Well... I've now worked my way up to the pivotal decision in the Pitt (lvl 21)... first time playing with the addons... when everything's working right, and with the right mods, this game really is very good. :mohawk:
Something I've noticed: I've discovered how nice a Deagle is with the Auto-fire mechanism... but I find that the animation doesn't quite match up with the sounds and shots, especially when first firing. I also see this a bit with the Pancor... just doesn't feel quite right. Oddly enough a Combat shotgun with auto-fire "feels" better than the Pancor to me. Is it within the purview of FWE to adjust this? I suspect that the WMK'd weapons are up to the WMK team to adjust but what about the Pancor?
Thanks for the feedback and I can adjust these things in the FWE WMK Foip patch. As a matter of fact I fine tuned several weapons that felt 'off' in WMK. But the animation on weapons with autofire mechanisms is generally an issue, especially if a base weapon has a slow rate of fire.
For example a 10mm has a very high fire rate, so it's not noticable. But if you test it out with the Plasma rifle for example, it becomes very noticable(same goes for the pancor).
I'll see if I can fine tune these some more however, but it's difficult. The autofire flag in Fallout was never intended for "slow" automatic fire, since in vanilla Fallout almost all autofire weapons have a very high rate of fire.
This is probably the wrong thread... and im surely not the first to notice this, still i didnt find any recent FOIP thread so im posting it here, i hope thats ok.
I noticed a few bugs in the FWE-EVE Master release from FOIP:
- The On Death flag on the A3-21 plasma rifle is cleared. this means whenever i score a critical hit, the enemy turns invisible (while still alive and shooting)
- The prices for YK42B pulse rifle and YK32 pulse pistol are overriden with the wrong values
This is all known and fixed in 5.0