RoSoDude
Arcane
- Joined
- Oct 1, 2016
- Messages
- 750
Survival mode options are a joke in vanilla, except for the trauma system which is pretty well implemented. Weapon degradation can be completely circumvented by putting a single Neuromod into Repair I, which allows you to restore 25% condition per spare part. You'll find at least two dozen in the Talos 1 Lobby alone, and you can fire 200 shotgun shells or 500 pistol rounds from full condition before you get a jam (the degradation rate by itself is fine, though). Limited oxygen sounds great on paper, but Arkane decided to have it only activate if your suit is below 66% condition which... should literally never be the case as there are Suit Repair Kits stuffed in every cabinet.
*ahem*
*ahem*
-Decreased weapon repair rate per spare part from 25/35/50% to 5/10/20% with Repair I/II/III
-Weapon durabilities (all had 100% chance to jam at 1% durability, except the Huntress which could not degrade or jam):
-Weapon durabilities (all had 100% chance to jam at 1% durability, except the Huntress which could not degrade or jam):
-Shotgun durability loss of 0.5% per shot, 60% chance to jam below 5% durability
-Pistol durability loss of 0.2% per shot, 40% chance to jam below 5% durability
-GLOO durability loss of 0.2% per shot, 20% chance to jam below 5% durability
-Stun Gun durability loss of 0.5% per shot, 75% chance to jam below 5% durability
-Q-beam durability loss of 0.0125% per shot, 5% chance to jam below 5% durability
-Huntress durability loss of 0.4% per shot, 40% chance to jam below 5% durability (couldn't break before)
-Golden Pistol durability loss of 0.1% per shot, 40% chance to jam below 5% durability
-Golden Shotgun durability loss of 0.25% per shot, 60% chance to jam below 5% durability
-Added a baseline oxygen decay at 100% suit condition. Now you have:-Pistol durability loss of 0.2% per shot, 40% chance to jam below 5% durability
-GLOO durability loss of 0.2% per shot, 20% chance to jam below 5% durability
-Stun Gun durability loss of 0.5% per shot, 75% chance to jam below 5% durability
-Q-beam durability loss of 0.0125% per shot, 5% chance to jam below 5% durability
-Huntress durability loss of 0.4% per shot, 40% chance to jam below 5% durability (couldn't break before)
-Golden Pistol durability loss of 0.1% per shot, 40% chance to jam below 5% durability
-Golden Shotgun durability loss of 0.25% per shot, 60% chance to jam below 5% durability
-11:04 between 66-100% (between 33-66% vanilla)
-8:18 between 33-66%
-5:32 between 0-33% (vanilla)
-2:46 at 0% (vanilla)
-Loot tables rebalanced with the following priorities:-8:18 between 33-66%
-5:32 between 0-33% (vanilla)
-2:46 at 0% (vanilla)
-Drastically reduce the number of Suit Repair Kits (76 slots with high probabilities -> 27 slots with low probabilities)
-Significantly reduce the number of Psi Hypos
-Moderately reduce the number of Spare Parts and Medkits, GLOO ammo (there's already a ton in the world), and amount of free food
-Slightly decrease the number of EMP grenades
-Slightly increase the number of trauma-clearing items (competing with medkits and psi hypos in medical containers)
-Slightly preference synthetic over mineral in junk distribution
-In vanilla, all container types have one slot of guaranteed loot. This is now limited to at most one guaranteed slot of only junk except for high-valued containers
-Destroyed Engineering Operators now have a 75% chance to carry Q-beam cells OR Stun Gun ammo, latter reduced elsewhere to compensate
-Significantly reduce the number of Psi Hypos
-Moderately reduce the number of Spare Parts and Medkits, GLOO ammo (there's already a ton in the world), and amount of free food
-Slightly decrease the number of EMP grenades
-Slightly increase the number of trauma-clearing items (competing with medkits and psi hypos in medical containers)
-Slightly preference synthetic over mineral in junk distribution
-In vanilla, all container types have one slot of guaranteed loot. This is now limited to at most one guaranteed slot of only junk except for high-valued containers
-Destroyed Engineering Operators now have a 75% chance to carry Q-beam cells OR Stun Gun ammo, latter reduced elsewhere to compensate