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Lithobraker

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Brixmon

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7 comments

  1. Borfsnort
    Borfsnort
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    i seem to have gotten a un elemental futurist and it wont shoot any projetiles. it makes the sounds and takes ammo but it doesnt hit anything or even make a bullet hole
  2. mick7508
    mick7508
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    Here is a list of weapons replacements drawn from the notes in the mod via BLCMM.

    Futurist - Vanilla=Logan's Gun - Reborn=Synergizer
    Helvetica - Vanilla=Orc - Reborn=Orc(Modified)
    A.S.H.M.D. - Vanilla=Octo - Reborn=Laser Disker
    Yari Launcher - Vanilla=Nukem - Reborn=Javelin
    Onyx - Vanilla=Landscraper - Reborn=Hammer
    Dragunfire - Vanilla=Shredifier - Reborn=Spirfire
    Creeper - Vanilla=Commerce - Reborn=Fusillation
    Garandfather - Vanilla=Skullsmasher - Reborn=Headbanger
    R3CY-C13R - Vanilla=Shotgun1340 - Reborn=Company Man
    Venuz Special - Vanilla=Rex
    Deeprock - Vanilla=Rapier
    Old Goldie - Vanilla=Tidal Wave
    Bee Bee Gun - Vanilla=Hornet
    Phobos - Vanilla=Hellfire
    Wave Motion Gun - Vanilla=Longbow
    Power Surge - Vanilla=Thunderball Fists
    Exploding Light - Vanilla=Boom Puppy
    Slag Bolt - Vanilla=Emperor
    Yoko - Vanilla=Chere-Amie
    Deepcore - Vanilla=Hammer Buster
  3. blub4455
    blub4455
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    wich weapons got replaced for the guns?
    1. mvl666Darkrio
      mvl666Darkrio
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      I feel like this is the most important thing to put in a weapon pack's description, and yet the one thing missing here.
  4. Mustang052484
    Mustang052484
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    Man you did a beautiful job with the guns in this pack. Appreciate your work!
  5. alminlp
    alminlp
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    I like the references like the enter the gungeon weapons.
  6. DrBones2
    DrBones2
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    Hello! I’d like to provide some feedback on your mod. 

    First, I noticed that without running Reborn, many weapons become black rarity. The way that Reborn handles rarity is a bit different than vanilla (and honestly way more sensible than gearbox’s wacky numbering system). You can view “GD_Globals.General.Globals” under RarityLevelColors to see the default values. The min / max level indicates what rarity it will be, so if an item has a rarity level of 1, it will be common, 2 is uncommon, and so forth. Do note there are two legendary color values, and I’m not sure what the difference is between them, but using the level 7-10 one seems to work best.

    Simply put, when you set the rarity value on your barrel, that value is being added to the gun’s overall rarity level, so if your weapon was blue rarity before (3), you could set 4 in your rarity value field on the barrel to bring it to legendary (7). In vanilla, anything between 12 and 170 is set to black rarity. I recommend creating a mutually exclusive category to allow users to change the rarity compatibility between vanilla and Reborn.

    Anyways, I quite liked many of the weapons from this mod! I can appreciate the use of different visual and sound effects. I thought the Slag Bolt’s wavy bullets were particularly cool, it feels like a real Borderlands kind of weapon. The Power Surge was also a great deal of fun, but the large shock explosions make it a bit hard to see. Maybe the explosion it creates could be like the shock nova shield explosion? 

    I do think that the Deepcore was a bit too strong though. Natural +100% crit damage, plus another 50% on zoom allows it to rival the best sniper rifles in only two shots, and the -25% fire rate doesn’t reduce the dps enough to equalize it. I’m not too much of a stickler for balance (it is a PvE game after all), but tuning the values of this gun might be beneficial. 

    One last tip is that you can change the damage of the homing rockets by going to “GD_Weap_Launchers.Projectiles.Projectile_Rocket_Maliwan_Hive_Child:BehaviorProviderDefinition_0.Behavior_Explode_29” and changing the BaseValueScaleConstant under DamageFormula.

    Hope I could help in some way. Big props on the mod release!