Thanks for the PE1 updates, like the Items. Been wanting to do that for a long time. I added it to top navigation. I also really appreciate the PE1 weapons overhaul you did. :)
For the PE1 weapons article, I notice it says "bullers" instead of "bullets". It also says "Some armor comes with special abilities. A player can use tools to move these abilities between different armors." Don't we mean "weapons", not "armor"?
I was also wondering if you could help make a "best weapon for first time playthroughs" section like I did on the armor page. A lot of people coming into PE1 and the whole series will be newbs, and giving inexperienced players a guide to getting strong weapons is very important.
Thank you! :). I'll go through all three and do the little fixes. I'll also start figuring out a path/plan for the best weapon possible for non-EX games.
I don't know if it's a no-JS script thing or an account thing but while I do notice that the 6th option had been added on, it only shows when both my JS is on and I have logged on with my account. Not sure if that means any fixing on your part.
Alright, it not may be the most 'ideal' walk-through, but I got something up for the new "Best Weapon" section.
I also got the pre-fire and firing rates for all the different weapons to show how fast/slow the guns are. Totally worth modding the SMGs and removing all the bad abilities out, replacing them with good abilities.
A curious thing I did not expect. The only two weapons that have access to 10 slots are the DebugSMG and the M92F: Torres' handgun. Despite it's lackluster stats, 10 slots seems like a good incentive to hold onto it.
Something else I would like to do on the weapon/armor pages is to replace the link to the other site with our own list of what all the different abilities do. I have information on some of them that the other site does not.
For instance: PE Light reduces the PE consumption of spells by 1/3, with the exception of fixed % spells: Barrier, Energy Shot and Liberation. Pretty useful armor add-on, but with it being available so late in EX Game, it makes it next-to-useless, aside from facing Truebred Eve.
I would also like to add something about the level system, how active time is calculated, etc.
Thanks. I saw them show up on the main page, earlier today, so the 'finalize' appears to have happened. :)
Got a start on the Gameplay page. Will add more when I feel I have more stuff finalized, though I could put information on item slots and other stuff.
I took a crack at going through the memory to see if I could find something that shows if the good luck charms mod anything. I see they do mod some values, but I yet to find if those mods actually 'do' anything, plus most of them also appear to be affected by other random things, so they are likely unrelated. I did stumble upon one curious thing. Since I modded my weapons so I could get through the testing more easily, I ran across a scene where Wayne offered to customize the name of a weapon and armor well ahead of when he would usually do it on Day 6, in the NYPD weapons room. This can happen as early as the beginning of Day 4 and it seems to be based on the stats. of your gun and armor. I do not know what the stats. 'threshold' would be. Something like this requires more investigating.