Cheaters gonna cheat ![]()
Just know that the Emprah will judge you at the pearly gates. Repent now lest ye be cast in to the fiery recesses of Khornes ArmPit!
Cheaters gonna cheat ![]()
Just know that the Emprah will judge you at the pearly gates. Repent now lest ye be cast in to the fiery recesses of Khornes ArmPit!
I know exactly one such mod. PowerDI is such a mod. It can cause the game to crash. So at the very least, before playing Havoc missions, it absolutely must be disabled. It’s a pity, though — it’s extremely useful and provides information that can’t be obtained in any other way
It will only crash your game, not everyone’s, and you can stop the crashing by increasing the memory allocation for LUA to 2 GB instead of the default 1 GB.
You’re right. However, your reasoning should go further: practically any mod provides an advantage. For example, Scoreboard allows you to obtain performance data that would otherwise be inaccessible — meaning you can adjust your playstyle and build in ways you wouldn’t have without the mod. Or even TrueLevel, which helps you anticipate which teammates are likely to be more effective and who should be prioritized for support. CreatureSpawner, on the other hand, makes it possible to run experiments to determine which weapons are more effective against enemies when they’re not attacking the player.
But if we exclude all mods entirely, then the player is left with no metrics to evaluate their own performance. A player might believe they’re doing well simply because they’re not going down, while in reality they could be dealing three times less damage than any of their teammates — and they’d have no way of realizing it. This effectively cuts off the player’s ability to progress. Honestly, I don’t understand how meaningful progress is even possible under such conditions.
So yes, in a sense, any mod is a cheat — but by banning all mods, we condemn players to be far less effective than they could be if they made even minimal adjustments to their build or playstyle. The functionality provided by PowerDI and Uptime absolutely should be part of the base game, and in fact in a more refined and expanded form than what those mods currently offer. Everything else is much less necessary or important — though in my opinion, heavy attack spamming should definitely be a built-in feature (and perhaps even light attack spamming, though that one is somewhat less essential).
I know that I’m the only one who crashes. But no one can replace me, and I dare say I’m more effective than a bot in a level 20 Havoc mission. The team was progressing confidently with me, and they might have been able to finish the mission without me — but that’s not certain. Unfortunately, this launch parameter — --lua-heap-mb-size 2048 — doesn’t help.
Sry for late reply was BF6ing, color codes (customizable) the kill feed for various damage types as well as grouping by damage type OR mob type w/ some more sub-info
e.g.
^ small sample. I really should publish it but feeling uninspired and lazy.
Oh, and maybe I’ll include an erroneous screenshot with either something like, oh idk, some random VFX off or hel, all the top Nexus mods in it and see if some people self-troll a few months down the line.
Not a single cheat mentioned btw ![]()
A better analogy is that we’re sat in a restaurant and modders start smoking cigarettes whilst claiming it’s their choice and their lungs, oblivious to situational effects caused by their actions ![]()
Should just be in base game. Why even call it a cheat
You’re conflating two different lines of thought though.
Is using a mod to show player outlines giving a player information which isn’t available in the base game?
The answer is an obvious: Yes, whether or not it’s a big enough advantage to argue over is honestly kinda irrelevant to the wider discussion.
Should player outlines be a part of the base game?
Maybe? It probably should be. But the fact of the matter is that as of yet it isn’t.
What a previous title in FatShark’s catalogue did or didn’t do is again irrelevant to the current discussion.
Honestly? I don’t care.
I’m pointing out something humorous to me as a third party that I’ve seen mentioned here, and I’m not being pulled into a deeper discussion over that.
People can draw their own lines in the sand for what they think is ok and what isn’t, same as it’s always been.
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A lot of UI mods should be in the base game… Numerical UI, show crit chance mod, show DoT stacks and brittleness…
id still love to see a modded and un-modded split, i really don’t like the effect they have. Sure some UI mods are probably fine, but people just try and lawyer through any gap you leave, so just axe ‘em, let us play with others playing the way we are.
Anyone suggesting we should get two realms, and mod sanctioning, has forget how it panned with Ratclick. Fatshark, in their slugishness, made just a few waves of sactioning, and just a few mods were accepted and updated to play with.
While idea is fine on paper, it will not work well.
Even the one that tells you want in the goodie boxes.
So, rather than hunting down the loot boxes etc you get to know where they are and what’s in them.
Yeah, thanks for that, so your getting first dibs of stims?
I mean, it’s not like other people need them, just you…
So b even trivial things can have a big impact.
it is an mp pve game not an singeplayer…you agree to the tos and fs has said in past they will ban mods negatively impact other ppl and its just a fact that many mods do and give you an insane advantage
and im not talking about stuff like numericui…interesting how so many here defending cheat mods cherrypick out stuff like numericui and go like bro you hate ui mods when multiple said those aint hte problem but the cheaty ones which then just gets ignored or made up excuses like audio issues which weirldy enough only always the ppl complain about when u mention their cheat mod while no one else has those
You give an inch, they will always take a mile.
I hate stuff like that.
No player outlines whether in game or a mod.
Get good, learn to work as a team and communicate.