I designed .45 ACP to fit it between the 9mm and the .44magnum ,higher damage than 9mm lower than the .44 but it can put in an automatic gun.
the ammo is expensive both in cost and ingredient for crafting.
I don't know about looting amout , I usually play with 33% loot and find them like 2 - 8 round / loot (smallloot , mediumloot) and 50 rounds with tier 1,2 quest and I never found guns in loot even in the T5 chest
Don't worry about the early-game balance , if this game still allowed you to find/craft the pipe-machinegun in the first 15 min. this pack would be fine I think.
also, all the guns required workbench to craft
I lowered the damage numbers a bit (32, 40, 50, for regular, HP, Enhanced) and the weapons fit great. The iron sights + inbuilt silencer are wonderful. Congratulations on a well made mod!
I forgot to reply to this portion of your thread earlier.
Understand that an agility style playthrough that emphases stealth play using bows and knives will be a much slower progression through POIs. If you are the type of player that doesn't want to spend more time than necessary or maximize your output in a day, you won't find it as fun as just blasting your way through the POIs.
Stealth is not like Skryim stealth where you can max out the skill, then simply crouch in front of them in daylight and they can't see you. There is always a chance to fail the stealth check. So really read From the Shadow perk description and make use of the ability to have them lose interest in you after you get out of their sight vector. There is a reason that agility build has Parkour in it
Yes, I started with agility now. A harrowing experience, but really fun. I managed to run away from a horde, then hid in the basement corner of an auto shop while 10 angry zombies prowled around in front of me. Scary and tense, but really fun. I managed to outjump them a few times as well though that sometimes failed with unpleasant consequences :/. The night time hordes that spawn in my back are difficult to deal with unless I have some handy terrain nearby and can Batman away.
I tried crossbow for the first time. I like it - not a weapon for plowing through hordes but very cost effective and great for lining up slow shots and taking out groups of 2-5 Zs when combined with a melee weapon, especially the fat ones are much easier with a bolt in the head to start. I don't lose much ammo either. Very nice.
Not as fond of the bleeding. It's nice for faster zombies in open spaces that I can kite, but in closed PoI areas it feels safer to me and faster to use spear and baton, I don't need to be as aware of my escape routes when I can zap. The part I like about zapping is that I can defend myself even in a corner if I get a stun with repulsor.
Loving the crossbow, loving the parkour, and loving the shadow stuff. A much more fun way to experience the tense early game at night. This game is way more fun when you are constantly teetering on the brink. (Also I increased the difficulty, turned on feral sense, lowered loot numbers, and increased night time).
I'm wondering then, if TFP considers the robotic sledge as the "T3 Baton." Regardless, Int still only has one firearm regardless of tier - the robotic turret.
What if they are introducing something new entirely for INT? Consider that schematics are going away, and the major draws of INT have been advanced engineering, T5 bartering for solar cells, and grease monkey. If vehicles and crafting/construction schematics are no longer available through skills, INT will need a replacement for those. Perhaps a new line of weapons? Perhaps something to do with mods? There are many possibilities, but there will be *something* no doubt.
Sure, but Int is also the only tree that requires a ranged weapon (turrets) to make your melee weapon (baton) viable. It takes way too many hits for the baton to kill things like rad bikers for it to be useful for anything other than crowd control.
I think baton will fit better in A21. If they are removing it as a weapon and using it to fill out the robot tree, it will have a better role. Now that I think about it seems more likely that INT will get something else to fill the weapon role if that happens (or INT will become a support attribute entirely with no direct combat skills at all, which would signify a change in the skill setup and probably be even more exciting).
But as combat is part of the game, it'd be nice to not feel required to go into another tree to better survive in a fight. Robotic turrets run out of ammo very quickly, and while yes it's ridiculously easy to craft ammo for them, you still have to keep picking it up to reload it, then set it back down. Even with a drum magazine, they chew through ammo fast.
That would make for an excellent T3 turret. No meaningful increase in damage or range but uses only half as much ammo. Would also sync well with running double turrets.
But as [mining,farming,lockpicking,hunting,sneaking] is part of the game, it'd be nice to not feel required ...
And another point: INT is not the best best tree for combat. If you then can bolster INT by going into another tree that is one more option than you have in many other games were you can only select one class and if that class is the medic, that's it.
I don't think INT is intended as a heavy combat tree, but it would be nice if you could feel the investment you made somehow when going into another tree. If there was a skill in INT that could show the deep investment you've made, even if it's mostly flavor, that would go a long way. I'd like to see something to that effect for all the attributes at rank 10, since at rank 10 you do feel that you belong to that attribute "class". Even better if attributes go up to rank 15 instead.