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Anomalies, Discrepancies, and Outright Bugs - v0.2a - by Straylight
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A nice change I think everyone will agree especially seeing as the assault rifle is only at hydro saves lugging an unusable weapon around.

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Now extra skill, researching your target, modifying the launcher, and being a "sharpshooter" have very little effect on the damage the grenades do, which makes more sense. And the damage they do isn't as good as it could be with all those bonuses stacked together, but it's an extremely good deal for only 1 point of skill. The result is a single easy-to-use weapon with a variety of ammo for every occasion, but the ammo is the rarest and most expensive ammo in the game. The EMP grenades are not as good as the EMP Rifle, and the Incendiary grenades are less powerful than the Annelid weapons, but when you're playing Impossible and can't afford all the cyber modules for the specialized weapons, here's your cheaper alternative. Oh, and Disruption grenades will kill just about anything with one direct hit, so how many of them you find depends on the difficulty level you're playing.
Brilliant, just as I always thought it should be :thumb:

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Speaking of difficulty, here's another big change. Impossible just got more challenging. I removed all the Auto-Repair Units, French-Epstein Devices, and Ice Picks from Impossible mode. On Easy mode, all the original ones are still in their original locations. That's 8 ARUs, 7 FEDs, and 5 Picks. Normal mode has 4 ARUs, 6 FEDs, and 4 Picks. Hard has 2 ARUs, 3 FEDs, and 3 Picks. And none for Impossible.
I think that taking out all of the picks is somewhat unfair on impossible especially if someone likes the other changes but wanted to go with no hacking(not many would but still..)

Can't say happy winter-een-mas just yet but a merry christmas to you. I shall be looking forward to trying these modifications as I can't get my new games to work yet :( .
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