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Some balance changes of Energy Weapons tier 4.2-6.2 to reduce the efficiency gap between them and assault/sniper rifles tier 4.2-6.2
Wasteland 3 weapon mods update#
Critical Update of XDELTA patch v0.9.4g (Correct damage calculation for Energy Weapons against Conductive Armor and other weapons, when Armor Penetration greater of equal Armor of target) Computer-assisted choke now has bonus "+8 maximum range" (old value "+6m maximum range")
Wasteland 3 weapon mods mod#
Improved mod choke now has bonus "+6 maximum range" (old value "+2m maximum range") Perk Obliterator received an additional effect "+1 Armor Penetration" Some balance changes of Shotguns to reduce an efficiency gap between them and assault/sniper rifles (especially in California) Perk Gunner (Assault Rifles) now works only with Assault Rifles (No more false hints about this perk effect for Sniper Rifles, Shtotguns, etc.) Heavy Weapons now can use Magazine and Barrel mods Rebalance of Photon Cannon and FN-FAL to make these weapons more useful "Armor-Piercing Bullets" - new lvl 8 perk for SMGs (+1 Armor Penetration)
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Perk Zeroed (Handguns) received an additional effect "+1 Armor Penetration" Fixed combat log error, when COTC Riflemen was displayed as COTC Gunner
Wasteland 3 weapon mods Patch#
Critical Update of XDELTA patch v0.9.4h (No more extra damage from Critical Hits of enemies) +1 Armor Penetration to top-tier machine guns to reduce an efficiency gap between them and assault rifles 45 (SMG) now can use Scope mod (because AR-Short is an assault rifle rechambered for the. Some damage boost of The Mailinator to make it a good intermediate variant between Minigun and The 3 Jean Rambeau (Hollywood trader) now can sell The Mailinator (It fixes the problem when you can't get The Mailinator because of game bug in Hollywood Sewers) It is no more "The Best Gun for Cheaters" - just best & balanced Handgun Mad-Money Mike (a trader at Seal Beach) now sells The Obliterator (unique revolver) Unique Pistol of Malediction Mayweather, Kymri's Warrior, now can be found on his dead body Rebalance of The 3 (boost of Base Damage & reduction of Critical Multiplier) Rebalance of M41A (the same Total Damage but 2 Rounds per Burst and +1 Armor Penetration) The Mailinator Critical Multiplier 1.2 -> 1.5 Handguns rebalance to reduce an efficiency gap between them and other ranged weapons As a result, the total damage of each machine gun does not change, but the required number of expensive and quite rare in the early stages of the game ammunition is reduced by more than twice.ĭuring the testing the initial goal was expanded, and now the mod also contains fixes for all ranged weapons (see changelog below).
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The purpose - make these weapons sufficiently effective to use as a primary weapon. I offer the mod with the balance fixes of heavy & energy weapons in Wasteland 2: the Director's Cut. 1) Extract ZIP-archive to the game's folder (usually "C:\Steam\steamapps\common\Wasteland 2 Director's Cut")Ģ) Say "Yes" to the offer to overwrite game files
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