Kolya on 10/1/2007 at 01:46
I like the idea but players could legitimately ask why they can't just rip any hybrids arm out and use that in case they haven't found yet/lost/thrown away that "weapon".
Also an arm is much harder to model than a knife or a hammer. :erg:
cosmicnut on 17/1/2007 at 09:19
that reminds me of VTM:Bloodlines. One of the meele weapons is a severed arm!
I did always wonder, why, if the hybrids hit you over the head with a pipe, you can't rip it from their cold dead hands and bash the next ones brains in with it.....
It could be like videodrome where the pipes become part of the hand....
Bjossi on 17/1/2007 at 14:33
Not to mention how you can take the shotgun away from the hybrids and they are still carrying it.
Nameless Voice on 17/1/2007 at 17:41
Not if you're playing SecMod. ;)
Bjossi on 17/1/2007 at 18:46
The shotgun is a part of the model, SecMod uses another model file I assume? :erm:
Unzki on 23/1/2007 at 08:34
I also do not recommend turning the weapon degrade rate completely off... But I do think modifying it a bit makes it better: You don't completely shut out a rather important aspect of the game, but neither do You need to suffer from Your weapons wearing out after a single firefight.
After all, the patch readme itself says that it isn't just an on/off proposition, but that You can actually fine-tune the degrade rate. =) For simply modifying the rates try out the following line in Your user.cfg.
gun_degrade_rate 0.5
This should cut the degrade rate by half (logically, not familiar with how the code figures it out), and You could further fine-tune it to suit Your tastes with for example 0.3 for even less degrading or 0.7 for more, but not quite the usual rate.