It's another illogical DX thing, but it makes it interesting in the hands of the enemy. Interesting to dodge.Plasma Rifle only shoots one projectile at a time, with a 25% increase in ROF standard. I'm not a fan of shooting 3 projectiles at a time. It's a waste of valuable ammo and causes too much collateral.
Personally I've always wanted a full-auto plasma rifle, but I'm not sure how I feel about changing it (plus whatever text/lore that refers to the triple shot behavior). so I guess we'll have to dispute that too. In the past I made an alt ammo type that made the weapon full-auto, but it was a bit silly and I scrapped it. It never saw a public release although there is a video of it.
Looking back it doesn't look that bad. I think the biggest problem was the ammo had to be so scarce to avoid it being OP.
NPC vendors are not an option as no JCD voice actor. I don't see how GMDX-style self service display case shops are any more or less campy though. Do you not buy weapon accessories from weapon stores? And it's the future where there will be far more automation, like cleaner and repair botsCould we not just borrow from HR and have an NPC weapons dealer, it still retains the choice, and the cost can dictate player ability to gain access to them. Having a shop would just be too campy.
I was just sure to add the self service cases in high-end/corporate-owned stores to fit the theme of lower class being in turmoil and left behind technologically while upper class having access to fancy tech.
Why? Lot of work involved in changing that and I don't see much reason why multi-functional LAMs (which are pretty iconic) are not good enough.Grenades act like grenades, and introduce mines to have the option to attach to walls.
That's another thing I rarely change unless there's very good reasoning: iconic things. Fans get real butthurt about that and it's understandable. I still get occasional comments about the nerfing the Dragon's Tooth Sword despite how utterly necessary it was and just makes the game better in a multitude of ways.
Like I said before, things are balanced around the pre-existence of the 'nade launcher and the exclusive 15-20 explosives it provides you. Wouldn't want to change that just because it's more realistic. Huge balance shift would be the result of that.Grenade Launcher as attachable weapon mod to Assault Rifle and Assault Shotgun.
Why? Increasing the effectiveness but decreasing the number of them just decreases quantity of choices you get and the reward value of the (often secret) locations you find them in. And it'd be another thing creating inconsistency with how the other mods work. A clip mod grants +10% clip size and a weapon can have up to five. A rate of fire mod grants +10% and a weapon can have up to five. You can find approximately 15 of each spread out across the whole game, allowing up to three weapons to be fully modded. No idea why that should be changed.Increase effectiveness and rarity of GMDX introduced weapon mods like ROF.
Introduce three new weapons:
New weapons I don't take much issue with, providing they fit in to existing systems without much resistance. e.g SMG will have to use the same ammo as the assault gun for balancing. Probably doesn't have to be unrealistic since some SMGs use .45ACP these days, but I'm not the gun expert. Nonetheless "it's the future!" often can suffice.
Snub nose or Heavy revolver it'd probably be best to pick one. Introducing more than one new ammo type at most at this point should be avoided. The balance in GMDX is highly refined and I don't want to disrupt it too heavily.