
New bots with new weapons
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Version1.0
71 comments
I like the idea of improved bots, since the vanilla ones don't even remotely compare to a human player. But all the mods buff them too much. I thought this one would be decent since I could give them a weapon like the double-barrel shotgun, to reduce their range and rate of fire... but instead they snipe across the map with them, and the friendly fire on just Intense difficulty is so high that when they shoot me or each other (which happens all the time because they don't seem to care what's between them and their target enemy) they wind up killing us in about 2 shots... I'd have to imagine on Extreme or Insane it'd be one-hit-kills.
EDIT: yeah so basically you NEED to use the mod to reduce friendly fire, or these bots are even more dangerous than any enemy on Extreme/Insane. They just love to step right behind you and start firing for some reason.
Going for the LEM StG24 Storm Rifle (DMR_LEM24.pak from the file Synths and weapons separately) seemed to be about the best balanced, more or less replicating the performance of an average Gunner. I'm not an amazing player, but I did have an endgame Gunner build and about 80 hours of game experience, and using this mod I was mostly able to clear the Insane campaign. Without being carried by the bots, either - usually sitting inbetween the two of them in terms of performance. Some stats higher, some lower.
The Kramer Magnum (Bots_Magnum_K50.pak from the file New bots and more guns) was also pretty good, but not as good as the LEM StG24 - I could sometimes surpass the bot performance there. The SVAT-92 Sokol (Rifle_SVAT92.pak from the file Synths and weapons separately) was also surprising as I thought it would be OP but it turned out pretty weak, with the bots choosing to fire in slow bursts for some reason? So maybe good for people who want to keep the bots closer to vanilla.
Giants in the Earth: Evacuate (mission 2-3) still felt pretty impossible. I could make it to the final encounter, but with the bots being allergic to taking cover and being quite fond of standing out in the open to wait for bullets and melee/exploding units, I did have to use a different mod to clear that one.
The M41A3 Burst Rifle (DMR_M41A3.pak from the file Synths and weapons separately) was a bit too powerful for me, but not as overtuned as some of the others. Might be a good option if you need extra help. I tried it on mission 2-3 and still had issues, but better players might be fine with it.
Is it possible for each synthetic to have a different weapon in the next update??
is it compatible with others mods as Human Bots OP and PRO Variety Pack, Battle Synths and Aliens Tweaked??
Thanks for letting me know before I bothered with this. Sounds like it's geared to break the game rather than merely tweaking it.
Do you know if it's possible to have each bot use a different weapon?
Edit: having to stop using this mod. all the weapons are so absurdly overpowered, shotguns firing as fast as a rifle with pinpoint accuracy, almost every gun one-shots. The if you select the synth weapons it modifies the damage values of the enemies as well, enabling then to essentially one shot YOU.
Good work on the mod!
has anyone figured out what weapons are the coolest or strongest for them?
I tried smartgun thinking they'd never miss a shot. Which is true, but it's kinda boring because they use them like sniper rifles. One shot, dead. One shot, dead. Repeat.
Since I was having trouble with that MOD I tried a few others.
When I run the weapon mods from Synths and weapons separately-57-1-2-1675522036. Those weapons paks work. However there is no Volcan.pak for that series.
And there is a new way. We can just add a max ammo skill to the bots so that we can use the original CSV file. We don't even need to create new weapons.