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I've never used Combat Extended, but it does so many things, maybe it also has durability reduction behavior.
Yes, enemies have it too
1) 0 level -> x100%; 20 level -> x150%. This is a linear extrapolation.
2) No
3) No. The weapon proficiency level for pawns is calculated based on the tech level of their faction and includes all previous tech levels accordingly.
1) Can you share how proficiency affects the shooting accuracy formula?
2) Does proficiency decay like skills over 10 do?
3) For crash landed or other similar playthroughs, is there a way to disable neolothic and medieval categories?
You can choose a softer version of this ideology meme if you don't want to get the debuff. It will also reduce his buffs, but that's the point
This mod is about weapon proficiency, it implies combat with weapons. Hand-to-hand combat is combat without weapons and naturally it is not affected
The mod automatically picks up all weapons and patches them based on techLevel. Mods for new skills should not make any difference
This effect is a major reason why I think the single-weapon skills are a good thing (as well as easier to implement than creating and populating new weapon categories).
The mod seems to currently randomly roll skills for ANY weapons. W/ vanilla weapons only, out of 11 pawns, I have individual skills of 2 in light charge blaster, 2 heavy blaster, 2 charge lance, 1 needle gun, 1 inferno cannon, and 1 thump cannon. That's 9 mech weapons out of 32 total ranged skills for 11 pawns (5 spacer, 3 industrial, 3 tribal by backstories). Not sure if mech weapons are spacer, ultra, or archotech, but they shouldn't generate pawn skills at all IMO.
Group skills would be nice, but how would the mod automatically generate weapon groups for all modded weapons? What critieria to use? I'd think shot burst size, sharp vs blunt vs heat damage, range, would all be possible values to base dynamic weapon groups on. THen include a manual option for players to edit specific modded weapon inclusion in group skills. This is how Pocket Sand, Simple Sidearms, LTS ammo, etc do it.
It's unreasonable to expect the mod author to manually create skill lists of all modded weapons.
Because spending time for pawn to learn how to swing better a beer bottle instead of a club that could translate to different weapons is bit silly.
But aside that, honestly pretty good mod. If possible id like if you could include option for weapon proficines to be just of weapon types, rather then specific weapons.