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-mantling, while very welcome as a mechanic, is just awkward, especially for someone used to the smoothness of the NewDark mantle.
-some hires assets feel slightly too hires for their own good, but I acknowledge that this is probably just a matter of adjusting my eyes a bit. they also make the unupgraded vanilla assets stick out like a sore thumb (the bushes vs trees).
-woah, running around crouched is fast (no augs, no skills). was it that fast in vanilla? would tone it down one way or another.
-ran into (what I believe is) a bug, the crossbow received from Paul has 4 trq darts loaded, and after acquiring more trq darts, the weapon wouldn't see the extra rounds (and refuse to reload) until I changed to a different ammo and back to trq.
the good:-generally, the upgraded visuals fell nice and smooth.-more stuff around/less emptiness/slight expansions of some areas have done the game good (so far).-combat feels less awkward.-I don't mind the extra weapons so far.-it's good to have mantle.-enjoying the bugfixes and fixed exploits.
-unconscious npcs don't die when shot.
-blood splatter through the player's screen after gibbing something - please no.
-maybe it's time to retire the shoot/stab the body until gibbed mechanic (blowing it up with explosives is ok though).
It's intended to spoof-simulate the act of blood spraying in your face/on your shades from the gibbed body. "bloody screen" effects has a negative association with just about anything these days by default though thanks to all the regen shooters. Give me a good reason to remove it, and I will.
I see no reason why it (realistic corpses) shouldn't be the default - the overgibability is an obvious remnant of the times where "in FPS, everything must be gibable because everything must be gibable" (gawd, Daikatana was so bad in this regard. also hated HL1 wrench gibbing, especially because they got it right otherwise with bullets not able to gib corpses).
here are a few - it looks just bad, and normally, such an effect would be associated with the player taking damage. I went wtf, did the corpse just explode and hurt me when I first saw it. get rid of it, never look back.
also thinking about something as sacrilegious as the sawn off shotgun's weapon category being better off a pistol than a rifle (both JC and the npcs wield it as a pistol, and it would give a pistol build much needed AP capability). as GMDX is well in the enhancement area, such a change wouldn't be out of the question.
-the twinkling bioenergy bar is slightly less subtle than I'd like it to be, but I'm guessing it won't register after a while.
-just attacked an alerted guy with a prod, and he was able to snap out of the stun, if intentional, I'm not liking it too much.
-not a fan of the mecha sounds on Gunther.
-scopes show on the weapon, and even on the mirror reflection's weapon. nice.
-laser pointer effect are nice as well.
-microfibral muscle/combat strength is passive, meaning always on and no energy drain. dunno about that, sounds like too easy without the drain. not sold on the aug reworks for now, but we'll see.
-the boat that takes you to the second mission could really use spinning propellers, and some sort of water particle effect around them (or just the effect rich enough to mask that the propellers aren't actually spinning).
-the description on the damage weapon upgrade (increased muzzle velocity) would suggest this could/should only work on weapons with an actual barrel, that means no crossbow.
They'd be constantly draining your energy
that's kind of the point - you can emulate a skill via aug, but there is a price. these (muscle/combat) feel like they should be passive, but draining when used (dragging heavy stuff, slashing with knife etc).
as mentioned before, big fan of how Biomod's augs worked
Active: Uses energy constantly while turned on. This is what all of the augmentations in the original game were like.Automatic: When turned on, goes into an "idle" state which uses no energy. When idle, will automatically activate when needed and drain energy while it works.Passive: Uses no energy.
looking for a full description of how GMDX augs work, but didn't find it, so used cheats to give myself all augs, and as far as I can tell, it's either passive or active.
anyway, lets see that Bio readme again;yes, this is exactly what I want - if I want to be invisible, I switch an aug when I want (active, no change vs vanilla). if I want to have a ballistic shield, I turn it on, and get protected (and energy drained) when shot at, so automatic. if I have regen on, I expect it to regenerate me when damaged, so ditto. when I have power recirculator, I expect it to save power, not drain it, so passive. etc etc. and this just works so smoothly, that I simply don't see anyone coming with anything that would work better. it spares me the annoyance of reaching hotkeys in a situation (and not making it most of the time).
from my point of view, muscle/combat is now unbalanced, because if there is no drawback, why would I invest into the lowtech skill?
but with the aug draining my power, I have more things to think about.
I'll see, but still don't like the no drain on muscle/combat.
However, when the itch returns - as it inevitably will - this mod will be the first one I install. So thank you to Join Us!!! and the whole GMDX team!
yeah, will play more, don't worry - it may not look it, but I mostly like what I see so far.
I'm sure I've already analyzed the tknife situation earlier - to make it short, it's either making them really plentiful (AI drops?) or fully retrievable. anything in between makes them completely worthless.