Hey Are You Still Active
I Have A Question , Can You Make this mod Compatible with reworked enemy ai mod?
Is this mod compatible with Streamlined Heisting?
I have been modifying this mod's files and I found a way to add the UMP Gensec guys to Mayhem and Deathwish. If you're interested, I can show you the code.
EDIT: Nevermind. I released my own mod that has this feature.
It's all good, I wasn't planning to add that to this mod anyway. I was more likely going to make either a custom spawngroups mod, and/or a mayhem-specific rebalance that utilised them since that difficulty is practically useless currently.
I've tried every single assault tweak that ever existed including the ones I edited myself and non of them have been this aggressive with FSS. Have you written the behaviuour code from scratch?
this mod restores the SMG guys on DW ? its been a while since i see
Is this mod compatible with the texas heat update?
Hi , i enjoy the new tactics and the shotgunners but does it lower the spawn cap? It feels like it does but maybe its just in my head. Cheers
It should not do so in theory but I definitely feel like I noticed the same thing? Couldn't figure out what it was, my best guess is that due to the enemies using more varied tactics they don't all get caught up in the same space and so it looks like there's less when there actually isn't.
just wondering if it happen to also spawn units like gensec submachinegunner on mayham+
This mod just fixes coding errors to make the spawngroups what overkill probably actually intended, however I do have some mods I'm working on that may include the submachinegunners in some way. It's tricky to reintroduce them because they deal less damage than riflemen on Death Wish while doing equal damage and having more DPS than them on Mayhem, due to Overkill's questionable balancing.
@staryoshi06 from my limited testing (using a trainer to spawn them) they don't seem as broken as compact5 armed enemies like blue swats or FBI HRT, so maybe adding them to shotgun squads? i have 0 idea about coding but if there is a dedicated number of enemies for shotgun group, will it be possible to have 50% chance for them to replace a shotgunner on mayham and death wish?
also overkill questionable coding, is it just me, or murkies seem to be overall more lethal with JP36 compared to gensec? heavy murky rifleman seem to get avrage of 50+ kills while gensec heavy rifleman can't seem to kill anything.
The G36 deals 30 base damage, however on Mayhem specifically it is changed to 10, the same as the car-4. This means that in terms of enemy threat – other than doubled health values and lack of medium/heavy hurt animations – Mayhem is effectively the same as Overkill.
Now, keep in mind that this damage is only changed on Mayhem. So, on Overkill, the G36 still deals 30 base damage. And the murkywater heavies use G36s on Overkill, while the normal fbi heavy swat just use car-4s. That's why the murky heavies seem so effective.
Also the reason that the gensec lights don't do ridiculous damage is because they are city_swat and city_swat don't scale in damage, they are always "good" in terms of their internal experience, which is what mostly determines their damage.
I am thinking of making a mod in the future that adds new spawngroups with more interesting tactical variety, so that may include some SMG squads. I may also just release one that fixes the G36 damage on Mayhem and makes it so that all of the light riflemen use SMGs instead. Idk.
Will this work with your mod:Recon Task Restored and Expanded?
Yeah, I had it enabled pretty much most of the time I was testing it. I made sure both were compatible since I'd be using both myself :P
Do you think this affects the difficulty of DS?
Not significantly. DS doesn't have shotgun enemies (except for certain alternate factions) so the main difference is that half of the enemies won't be using the flank tactic and half of them will attempt to rush you (those halves not being mutually exclusive).
Likely it'll just make it a richer experience with some more variety in enemy tactics rather than them all piling up in one area.
To anyone who downloaded this mod before this comment was made, I accidentally didn't include the auto-updating in the mod.txt. So if you want auto-updates you'll need to redownload it (although there likely won't be many).
Excellent mod thanks, dude I hope you have cool mods coming out next good luck to you!
ey mate, just asking if this mod gets in conflict with this one https://modworkshop.net/mod/29175
nice mod btw, always loved the shotgunner model for every cop
Thank you for this. I've always wanted this exact mod but the ones that restored these spawngroups had too many gameplay changing elements that would make it easier.