For what you can use as melee weapons, short blunt could be an option for a soldier (your character could have serve into Military Police for example, or pass certifications for crowd/riots management, this is not unusual in modern military)
@DarkJuju92 I'm guessing you mean the nightstick? I've looked into it, and they also get training with tomahawks, so hand axes, nightsticks, knives are available. But, it's a poor man's guns only run. Maybe I'll have to spawn in Rosewood after all, and hope for the police station spawn with the key.
A common supply of a Soldier's deployment kit usually involves Shovels. Modern ones are Sapper shovels (Short handles, some have foldable heads). Some Armies will train with Combat Axes.
I also Believe it would be fair game to allow using Brita's weapons, at least for the Grenades and Landmines (Soldiers are naturally trained in grenade throwing, and most Landmines are foolproof to be planted, disarming them is another story). For fairness sake on Brita's, Snipers and DMRs could be excluded since they would require either specialized Military training or high aiming, same for the Rocket Launchers.
The thing about brita is that it's so bloated. All the weapons have the same stats. It looks cool. Don't get me wrong, but it's a lazy copy-paste job when it comes to the weapon itself. Then again. I'll use it for the sake of this run. I'll also research what other melee weapons we can use, as we aren't going to make it just looking for shovels and knives.
@@sen_sf The problem with Brita is.... National Pride. If they made, let's say, NATO guns deliver sonething PZ gameplay relevant better than, AKs for example, AK fanboys will complain. The Nuances in how Guns work in PZ mechanics means there's not exactly much you can diversify stat wise without causing issues. Though tbh it is clear that Brita's Weapons and Clothes are a RP type Mod. To balance it you would perhaps just need to set the Weapon diversity DOWN through the Options for it (Brita's weapons add options (in Options menu, not Sanbox settings) to what weapons from specific blocs can spawn and how higher its pooling causes. So for this run. You could set things to limit AKs and European firearms, which would reduce the excess. Balance wise, I guess the rough baseline is that the Weapon class and its Caliber are what they used to roughly eyeball the weapons stats. These are all only my guesses and suggestions to have it work out. The ammo overflow that Brita's cause to spawn are another thing you may need to use other loot availability mods to rebalance.
For what you can use as melee weapons, short blunt could be an option for a soldier (your character could have serve into Military Police for example, or pass certifications for crowd/riots management, this is not unusual in modern military)
@DarkJuju92 I'm guessing you mean the nightstick? I've looked into it, and they also get training with tomahawks, so hand axes, nightsticks, knives are available. But, it's a poor man's guns only run.
Maybe I'll have to spawn in Rosewood after all, and hope for the police station spawn with the key.
A common supply of a Soldier's deployment kit usually involves Shovels. Modern ones are Sapper shovels (Short handles, some have foldable heads).
Some Armies will train with Combat Axes.
I also Believe it would be fair game to allow using Brita's weapons, at least for the Grenades and Landmines (Soldiers are naturally trained in grenade throwing, and most Landmines are foolproof to be planted, disarming them is another story).
For fairness sake on Brita's, Snipers and DMRs could be excluded since they would require either specialized Military training or high aiming, same for the Rocket Launchers.
The thing about brita is that it's so bloated. All the weapons have the same stats. It looks cool. Don't get me wrong, but it's a lazy copy-paste job when it comes to the weapon itself.
Then again. I'll use it for the sake of this run. I'll also research what other melee weapons we can use, as we aren't going to make it just looking for shovels and knives.
@@sen_sf
The problem with Brita is.... National Pride.
If they made, let's say, NATO guns deliver sonething PZ gameplay relevant better than, AKs for example, AK fanboys will complain.
The Nuances in how Guns work in PZ mechanics means there's not exactly much you can diversify stat wise without causing issues.
Though tbh it is clear that Brita's Weapons and Clothes are a RP type Mod. To balance it you would perhaps just need to set the Weapon diversity DOWN through the Options for it (Brita's weapons add options (in Options menu, not Sanbox settings) to what weapons from specific blocs can spawn and how higher its pooling causes.
So for this run. You could set things to limit AKs and European firearms, which would reduce the excess.
Balance wise, I guess the rough baseline is that the Weapon class and its Caliber are what they used to roughly eyeball the weapons stats.
These are all only my guesses and suggestions to have it work out. The ammo overflow that Brita's cause to spawn are another thing you may need to use other loot availability mods to rebalance.
@andrehashimoto8056 yikes, I didn't even think about the excessive amount of guns and ammo that it spawns. Urgh.