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JohnTheMan

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JonathantheMan

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19 comments

  1. stalkerlover12094
    stalkerlover12094
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    JonathantheMan, this is a very good mod, however, can u you bump up the ammo drops of other enemies instead of just the grunt order?
  2. WESThaener
    WESThaener
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    After 7 hours, I can say its a brilliant, but antique overpowered, I think maybe reduce damage to 50?
    1. JonathantheMan
      JonathantheMan
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      No thanks
    2. Aneshel94
      Aneshel94
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      I agree with the Antique being super buffed atm lol, it really is fun to use, maybe an Alt Mod that tunes it down just a touch to keep in in line with the Mili Shotgun, as of the moment the Antique is dominating the close quarters weaponry for being quite an early weapon. (Something to add, as you stated your waiting for the the next update, maybe they will tune such things so semi disregard this until the update:D)
  3. fg094
    fg094
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    love this mod, 100% a necessary addition for me now. One bit of feedback I have is maybe swap the damage for the magnum and the magnetic cross bow (right now magnum is 150 crossbow is 120). since the crossbow is a single shot sniper sort of deal.

    Edit: Never mind, now that I've used it more, there's clearly some kind of unstated damage bonus on the crossbow.
    1. JonathantheMan
      JonathantheMan
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      I may make the magnetic crossbow better once residential releases.

      Im doing an overhaul to see how good the gatekeeper guns are once they release and adjust gatekeepers enemies to drop the amount of ammo the guns have or should have
  4. Petzoqui51D
    Petzoqui51D
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    Do I have to find new weapons on an existing save?
    1. JonathantheMan
      JonathantheMan
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      Yes
  5. thistrain
    thistrain
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    I think romag should be buffed further to compensate for its long reload
    1. JonathantheMan
      JonathantheMan
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      It's already pretty powerful as it is
  6. goshdfkshdfkls
    goshdfkshdfkls
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    Love to see modders like you trying to tackle game balance!  It always felt like the military grade weapons were a bit underpowered due to their damage falloff in the late game and lack of accessibility in acquiring ammunition for them.

    I won't be trying this yet since I've made it up to the most recent content, but when a new update comes out I'll give it a go!

    In the meantime, I wanted to put in a request for you to take a look at the cooking system. I think there's a lot of stuff there that could use some rebalancing. In the base game, there's often very clear options for which meals to make versus other meals (e.g., soups with buffs) because they are the most effective and resource efficient.  I'd love to see you take a crack at the cooking system to try and make foods in general more viable and desireable to make. Totally cool if that's not something you're interested in though.
  7. Thompson228
    Thompson228
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    Mod is awesome, but i think that 12gauge and .357 should drop in larger quantities. For 12gauge maybe from 6  to 12, and for .357 from 6 to 8. Also i think requirement for bio-mimic armwraps and bio-metric armwraps shoud be removed.
  8. Limit1997
    Limit1997
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    Thankyou for this. Much appreciated. Addresses some of the glaring issues with the overworld firearms. 

    The higher ammo capacities for the Security pistol and Montese SMG, and changing the Patois to full-auto are exactly what I have been wanting.
  9. Could we reduce the Spectre/Montese SMG to 30 magazine in Military Standard, I feel like having 50 is too much and the magazine model isn't a drum mag.
    1. Limit1997
      Limit1997
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      The Montese SMG is based on the IRL Spectre M4 SMG, which has a 50 round quad-stack casket magazine. The model in-game is a 1-1 match to the 50rnd casket mag.
  10. Chongkri
    Chongkri
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    Can the drop amount of other ammunition be increased?