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A minor thing that's often bugged me about SS2's elevators is how the door-opening button is almost comically huge, but the panel to actually use the elevator is tiny. It looks strangely unbalanced.
20 mugs it is then.
ObjProp -1600 "ModelName" = "Mug"
So I thought it would be neat to upgrade SS2's explosion bitmaps with higher-res versions based on the original stock footage.
This yields a random mix of 3 and 5 damage values. So there's something goofy going on with the rounding algorithm. But still, in my tests the 3s and 5s averaged out to 4.25, so that's close enough for me.
I usually throw away my extra maint tools
-Increased Fusion Cannon ammo usage from 2 to 4-Increased Fusion Cannon reload time by 6x-Increased Fusion Cannon energy damage on NORM/DEATH mode from 20/30 to 30/45-Increased Fusion Cannon NORM mode radius from 5.00 to 7.00-Increased Fusion Cannon Repair skill requirement from 4 to 6-Fusion Cannon now experiences moderate recoil-Mods list: <<<Level 1: Skill 4 Required>>> -Degradation -20%, Damage +10% -Capacity +50%, Damage +10% -Projectile Speed +50%, Damage +10% <<<Level 2: Skill 6 Required>>> -Damage +20% -Consumption -25%, Damage +10% -Unlock DEATH mode, Damage +10%
I would argue that the grenade launcher is a shittier weapon than the fusion canon but this is ok because it's a level 1 weapon. To make it good you have to invest in heavy anyway so by the time the grenade launcher is any good (and the diverse ammo becomes a perk), you're pot committed to that branch of weaponry anyway.
literally the opposite of what the actual reality is
This is where you're wrong; the Grenade Launcher was quite good in vanilla already, especially because of an oversight that gave it +100/128% damage bonus from mods instead of +10/25% like every other weapon. ADaOB made it even more busted by buffing the base damage and removing all damage scaling... except accidentally leaving scaling on frag grenades so they become the best grenade type for every enemy after modification. This means there's little incentive to go past Heavy skill 1, but that first skill investment is insanely powerful. Voodoo has made it clear that SCPb5 will revert all of the ADaOB grenade changes, but they should be factored into your current analysis. I otherwise had a similar experience as you did when I did a Heavy build on SCP and spammed the Fusion Cannon all the way from Command through to the end without ever running out of prisms.