders spam shield packs.

EMR Anti-material Railgun: Single shot portable railgun. Exceptional stopping power but low fire rate.

EMR Assault Rifle: Rapid fire portable railgun. Trades stopping power for RoF, great for dealing with crowds.

EMR ShieldBreaker: Exactly what it says - a portable EMP intended to break shields of all kinds. Have a mech cluster that you need to bomb? Sneak in with this and ruin their day.

FAQ:
Yes, these require both Project RimFactory and the Materials add-on.

https://steamcommunity.com/sharedfiles/filedetails/?id=2033979700
https://steamcommunity.com/sharedfiles/filedetails/?id=2340181629

No, I'm not changing that requirement but you're free to write a patch that does.

No, I don't feel these are overpowered because it takes a major investment in power supply to run these turrets and the guns are NOT cheap to make.

Yes, I made these due to Vanilla Factions Expanded: Mechanoids. These are best used with that mod or other faction mods that add very powerful enemies.

Рейтинг

Войдите, чтобы голосовать.
🏅 Нет оценок

Базовые теги:

Загрузить 2.3 MB