god2 Posted May 8, 2014 Share Posted May 8, 2014 Hello there! I've been modding my game of EW to suit my personal tastes, and lately I've hit a roadblock. In my game, I've made suppresion fire the innate ability of the Heavy class, and made the perk tree into explosives / fire support. Now, one of the main uses of a machine gun is its ability to sustain fire over time in order to supress enemy positions. It is frankly absurd that the LMG runs out faster than all the other guns. I would like to make it the other way around so that supression can be used effectively by the Heavy class. However, only 1 round of supression before reloading is not at all practical. So far I haven't found out how to do this. Can anyone point me in the generally right direction on how to increase the ammo capacity of the LMG/Heavy class? Regards Link to comment Share on other sites More sharing options...
johnnylump Posted May 9, 2014 Share Posted May 9, 2014 It requires hex editing, and it's messy. For Long War, Amineri redesigned the ammo system from scratch so we could control how much ammo each weapon has (and, like you, we jacked up the LMG ammo considerably). I'm not sure if LW's ammo mod can be released as a distinct module; it depends on how intertwined it is with the rest of the mod, but Amineri may ring in here if she can. Link to comment Share on other sites More sharing options...
god2 Posted May 9, 2014 Author Share Posted May 9, 2014 I see. Then I have 2 choices. 1. Use the long war mod. However, is it compatible with EW?2. Give LMGs infinite ammo and apply some nerf to compensate. Thanks for the answer. Link to comment Share on other sites More sharing options...
johnnylump Posted May 9, 2014 Share Posted May 9, 2014 Long War EW is in open Beta and we're always happy for more players. It's a huge overhaul, though, so if you're just looking to tweak the vanilla game here and there, it may be more than you want. I don't want to be too discouraging; if you're interested in modding the game to a greater extent, it's a lot of fun once you get past the learning curve. Amineri's ammo mod is 11 separate changes,, and she and XMarkstheSpot also have a tool for making hex changes fairly easily. But again I'll have to defer to her whether that mod works as a distinct module. Link to comment Share on other sites More sharing options...
Amineri Posted May 9, 2014 Share Posted May 9, 2014 The ammo mod is mostly standalone, with the exception that we added a new perk that grants additional ammo. The perk grants +2 shots before reload required, we call it Lock N' Load, and it uses the perk enum ePerk_Disabled_DEPRECATED. Otherwise I don't think that the ammo mod is much entangled with the rest of the Long War mod. I should also point out that the mod has a bit of unavoidable glitchiness with respect to MEC ammo, because vanilla MEC rifles normally only get 2 shots before reload, which is increased to 3 shots by the Expanded Storage MEC perk. Vanilla MEC ammo usage appears to be unaffected by the Ammo Conservation Foundry project. The problem is quite technical, but comes about because Barrage uses 2 shots worth of ammo, so it's not possible to increase ammo for MEC weapons and have Barrage work properly (or would require breaking when Reload became available). In Long War we got around this by always granting MECs the Expanded Storage perk (which for us was re-purposed into another perk altogether). Without the perk, if a MEC rifle was increased to hold 5 shots, the Barrage perk would only be available when the rifle was at full ammo, even though it only uses 2 shots worth of ammo per usage. Link to comment Share on other sites More sharing options...
god2 Posted May 10, 2014 Author Share Posted May 10, 2014 (edited) Would it be possible for you to upload the ammo mod script and the new perks here for easy patching with UPK patcher utility? Edited May 10, 2014 by god2 Link to comment Share on other sites More sharing options...
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