(I should note that the developers of SCP have stated that some of these changes, like the ADaOB grenades, will be reverted in SCP beta 5) Two midwives near the end of the game are replaced by less dangerous shotgun hybrids for lore reasons that don't make much sense, and an entire platforming challenge is removed.The WormHeart implant no longer toxifies the player upon removal, only after building up toxin over time.The Localized Pyrokinesis psi power no longer provides resistance against fire damage, which logically made it a useful tool against the exploding bots of the Cargo Bays.Unfortunately, this means the damage bonus from the Strength stat applies twice, making the Laser Rapier much more powerful than it should be The Laser Rapier has a small Incendiary damage stim (ADaOB) on top of its Energy damage stim to help its damage against organic enemies.except for normal frag grenades which accidentally retained their scaling, making them absurdly potent (and better than the other grenade types) if you mod the launcher due to a vanilla damage scaling oversight ADaOB grenade "rebalance" remains in the current version, which increases the base damage of all grenades and removes their damage scaling, meaning that Heavy is overpowered at skill 1 and nearly useless beyond that.Powered Armor now has 20% protection when totally drained (same amount as Light Armor), even though it was arguably the most potent choice already at 50% protection when powered.Most of them are reverted, but a few problematic ones remain, plus new changes introduced by SCP. The mod was built on the Anomalies, Discrepancies, and Outright Bugs (ADaOB) mod which had a lot of balance changes. SCP's gameplay changes aren't purely fixes.
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