meppycola wrote: ↑Fri Aug 25, 2023 6:20 pm
what monster mod were you using in that demo video?
An unreleased mod from a friend; sorry for teasing you in the wrong way. But as soon as it is released, i might link it here in the thread!
dawnbreez wrote: ↑Sat Aug 26, 2023 10:48 am
When Always Run is on, pressing the run button slows you down...but *also* consumes stamina. Which is kind of annoying, because the walk speed when Always Run is *off* is painfully slow.
That having been said: That's my only problem with this so far.
That's one of the biggest complaints so far, hehe. I am aware but i don't know if i can fix it due to the sprint code being literally copypasted from another mod (with proper authorizations, of course). If i can come up with a way, i'll address this issue.
-Ghost- wrote: ↑Sun Aug 27, 2023 1:56 pm
Fun little mod! I think my only issues with it are the sprint time feels a little short and could be longer for slime pools and such, and too many of the weapons share the same ammo. I know it's probably the goal of the mod to keep ammo types etc. down, but it feels like all they double or triple dip too much on the same ammo pools so once you get the rifle, smg etc. you don't use the others.
I see where you go to; i tried balancing weapons using accuracy, damage and firing rate. Weapons like the XM29 are stronger than the M4A1, however it only fires in bursts (a reason why this mod has no switch mode altfires in general), or sometimes it has painfully less accuracy. Next update (which will come out pretty soon), will nerf the grenade time of the XM29 a bit, switch refire function between shotguns (the SPAS was obsolete aside the different ammo), mong other small points.
Thanks for all the feedback so far!