Here's proof.
Explosive Rounds Don't Suck!
#2
Posté 16 janvier 2015 - 04:12
Glorious!
- smeckie aime ceci
#3
Posté 16 janvier 2015 - 04:15
Hax!
#4
Posté 16 janvier 2015 - 04:18
still blah, but slightly cooler
#5
Posté 16 janvier 2015 - 04:18
The visual effect looks very nice.
- Tonymac aime ceci
#6
Posté 16 janvier 2015 - 05:04
- KrrKs et Learn To Love Yourself aiment ceci
#7
Posté 16 janvier 2015 - 05:09
They don't buff low rof guns but slow, low damage high rof guns its great on.
#8
Posté 16 janvier 2015 - 06:05
Just removed the time delay to impact?
- Alfonsedode aime ceci
#9
Posté 16 janvier 2015 - 06:10
#10
Posté 16 janvier 2015 - 06:45
They blow.
#11
Posté 16 janvier 2015 - 07:00
Just removed the time delay to impact?
Yeah. They don't do huge amounts of damage but they sure make high RoF weapons nice to use.
#12
Posté 16 janvier 2015 - 07:02
This is how they should have been implemented from tha jump....
- smeckie aime ceci
#13
Posté 16 janvier 2015 - 08:48
Yeah. They don't do huge amounts of damage but they sure make high RoF weapons nice to use.
Heard the idea a bit ago, one of the forum members mentioned they were using em that way. Intrigued me. Not too over the top, just balanced a bit better.
One day I should really try some mods >.<
#14
Posté 16 janvier 2015 - 09:24
- KrrKs et PHOEN1XK1NG aiment ceci
#15
Posté 16 janvier 2015 - 09:26
Here's
proofpoof.
Fixed
#16
Posté 16 janvier 2015 - 10:15
You fixxed the mimimum delay between explosion too.
But U kept the same stagger effect ? is it a force value ? How does it perform on phantom ?
#17
Posté 16 janvier 2015 - 11:06
Coalesced edited ME3 MP >>>> Inferior Bioware ME3 MP state.
#18
Posté 16 janvier 2015 - 01:01
Saw a thread called "Explosive Rounds Don't Suck" ...
... saw it was by Mgamerz and suddenly everything became clear!
#19
Posté 16 janvier 2015 - 01:26
If only the explosion was 10x that of Frag grenades, I might actually like it more.
#20
Posté 16 janvier 2015 - 04:44
1. This reminds me again how god-aweful the GPSMG is
2. The mod should be called Michael Bay memorial mod
3. Does this Explosive Ammo also permastun boss enemies till they are dead?
- Alfonsedode aime ceci
#21
Posté 16 janvier 2015 - 04:46
- Alfonsedode aime ceci
#22
Posté 16 janvier 2015 - 04:59
That makes it kinda balanced then, right?
I'd even say your Ex Ammo (low damage but much stun) could coexist with another "HE ammo" with high peak damage but low dps and maybe delayed explosion.
So, BW, if you reading this, think about it.
#23
Posté 16 janvier 2015 - 05:09
When looking into the rounds there is clear evidence hammerhead rounds were more than just "concept" ammo. They add more force to bullets, and their unique id (I think these are used when loading/storing data to the server) is missing. It goes like 625 626 628 for drill/needler/phasic, skipping the third one every time for all 3 levels. That's where hammerhead rounds would go. I don't know if they scrapped it due to time, maybe cause adding force would make mooks suck... etc. It'd be cool to have. They have nothing in the game code beyond a string description though so we'll never know.
#24
Posté 16 janvier 2015 - 05:21
Would it be possible to implement a form of Hammerhead rounds from what we have? Or would the artificial construction of the ammo power be a shaky process?
#25
Posté 16 janvier 2015 - 05:23
Can you replace the explosions with Cain Mine explosions? You know, for science.
- smeckie et Quarian Master Race aiment ceci





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