Bonuses: some weapon mods give bonus stats in certain contexts, it will state this in its description.Malfunction Fix Speed: changes the speed of the malfunction fixing animations.Chamber Speed: changes the speed of chambering rounds during the reload animation, manually ejecting rounds, fixing malfunctions, checking the chamber, and the pump/bolt action reload animation.Reload Speed: changes the speed of the the part of the reload animation that uses the magazine.If a scope has an Aim Speed stat, it only applies when aiming with that specific scope. Aim Speed: changes to the aimspeed of the weapon independent of ergonomics.I have modified it slightly so that the lower the weapon ergo compared to base value, the more arm stamina drain there is. Ergonomics: Ergonomics in EFT influences both ADS speed and arm stamina drain.Rate of Fire: Full auto and semi auto rate of fire can be affected by weapon mods.Note: H recoil in EFT is actually the recoil coming back towards the player, dispersion is closer to a horizontal recoil stat. Vertical And Horizontal Recoil: V and H recoil have been separated, now weapon mods can affect each independently.Flatness: makes the gun shoot more flat, more snappy, less overall muzzle climb and dispersion.Recoil Angle: the direction the vertical recoil takes.Camera Recoil: the degree to which the player camera recoils.Dispersion: the amount of overall spread, or the size of the recoil pattern.The following new attachment stats have been added and changes to existing stats made: New attachment stats helps facilitate this. ![]() At the same time, the best mod-in-slot will depend on the weapon and build you are going for, so far more weapon mods have a place. The goal was to make many different builds viable and unique, while still having some attachments that are objectively better than others in a semi-tiered system. The meta from base EFT is effectively gone, and base weapons are much more usable. The attachment modding system has been completely overhauled to be more balanced, interesting, and of course realistic. Shotguns and pistols have had less balancing done to them and are considered place-holder until future iterations. Balancing will take many iterations to get right, so do not see current balance as final. I tried to make them all behave more or less how they should IRL, and regardless of what weapon mods you are using, all will be very usable in semi-auto and bursts at the very least. It will take getting used to coming from how vanilla EFT recoil works, but I think with time you'll come to enjoy it.Īll weapons have been balanced around this new recoil mechanic. This makes full auto more challenging, while burst fire and semi are much more controllable than before. Instead of the game compensating for the recoil for you in full auto, you will have to pull your mouse down to compensate. Weapons now will keep rising in full auto for as long as you keep firing, much like most FPS games out there. We have provided more information on this in our privacy policy. Through the activation of external content, you agree that personal data may be transferred to third party platforms. If you wish to support me and my work you can buy me a coffee.
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