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I saw someone use a scramble grenade on a replicator and cyber modules became available. However buying them didn't actually spawn the CMs for the player to pickup.
Updated, all bugs we talked about so far should be fixed
So, as I understand it, each weapon can take three mods. Is there a way to remove a mod from a weapon once it's on there, in case you later unlock a more preferable mod?Also, does the fire rate mod for the Laser Pistol also reduce the Overcharge Shot cooldown time? Don't much care for rapid fire laser pistol, but having to duck behind cover for less time before the next shot would be handy.P.S. As a side note, let me say that putting the Laser Pistol in the game before you get to engineering is the most wonderful thing ever done. I'm rating this mod a 10 out of 10 just for giving me that thing before you get to the cargo bays.
Would armour's protection degrade along with its quality (it should, really), or would it just go instantly from fully functional to fully broken?
If it did degrade, then armour would be much weaker - would armour have to be made stronger (when fully maintained) to compensate?
Also, maintaining the armour would be a new drain on resources, so players would need more maintenance tools, etc.
It's cool that you're still maintaining this. I'm up to deck 5 on my first playthrough of it, as someone who can usually breeze through vanilla on impossible, I'm finding this a real challenge. I love the new mechanics, especially enemy AI behaviour, they're kicking my arse left and right. I kinda think the sharpshooter upgrade should be applied from the start though, the enemies are really quite tough. Coupled with their increased speed and aggression, it can already be difficult to land shots nevermind to the head, and the risk/reward of being less likely to land a shot to the head vs the potential decreased ammo consumption and simply killing them quicker fits the game perfectly. I hate to say it, but I didn't enjoy the additional hydro level. It doesn't fit the aesthetic or atmosphere, and is pretty much just a puzzle level with close enough to zero combat. The Protocol Droids were the bane of my existence, even though it's befitting of the difficulty I think the threshold for activating their rage mode should be a fair bit lower, instead of the first point of damage they take.
Has there been any change on the melee right-to-left swing in the latest version?Also, grenades seem quite weak. A handgrenade was thrown at two eggs and only one was destroyed. Another did no damage to the enemies it landed next to. Spiders can see invisible players (version 199 I believe)