You do know that "regeneration" is referring to the aug right?Jaedar wrote: Modern style health regeneration
(ie: you turn on regeneration, get into a firefight, and it doesn't actually start healing until you stop getting pummeled.)
Moderators: Master_Kale, TNM Team
You do know that "regeneration" is referring to the aug right?Jaedar wrote: Modern style health regeneration
Yeah, I know. I still don't like it. Plus I assume its a passive ability(It should be, in that state) like the energy recirculator in TNM (iirc).JC_Helios wrote:You do know that "regeneration" is referring to the aug right?Jaedar wrote: Modern style health regeneration
(ie: you turn on regeneration, get into a firefight, and it doesn't actually start healing until you stop getting pummeled.)
According to the readme the cost is:Jaedar wrote:Yeah, I know. I still don't like it. Plus I assume its a passive ability(It should be, in that state) like the energy recirculator in TNM (iirc).JC_Helios wrote:You do know that "regeneration" is referring to the aug right?Jaedar wrote: Modern style health regeneration
(ie: you turn on regeneration, get into a firefight, and it doesn't actually start healing until you stop getting pummeled.)
The Reg aug needs balancing imo, but it needs it in the form of a lower effect(40HP every 2 seconds or so is insane when your max is '100') and a higher cost.
Yeah, I took a break from modding for a couple months, and even when I started thinking about coming back, people here didn't really seem that interested, so I haven't looked at it for quite a while. Sorry about that.Jaedar wrote:I wonder if Mr. Lork still visits this thread.
Keep in mind that there's more than one way to achieve balance, and that balancing isn't my only goal here. Aside from making regen significantly less overpowered, I'm keeping with the theme of the rest of the mod, that of making the augs more user friendly and convenient. I'm also trying to inject some of the sensibilities of modern shooters into the game, making the combat more dynamic and tactical. Lastly, but not least, I'm giving medkits a purpose; if you absolutely must have healing right this instant, medkits are now the only way to get it.Jaedar wrote:Yeah, I know. I still don't like it. Plus I assume its a passive ability(It should be, in that state) like the energy recirculator in TNM (iirc).JC_Helios wrote:You do know that "regeneration" is referring to the aug right?Jaedar wrote: Modern style health regeneration
(ie: you turn on regeneration, get into a firefight, and it doesn't actually start healing until you stop getting pummeled.)
The Reg aug needs balancing imo, but it needs it in the form of a lower effect(40HP every 2 seconds or so is insane when your max is '100') and a higher cost.
That change was intentional, and to a certain extent what you described is what I was going for. Rather than the overpowered jack of all trades weapon that the sniper rifle was in the original game, I want it to only be useful for sniping (ie. finding a position, digging in and shooting over long distances), and then only if you invest points in it. Having said that, Resetting the accuracy every time you zoom/unzoom may have been a little overboard, and I'm not averse to changing it back if multiple people find it annoying.boct1584 wrote:Doing a Realistic playthough with BioMod b8 at the moment. It would appear that your accuracy with a scoped weapon does not improve at all unless you are actually looking through the scope, and in fact it will reset if you zoom out. I would guess this is a side effect of your disabling the crosshairs when a scoped weapon is not using the scope. I don't know if you intended it to work like that, but it's a huge pain the butt at low weapon skills; I don't know about others, but with the amount of scope shake (Trained Pistols, Trained Rifles), I have an extremely hard time keeping the scope focused on someone, and I can't zoom out to reacquire them because that'll just reset it and I'll be back to square one.
Although Biomod 1.0 is based on Shifter 1.8.4, it didnt fix the body armor issue (still doesnt work against explosive gunfire on unrealistic difficulty), making the armor worthless.Rasputin wrote:currently im playing this mod on unrealistic difficulty, and the body armor isnt working for me at all (due to explosive gunfire). shifter 1.8.4 already corrected this issue. please follow