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RWWB : Rimsenal

I love Rimsenal, it's a pretty great mod set with a wonderful array of weapons. I found myself never using or touching them though, as they just didn't compare to other weapon mods. Rimsenal is one of the mods that helped inspire me to start this project. This mod changes a number of Rimsenal weapons to be more in line with my balance project, using the mod patch method. Here's the patch notes. Combat Blade Damage from 19 to 15 GD Buckshot Launcher Warmup from .5 to .6 GD HV SMG Damage from 8 to 7 GD modular carbine Range from 39 to 29 GD modular DMR Warmup from 2.25 to 1.57 Range from 39 to 40 GD modular LMG Cooldown from 1.95 to 1.25 warmup from 2.1 to 1.35 range from 32 to 29 JI AMR Cooldown from 3 to 2.5 Warmup from 4.5 to 3.5 JI molten Pistol Range from 18 to 21 Ji molten rifle Range from 29 to 34 JI siege Shotgun Cooldown from 1.3 to 1.2 JI suppressor cannon Cooldown from .6 to .94 TE kinetic Lance Cooldown from 2.8 to 2.73 Warmup from 3.2 to 3.63 Range from 20 to 25 TE kinetic long rifle Damage from 28 to 35 Short accuracy from 85 to 88 Medium accuracy from 83 to 86 Long accuracy form 80 to 83 TE kinetic pistol Range from 16 to 17 TE kinetic rifle Range from 25 to 36 TE storm cannon Cooldown from 2.02 to 1.27 Warmup from 2.43 to 1.39 Burst from 6 to 10 Short accuracy from 45 to 55 Medium accuracy from 29 to 39 Long accuracy from 11 to 22 TE thudd gun Damage from 13 to 26 Cooldown from 1.2 to 1 Warmup from .8 to .7 Short accuracy from 65 to 75 Medium accuracy from 50 to 60 Long accuracy from 10 to 20 Vibrosword Damage from 10 to 9 YP dual wield shard pistols Cooldown from .35 to .6 Warmup from .3 to .5 YP shard rifle Range from 21 to 25 YP Spike Rifle Damage from 16 to 21 Warmup from 2.1 to 1.3 Short accuracy from 65 to 70 Medium accuracy from 75 to 80 Range from 35 to 39 YP Vector shot Burst from 3 to 6 Range from 10 to 14 And as always, the documentation used to create my mods can be found here https://docs.google.com/spreadsheets/d/18sS12brn0e_xDUs4KxYvBX1kTHmOjzvqchZyHNREWMc/edit?usp=sharing Explosives and specialized weapons haven't been touched. Both will most likely have to be handled on a case by case basis. It's Rimsenal though, they'll be pretty balanced. After going over the A17 changes, I ended up reverting a LOT of my original changes that I made to the A16 version. The A17 changes put a pretty large number of weapons in line with my mod project. Now that this is done, I'm going to eat some popcorn and relax, a single line of code in the core mod with different capitolization took me over an hour to find. I'm still learning XML and all the 'fun' that comes with it. Huge props to my friend Zwagoth for helping me learn. This series would be impossible with out him.

Зависимости мода

Логотип мода

Rimsenal - Core