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old SCPb5 balance:heavy weapons 1, modification level 07x disruption grenade (close to 6), 8x incendiary grenade (close to 7), 11 standard grenadesheavy weapons 1, modification level 23x disruption grenade, 4x incendiary grenade (close to 3), 5 standard grenadesheavy weapons 6, modification level 04x disruption grenade, 5x incendiary grenade (close to 4), 7 standard grenades (close to 6)heavy weapons 6, modification level 22x disruption grenade, 2x incendiary grenade, 3 standard grenadesnew balance with the script fixed:heavy weapons 1, modification level 25x disruption grenade, 6x incendiary grenade, 9 standard grenadesheavy weapons 6, modification level 23x disruption grenade, 4x incendiary grenade, 5 standard grenades
Fun Fact: The first level of modification to the grenade launcher increases grenade damage by 200%. The second level only increases damage by 14%.
considering the costs of grenades, they should be doing really nice damage no matter the circumstances. here is a realtime test on a rumbler;ok, if I need to max out everything and still need 3 disruption or 4 incendiary grenades to take down a single rumbler, then screw that, I'm taking a pistol or shotgun with anti-flesh rounds and killing that thing 2x faster, 10x safer, and for a fraction of cost (nanites AND cms).see the problem?though I now agree this should be fixed somehow before b5 goes public - the grenades shouldn't suck that hard when the launcher is unmodified (currently they do, the launcher is worthless at level 0, needing 2 standard grenades to kill a shotgun hybrid is laughable).my current proposal is to use the fixed script, and boost the base damage to get almost identical damage output when fully modified. we can end up with a slight nerf when maxed out, but it's ok as long as it's just slight.but slashing everything to half and call it good is not a good idea.
Vanilla/SCPb5 damage numbers with SCP x3 multiplier on anti-personnel roundsPistol (Standard skill 1, mod level 0, standard bullets) kills a Rumbler in 55 shots. 6 standard bullets cost 60 nanites in an unhacked replicator, so this equals 550 nanites.Pistol (Standard skill 1, mod level 0, anti-personnel bullets) kills a Rumbler in 18.33 shots. 6 anti-personnel bullets cost 120 nanites in an unhacked replicator, so this equals 367 nanites.Grenade Launcher (Heavy skill 1, mod level 0, frag grenades) kills a Rumbler in 11 shots. 3 frag grenades cost 100 nanites in an unhacked replicator, so this equals 367 nanites.Grenade Launcher (Heavy skill 1, mod level 0, incendiary grenades) kills a Rumbler in 7.33 shots. 3 incendiary grenades cost 130 nanites in an unhacked replicator, so this equals 318 nanites.
function OnRecalcedStats() { if (ShockGame.HasTrait("Player", eTrait.kTraitPsionic)) { SetProperty("PsiState", "Max Points", GetProperty("PsiState", "Max Points") * 1.2); }}
I always thought setting some stat (like the Max Psi Points) would re-trigger the OnRecalcedStats message, which sounds INFINITELY fun.
You know, making Tank give a baseline of 15% physical protection is nearly the same as giving +20% bonus HP