JaeDL Posted December 27, 2023 Share Posted December 27, 2023 Hey all, Been working on a mod for a while, getting close to release, but don't want to miss anything obvious if anyone has suggestions or knows of some underpowered weapons, perks, or abilities. Here's some values so far, but there's a lot more to it. Big one was buffing full auto damage, as right now full auto just seems to be a waste of ammo. Note that all weapon buffs also apply to enemy damage. In an earlier version I turned the game to nightmare difficulty, that's why I rolled some of the intended buffs into weapon mods rather than base damage. Not all enemies will have fully modded out weapons. Full auto damage: Vanilla 0.3x --> now 0.6xish, some are now up to 0.8x Burst fire damage: Vanilla 0.4xish --> now up to 0.75xish Here's some brief highlights of what else I've done so far: Suggested to be used alongside more weapons have tiers and TN's melee, but stands alone just fine (I think). Load after "early game weapons empowered" if running both mods, which I will suggest. The main goal is to let players who want full auto playstyles to be viable. AK-47, Maelstrom full auto, grendel burst-- all should be up there as contenders with the best of guns. Recoil increased for most full auto guns slightly to help balance out their new power.  Overall changes: Base stability of all weapons slightly decreased across the board. Stability when crouched increased by 2.0x. Slight (5-10%ish) buffs to: Armor-Piercing rounds, Penetrator Rounds, Depleted Uranium Rounds Flechette, Gut buster These were needed to let weapons gain power without making the enemies INSANELY strong. Buffed Lazer Perk 4 chance to cause ignite to 10% chance, restored this burn, but not damage bonuses, to particle beam weapons.  Please let me know if you have any other ideas for weapon balance. I keep tweaking this waiting for something to click to make it feel a little stronger for release Link to comment Share on other sites More sharing options...
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