Hello! I'm trying to make the arc thrower work as a pistol as it works in this mod but without success. Can you tell me what changes you did to make it work? I'm using resource hacker but wasn't able to get around iproperties/iabilities, noticed "secondary" and "backpack" values. Removed backpack but still nothing, do I need to remove secondary too? And, do I need to start a new camp after editing the exe? Thanks.
I've noticed with the arc thrower, unequipping from pistol slot to item slot, then unequipping from item slot, it is not possible for the arc thrower to go back into the pistol slot.
edit: re-applying the patcher in steam offline mode, fixed this for me
@mutonizer Ok, maybe just cancel close range penalty for snipers? I cant see any logic in this. One more thing, it would be great if you add moving enemies to the maps before they spotted by player.
Glad you like the difficulty, that's how I play mostly now (tweaked a bit more here and there, might update next week).
The only real aiming change I did with sniper is that they now REQUIRE a scope to shoot without aiming penalties. This is CRUCIAL early on and if you don't have the research yet, I advise just using them as grenadier or to simply use pistols (the base pistol was beefed up slightly). Once you can put a scope on (after a little research), they once again become the machines of death they are in the vanilla version. That said, if you get a soldier promoted to sniper with a 70 AIM, it's of course better than one with 60 AIM
Remember though, they have extra mobility now as well, and less HP.
Your mod is the best gametime/difficulty mod here... but why you nerfed snipers so much, they are just usless now cuz miss at all range even with scope.
I had no issue with the mobility values so far and Titan armor does indeed get reduced mobility from what I tested and the Heavy also starts with lower mobility.
There are three UI slots for backpack items so yes, Deep pockets shouldn't be an issue (didn't during my test but I'll double check).
Just want to warn you, the armors mobilitybonus stat only give positive effects. So the titans -2 will instead give +2 . I tested this with kevlar armor. I even tried to give lower base mobility to the soldiers (12->10) and just giving every armor positive effects. But the Mobilitybonus value always added to the default mobility (12+armor bonus=sprinter rookies...) . I think you should test it too just to be safe.
Another thing, those extra slots are working with Deep Pockets?
I like the way how you fixed the arcthrower-in-the-pistol-slot issue. Can the same thing done with the medikits?
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I'm trying to make the arc thrower work as a pistol as it works in this mod but without success.
Can you tell me what changes you did to make it work?
I'm using resource hacker but wasn't able to get around iproperties/iabilities, noticed "secondary" and "backpack" values. Removed backpack but still nothing, do I need to remove secondary too?
And, do I need to start a new camp after editing the exe? Thanks.
edit: re-applying the patcher in steam offline mode, fixed this for me
Thanks
Ok, maybe just cancel close range penalty for snipers? I cant see any logic in this.
One more thing, it would be great if you add moving enemies to the maps before they spotted by player.
The only real aiming change I did with sniper is that they now REQUIRE a scope to shoot without aiming penalties. This is CRUCIAL early on and if you don't have the research yet, I advise just using them as grenadier or to simply use pistols (the base pistol was beefed up slightly).
Once you can put a scope on (after a little research), they once again become the machines of death they are in the vanilla version.
That said, if you get a soldier promoted to sniper with a 70 AIM, it's of course better than one with 60 AIM
Remember though, they have extra mobility now as well, and less HP.
There are three UI slots for backpack items so yes, Deep pockets shouldn't be an issue (didn't during my test but I'll double check).
Another thing, those extra slots are working with Deep Pockets?
I like the way how you fixed the arcthrower-in-the-pistol-slot issue. Can the same thing done with the medikits?