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For example, the recon armor in vanilla is 6000 research to unlock - and to build it requires 3x advanced component, 80 plasteel, and 10 uranium. The armor's stats are sharp 90%.
Now compare this to just the tier 3 armor from CBE which has 106% armor - all you need to build is a measly 40 steel, 30 cloth, 20 plasteel and 3 component.
I mean it's sort of laughably unbalanced. Is there any reason why the crafting requirements are so low?
1.Why are there so many different colored armors? I understand that some players like different colors, but this could easily be handled by a Character Editor or other dyeing mods. I'm not quite sure about these things, maybe just setting a few key parts for coloring would be sufficient?
2.The materials used in armor crafting confuse me. Why does a tier 1 helmet require gold and advanced components? It feels like the materials for these armors are not in line with their tiers. Why does a helmet require advanced components while armor does not? This issue persists from tier 1 to tier 4.
I have an issue to raise and a suggestion you might like.
The issue is that the T3 Disciple weapon has a burst count of twenty shots, which seems like an error. It's an insanely potent weapon for its price and might need to be modified as a result.
The suggestion is that I noticed the T4 Brawler armour improves medical tend quality, and I thought of a similar bonus for some other T4 armours. Apostle armour and helmet could add +1 Bandwidth each. Hellion armour and helmet could slightly buff surgery speed and success chance to encourage bionic augmentation. Meanwhile Centurion armour could reduce incoming damage by 10%. Don't feel you have to take these ideas if you think they're unbalanced.
I love this mod and I really want to see it continue to grow and improve.
this is SUPER OP Weapon lol