Well, this pack has still some problems indeed. The biggest problem I had at first is that I had no one to test these when I first released them, so lots of bugs.
The latest version (1c) is the most stable so far, and with a performance boost, but still has lots of performance problems, bugs to fix and just 1 more weapon I want to implement (which is going to be a launchable like MegaTon, but instead of the timed device, you can have the missile instead, your choice).
To tell the truth, this is just my second weapon mod ever. The overpowering was a big problem in the very first version (for the ones who remember/know the old Nali Weapons v1.4), but that's something that doesn't happen in this pack.
People claim that they're overpowered, but actually they aren't. What makes people say that, is the fact they usually play them only in MH and with the modifiers system enabled, which makes the weapons either stronger, faster, with bigger range or just with infinite ammo. But in fact, if you play with them in a simple DM against bots, you will see they are balanced: stronger shots with either slow fire rate or bigger ammo usage, or both. For example: MultiMissile Launcher: It has a mini nuclear missile called X-Missile, but in a normal match it means that you have to get ammo to max in the launcher, select the missile, and you can launch it once until you get more ammo. Of course in a true DM match full of action that will be somewhat hard. Still that's also a matter people will argue about, even in the normal weapons.
Super weapons like MegaTon and UltimaProtos are just like bonus show off weapons the most, since at the beggining I never intended to make them even workable online at first, but then I did just in case someone could like them enabled in the server. In Killerbee's case, they have the MegaTon enabled, but in the case of {WINGS} they haven't.
This pack was also the first one I ever modelled a weapon, and I couldn't go too much beyond due to polycount. They look a bit noobish as well since the skins in UT aren't rendered as they should, and since mostly of them are 512x512 textures, and I can't make them NOT MIPMAPS since they crash the engine that way. What I mean is, if they were imported into UT2004 for example, they would be rendered better. Still, the models theirselves aren't a pro work or something, but they could look a bit better if they were rendered just like in the 3D program where I created them.
About the performance issues, that has to do with the dynamic lighting, poly count and full detail at distance. of course that's something I will solve in the next version, by having specific performance tweaks and settings in the menu to have a performance boost, such as: dynamic lighting on weapons on/off, dynamic lighting on chargers on/off, weapons distance detail and chargers distance detail. This way I intend to boost the performance in several kinds of rigs: old ones, new ones, etc. The main problem is that UT is old, and so the render has a big limit in the poly count, still basing some graphical processing in the CPU, when it should be based mostly in the GPU, like newer engines nowadays.
The bugs, well, it's still a beta, and it's being tested by everyone who like this weapon pack, and so I get some bug reports, such as the flying graviton ability, the menu cut in certain resolutions, graviton getting stuck with fast firing, some weapons with health giving health to monsters in online play, etc. But don't worry, all these I intend to fix in the next new version. But still, don't expect it right now, since I am working in another projects also first: a RX map, a new NX for my clan, fixing and developing the XPickups for the ut99.org CMP, etc. But I sure you most of these bugs, performance issues and such, will be fixed in the next version.
Btw, thanks for your support for this pack, really apreciated
I never imagined having such support in this pack, specially nowdays in this game.