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Mods / Re: [0.95.1a][v1.0.2] Realistic Combat
« on: September 28, 2023, 10:56:35 PM »well this seems intriguing but 'compatible out-of-the-box with all mods' is blatantly untrue from what i've tested
i should clarify- it doesn't crash and does apply its changes to every mod, which is where i have a problem with this being "compatible". i don't really think you can call it compatible with all other mods when it forces blanket changes to every other mod with zero preservation of those mods original designs or intentions.
the scy zone scorcher now has a refire delay of 0.07, for example
Fair enough: I'll say it 'runs out-of-the-box with all mods'. I need help finding consistent indications of designer intent to convert weapon performance to Realistic Combat standards while respecting original designs.
Also I know that's an old quote, but - assuming you do make an in-game configuration menu, would it be possible to create an interface that enables the player to create individual config profiles for each faction, so that they could individually tune each faction to more smoothly integrate it with the mod?
Someone could then upload their configs here, maybe on the mod's front page if you find them to reflect the faction well.
Also, this is just a funny anecdote, more compliment of the mod than anything else, but on the subject of mod weapons behaving unexpectedly because of this mod - the Volley Gun (small, high-OP, short-ranged kinetic scattergun) from the Blackrock Drive Yards mod has become a superweapon. The first shot instantly overloads the target and the next instagibs it, and the weapon is no longer limited by range.
This is something I really love about the mod - it makes old weapons behave completely differently and scrambles any in-faction meta I might have established, and suddenly makes niche "flavor weapons" that were once a waste of weapon mounts and OP in practice, suddenly viable or even optimal. It gives every mod faction I've been using for years a whole new feeling, which I like. But, the magnitudes of the changes can cause many weapons to trend towards either "anemic peashooter" or "veritable superweapon that causes [REDACTED] to self-implement ohFak.Retreat(situation Nope)".