Posted by: CyrusVonNox2001
« on: 23. October 2024, 00:58:13 »Were the character corpses changed too in SCP? I haven't noticed yet and I don't know how much time I have for gaming this week.
Should somebody tell him?what if you did the same thing you did in the navy training room where you used a soundalike to give a new tutorial about security systems.
Have you played the RSD mod?
It literally does everything you're asking for, including making the broken laser pistol available earlier, and a whole lot more.
That is kind of my point. Standard Weapons are absurdly OP, and instead of being Jack of All Trades, Master of None, they're just kinda... the Master of All Trades (well, the Pistol and AR are, anyway, the Shotgun is balanced by being a mediocre weapon that is easy to get and has tons of ammo available for it alone). Heavy Weapons ain't too bad either.
If I were rebalancing the game, I'd definitely weaken the Pistol. If I were to do that, then the Laser Pistol would stand out more. Though I would still make it available earlier in the game without a Marine start.
That is kind of my point. Standard Weapons are absurdly OP, and instead of being Jack of All Trades, Master of None, they're just kinda... the Master of All Trades (well, the Pistol and AR are, anyway, the Shotgun is balanced by being a mediocre weapon that is easy to get and has tons of ammo available for it alone). Heavy Weapons ain't too bad either.Compared to the general utility of STD, everything is a niche weapon.
as far as SCP is concerned, I do not see anything beyond potentially moving the jammed eng2 laspistol to the beginning of the level happening.
So, that's part of what I left out when I rewrote the post. I'll go over it now.The laser pistol is not a niche weapon. It's very effective against mechanical and cyborg targets and has essentially infinite free ammo available.
yes, and the player can grab the first one pretty much right before eng2 is done, even though it would be extremely useful if available before the cargo bays are entered.
as long as the player has the repair skill, that is - I think I'll move it to one of the corpses in the Command Control room, or one of the crates in the Shuttle Bay, and include the change in the Repairman mod.
I also saw the Wormskin Armor and OS Station 4 got moved up so you could spend more time with them. Any changes like that to other weapons? Laser Pistol always struck me as coming WAY too late given what it's for.
I was thinking about moving the broken laspistol to the start of eng2, but ultimately decided against it. maybe I should rethink this. either way, minimodding this is trivial, so I'll do that tomorrow I guess.
Oh I know about that, and I've done it before some times. But without that, you don't get a broken one until midway through Engineering, and a working one in Hydroponics. The working grenade launcher doesn't come any sooner, but a broken one is found halfway through Med/Sci. Basically the only reason I ever go for a Marine start over Navy or OSA is just because I want the Laser Pistol early.Do a Marine career and select +1 Energy Weapons, so you start with the laser pistol.
Laser Pistol always struck me as coming WAY too late given what it's for.
They aren't. All changes to weapons and OS upgrades are summarized in the "Weapon Changes" and "OS Upgrade Changes" sections of the readme.I can read the change log, but I'd have to read over the entire thing and changes to a weapon or skill might be in several different places
All stat changes are noted explicitly. For example, the AR entry is:some summaries are pretty vague (the AR being noted as made weaker, without any numbers)
Assault Rifle
- Repair skill minimum requirement decreased from 4 to 3.
- Degrade rate increased from 0.5 to 0.65.
- Base damage for all ammo types reduced from 10 to 8.
Dude, have you even looked at the SCP documentation since Beta 5?I saw that Grenade Launcher odd got buffed? Now it doesn't even need Modification 1 to do massive damage. I figure it'd have it's Modify 1 damage toned down to just 10%
Grenade Launcher
- Fixed modification level 1 giving a 100% damage bonus. Now gives a 10% damage bonus,
just like all the other weapons. To compensate for this, the base damage multiplier
has been increased so the fully modded damage output is about the same as before.
Distinguishable Implants has been obsolete since SCP Beta 5.
That is true, in much the same sense that Team Fortress 2 and Portal are "incompatible." SCP and SecMod are both complete map and gamesys replacements to the base game, so it's nonsensical to consider even the notion of compatibility between them.I thought all versions of SCP were incompatible with Secmod?
Distinguishable Implants has been obsolete since SCP Beta 5.
Med 2 Forcefield Rehack very likely has been broken since SCP Beta 5.
What on god's green earth is "SCP b6 (NOT Secmod 3 compat)"?
Also, just a reminder that you shouldn't ever use Randomiser - Full and Randomiser - Light at the same time, so you should probably delete one of them.
I think you're the only person on the planet who doesn't use the AIO version of Coloured Laser Rapiers
Are you calling forum posts "web pages"?
And are you seriously suggesting that people delete the dev threads from Engineering when a project is released as a completed mod?