Jump to content

alexbyrd2

Members
  • Posts

    20
  • Joined

About alexbyrd2

  • Birthday 05/09/1991

alexbyrd2's Achievements

Refugee

Refugee (1/15)

4

Reputation

  1. I'd love it if allies/party members could get on a vehicle I place w/o having to unlock the dang thing every time.
  2. I would agree that a a fully perked gunslinger smg is going to do better than an unperked m60. My point is a fully perked m60 is better than most any other weapon in the majority of situations, especially any you might use an smg for. At best you might say that smg is quieter and allows for some stealth play, but only with controlled single shots, not full auto, so why not just use a vulture at that point. The moment you go loud m60 reigns supreme.
  3. But the problem with treating the tac rifle as a stepping stone for the m60 is that it's an entirely different skill tree. If that was the case the shouldn't the tac rifle fall under the machine gunner skill? I get it's not a realistic shooter game, but at the very least we can do some balancing with what's already in game to make other weapons more viable as playstyles. Each weapon skill should have a final tier weapon that makes it viable for late game stages. As it stands there almost no reason to choose the smg or tac rifle over the m60 for late game play. You could even argue that the auto shotty falls short, since the m60 with additional perks staggers so often and has such high ammo capacity that it doesn't make sense not to use it, even in close quarters where the shotty should excel. And if the sniper skill is only meant for single shot rifles, like the hunting/sniper/lever-action, then how do we make them viable in the majority of poi's?
  4. I think its odd that a tactical rifle does less base damage than an m60 and also fires slower and has a much smaller mag. It makes sense that an smg is weaker at base, since it's a smaller caliber, but a tac rifle uses the same ammo. There should be a benefit to using a weapon with a smaller mag and lower rate of fire i think. Maybe buff the base damage to place it between the m60 and sniper in terms of base damage, otherwise there's no reason to use it vs the m60.
  5. That's a fair suggestion, but it'd be easier I think to just set the traders and rwg up poperly and let it do it for me, rather than searching the prefabs in the gen world, fly around the splat to see the locations and the nearby poi's, then delete and rename to replace things. If the rwg is setup right I can make them spawn attached to cities and certain distances apart without needing to rely on luck. Also keeps one city from having 2-3 traders around it.
  6. Make an 8k and 10 to test. Worked great. Thanks for the help!
  7. That kinda worked. The repeat was perfect, but the theme distance was way too high, since all traders are part of the same theme, so there was only 1 trader. Dropping it to 1000 gave me one of each trader on a 6k map. You can probably have a higher number on larger maps, but I wouldn't go past 2k honestly.
  8. I just tried that myself and had the same problem... doesn't seem like the min/max values are being followed. I even tried dropping the bias to 10 and 5, similar to the wedding entry below that line and it did nothing. Even the following didn't work: <prefab_spawn_adjust name="trader_jen" min_count="1" max_count="1"/>
  9. A major problem on many servers is issues with some Traders not opening because too many are already open. I'd like to reduce the number of traders to 5, to have 1 of each trader, but I don't see any way to ensure each trader is spawned, as opposed to duplicates of one or more. My current thought is to move the <property name="spawn_trader" value="true"/> value from roadsides to Cities, so traders always spawn near them, but I need some way to make sure I only get one of each trader ID. Are there additional property values that would allow me to do this? If so, maybe it would be possible to do something like enabling spawning of specific traders in specific biomes (ex: Jen in forest, Bob in wasteland, etc.)
×
×
  • Create New...