@XTRMNTR2K ...thank you sir your answer. Most awesome,,,, can't wait to be able to play the game with the mod installed.
No pressure man but I’m excited for the next update, I hope it’s soon! I just started XLRP days before urban warfare and really enjoyed it, but couldn’t go forward due to the new DLC.
Quick question on the rifleman, are the weapon arms supposed to be grey’d out? I run the stock loadout and in game as well as the mechbay, the arms were a phantom grey while the rest of the mech looked just fine.
@XTRMNTR2K one quickl question, are the two fan made flashpoints be compatible with the XLRP?
@Edmon ... That is most welcome news.....looking forward to play the game with the new DLC and the updated XLRP
@XTRMNTR2K would you consider adding small lasers that fit in energy hard points? I would say change them all to energy weapons, but that would probably mess with a lot of chassis.
Mechs like the Jenner would love to be able to take 4x small lasers instead of mediums. Im kind of tired just shoving as many medium lasers on to a chassis as I can.
Could you make them tied to brands? Like make a version that's say...magna that doesn't fire in melee. That way we still have the support options, but one way to also small laser energy mount boat...which is basically what you did with the twin mg already and I'm just being redundant
Don’t normal small lasers have a longer range than the 90m support weapons? I can’t remeber off the top of my head, but I thought it was like 180m? My suggestion is to give them their TT range bands and maybe a pip or two of evasion ignore. Does that make them too much like pulse lasers?
@XTRMNTR2K .... I have a quick question, with new released patch out.... will the patch push back the release of the mod?
@XTRMNTR2K ... thanks for the feedback. I can say that am not the only one looking for your mod to replay the game, and about extended absences it is part of work....