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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?
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
I thought all versions of SCP were incompatible with Secmod?
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
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.
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.
Laser Pistol always struck me as coming WAY too late given what it's for.
Do a Marine career and select +1 Energy Weapons, so you start with the laser pistol.
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.