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TechJunkiePLUS
V2.X
No permission to download
- Compatible Game Versions
- 2.0
Robot Skills
- Damage dealt increased by 50%
- Reload speed increased by 30%
- Activation range increased to 20 meters
- Maximum number of activated units increased to 4
- This skill no longer increases fire rate; instead, the fire rate bonus has been moved to weapons:
- Sledgehammer: +50% fire rate
- Turret: +150% fire rate (takes effect after deployment)
Physician Skills
- Level 5 effect modified: A fully charged taser has a 30% chance to instantly kill the target with each hit.
Intelligence Specialization Skills
- Level 4 effect modified: Increases the dismemberment probability of robot weapons by 50%.
- Level 5 effect modified: Killing an enemy with a taser instantly fully charges the taser.
Robot Sledgehammer
- Entity damage and block damage adjusted to 120 / 150.
- Hitting an enemy has a chance to knock down nearby enemies within a radius of 0.7 meters.
Robot Turret
- Ammunition damage adjusted to 20 / 20 / 4×10.
- Effective range increased by 20%.
- Reload speed increased by 10%.
- Magazine size adjusted to 100, with an additional 10 rounds per quality level.
- Significantly improved firing accuracy.
- Muzzle flash removed.
- Recoil reduced for an optimized shooting feel.
Miscellaneous
- The maximum durability, number of attachment slots, and crafting costs of all robots have been adjusted to Tier 2 (T2) level.
- Removed support for the Barrel Extension Module and Foregrip Module on Robot Turrets.
- The Disabling Module and Radiation Removal Module were ineffective on deployed robots; I have modified them to make them effective.
- The effects of Nerd Gloves and Full Nerd Set were ineffective on deployed robots; I have modified them to make them effective.
- Swapped the unlock positions of the Taser and Robot Sledgehammer in the crafting progression table.