I see you're having a lot of fun, but at least do it while making sense, please.That's what the gloves kinda do, at least a couple of them, "bonus vs undead" in preacher and bonus vs "glowies" in nomad - "bonus vs animals" is quite similar alternative? Sure the other gloves are bonuses for damage types but the game can't be accused for consistency in any case![]()
No. Why?Wouldn't a "bonus against radiated" be in the first as well?![]()
The groupings that exist in the game can't be used as examples of groupings that should/could be in the game?The topic is about weapon mods and how they go into conflict with each other, not about armor/clothing bonuses.
The groupings that exist in the game can't be used as examples of groupings that should/could be in the game?
I guess this is another dopamine loop for you?
"Gloves are alternative to one another, and confer bonuses against Either Rads, or Undead"You comparison doesn't really make sense though.
I've always thought this was a dumb restriction. As you say, they aren't going to stack anyhow unless they plan on adding radiated animals at some point.It seems the Rad Remove Mod and The Hunter Mod are mutually exclusive. I'm not really sure why that would be. I mean they don't affect the same creatures, unless somebody is going to irradiate the animals. Would you say this is a bug or by design?
"Gloves are alternative to one another, and confer bonuses against Either Rads, or Undead"
How is that different to
"Mods that are alternative to one another confer bonuses against Either Rads, or Living"
?
Is anyone taught basic logic anymore?![]()
Removing health from the zombie one way or another are design-wise pretty much the same. A straight damage bonus is different from a dot which is different from a healing reduction; but they're all damage buffs. They are all well suited for stacking where possible, which is why some arbitrary groups are often made - to prevent such stacking, make things into choices.Once again, the rad remover doesn't apply any bonus, it removes a buff. It doesn't fit your comparison at all.
That is not, however, how they work, is it?TFPs chose to not allow a player to mount two "entity affecting" mods at the same time. The hunter mod works against the living (includes PVP?) and the Rad Remover works against radiated undead.
Hah... weird, but oh so fitting.Upon investigation, we determined there was no reason for these mods to be set up that way.
That is not, however, how they work, is it?
The Hunter Mod only works on animals (it's explained in its description), so I guess it won't give a bonus against bandits when they'll be ready.
The Rad Remover is meant to remove the "Radiated" effect from ANY entity, so, even if currently there are no radiated animals, if they were in the game my guess is they would be affected, and we can make also an educated guess on possible "radiated bandits" (if they'll ever exist).
In any case TFP should remove the stacking block in my humble opinion, since it doesn't make much sense in this case.
From the bug report...
"You are right! Upon investigation, we determined there was no reason for these mods to be set up that way. This change should be reflected in the next major patch." -- WretchedDollie