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quietxman

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  1. I really like this mod, a few remarks and suggestions from playing a while on marathon: The default "tired" period feels a little too long (I know how to change it, you just might consider to have a lower default as people can also change it up if they like) The additinal items are very good, I just think that there would be more possiblities with the options. So all development feels quite "linear", each new weapon is a little stronger than the one before. This is currious given that there are three totally different concepts of weapons in the game: Bullet, Laser, Plasma. Now a late mediaeval bullet does more damage as a modern assault gun as it is a huge devestating ball of metal, if it hits. And the two weapon work on the same principal. So to make swapping weapon more interresting I would give all bullet weapons high critical damage and an big offensive penalty and low ammunition. Laser I would make less powerfull than any other weapon but with a big offensive bonus and less need for reload. Plasma I would leave as it is, as the best all around weapon. Just some ideas you might want to consider on future versions.
  2. I found the sub forum, thank you very much I like to play with special squads using varius combinations of abilities and equipment (which is also feels slightly more realistic), so I simply have to save the money to have laser rifles for all people who should have one. That feature took me a little of guard, so I had heaps of equipment lying in my storage :laugh:
  3. just started playing with this mod, great work. The changes are very fitting and much more interresting gameplay. One thing I do not like is that soldiers drop equiment (curriously not all) after mission and you need to regear on each mission start. Is this by intension?
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