

This is a comprehensive overhaul for most weapons and tools in GTFO. This game has some...questionable balancing decisions, that were exacerbated by Rundown 8’s ridiculous changes. In this mod I seek to fix all of them, to the best of my ability. This also includes some tweaks purely for immersion's sake.
Anything not listed here is not changed. Vanilla stats are listed in (brackets) for comparison.
The Bullpup is rather terrible in the base game. These changes are designed to improve it, but also rework how these style of weapons feel. I want "non-SMG automatics" (Bullpup, Burst Rifle, Assault Rifle) to be more distinct from SMGs - higher damage, lower RPM, less ammo, and much longer reload times. They require better accuracy/performance from the player, in exchange for a greater payoff.
Also...maybe it's just me, but the Bullpup sounds WAY better at a lower RPM. Just listen to that full-auto!
Reverting the damage nerf the PDW received, and giving it a proper animation when drawn.
The HEL Revolver is puzzling. It has 8 rounds in a 6-round cylinder, it's incredibly strong in the base game, and with a +13% Main DMG Booster it becomes outright absurd - able to oneshot headshot all common enemies. As you may have noticed with the DMR, I dislike these kinds of changes. These changes lean into the 'high damage' aspect - it is now able to oneshot headshot sleepers within its effective range, but has FAR less ammo (-54%) and a slower fire rate (which also lines up better with the recoil). This also gives it the ability to 3-shot Chargers within effective range, giving it slightly more efficiency there to offset the ammo count nerf.
The most insane change R8 brought was giving the gun with three barrels a fourth shell. WTF were they thinking? Additionally, really leaning into the 'sawed-off' aspect with more damage and worse range/spread. Slowed RPM/reload serves to balance, but also it just looks better.
In the base game, the 556 Rifle struggles to find it's own niche against the pistol - 'longer range with less ammo' isn't very interesting, so now it can two-shot sleepers at short ranges.
'Assault rifle-style' rework. Higher damage and slower burst to further differentiate from the Carbine, mag size increased to reflect the gun's drum magazine.
'Assault rifle-style' rework. Now has a larger mag size (Same as the CH 4), which combined with the damage increase, gives it a much larger amount of kills-per-mag. Ammunition and reload speed lowered to compensate.
The HEL Autopistol reloads oddly fast for having a 60-round drum mag.
It doesn't make sense this would have more range than the SMG, and a damage buff to compensate the nerf. Reload slightly slowed, as it's so fast the animation breaks a bit.
The minor damage buff doesn't change the S49's usual 'small enemy' technique (1head+1body, or 2head), but it does improve performance against bigger targets. Recoil reduced as when rapid firing, shots landed far above the iron sights.
These changes give the DMR the noteworthy ability to oneshot Strikers to the head. In exchange, the gun loses a significant amount of ammo (40%) and 1/3rd of its mag size.
I didn't like how the Hanaway's performance was vastly different with a +Main DMG booster, and I wanted to close that gap. Better hit your shots!
This gun is an extremely good all-rounder, this change simply brings its range in-line with other SMG-style weapons.
Reducng the LTC5's focus on precision damage to give it more reliability in high-stress scenarios, as well as slightly improving TTK.
The main weapon category has a lot of automatic weapons, and it only makes sense to me that the 'Heavy' variants (AR and SMG) should both be Special.
Giving the S870 more consistency against Giants, and slightly increasing Shot Delay, so the pumping animation plays properly when rapid firing.
The Choke Mod sits in kind of a weird spot compared to its alternatives like the S870 or Arid 5. I wanted to give it a more unique advantage related to it's small mag size, it can now kill Giants in 3 shots.
The Short Rifle really sucks in the basegame. This makes it into essentially a 'Special' version of the 556 Rifle, with the same two-shot premise at farther ranges.
*Higher damage and a bit slower fire rate lets the PR hit new breakpoints to feel more generally useful - I played through all of GTFO and wanted to use it once in the game (R4E1: DOWNWARDS), which doesn't feel right. Also, changing it to a proper semi-auto instead of an automatic, and rounding off ammo neatly at 4 spare mags.
An attempt to make the scattergun less insanely OP against bosses, while retaining its giant-destroying properties, so the Sniper has a reason to exist. The game has a 1x ‘limit’ for precision so weak spot hits will never do LESS than the gun’s regular damage, but it should have less of an insane effect on high-multiplier weakspots like Mother pustules.
Additionally, ammo count lowered. This gun gets a LOT of ammo for how insanely useful it is, against all types of enemies.
The Köning got murdered in R8 for no reason.
A notable ammunition/recoil buff, as well as a small increase to damage. The heavy AR's normal recoil is absurd, and while it may not be a BAD gun, it struggles to see use over alternatives.
This changes the breakpoints for the R66 significantly, allowing it to two-shot enemies like Chargers, or one-shot Squids. Also, a more appropriate flashlight.
The HEL Gun is very strong in the base game, and this change will help tone it down slightly, and emphasize making use of the penetration mechanic.
The HEL Rifle is incredibly strong - It was essentialy a High Cal that could kill FIVE enemies in a single shot, in exchange for 3 less rounds - even tougher enemies, like Chargers! This change simply emphasizes having to rely on the penetration factor.
Why would you make a 3-round-burst weapon where the mag size isn't divisible by 3? Are you French?
This is designed to give the bat a little more 'oomph' and effectiveness against midsized targets, without giving it the ability to headshot Scouts from the front / making it too easy to headshot small enemies and overshadow the Knife.
With R8's odd 'backstab' addition, the knife gained the ability to stunlock Giants from behind - which strongly invalidates the Bat, and doesn't make sense for this style of weapon.
The spear isn't great. This will help it lean into it's unique 'great for big monsters' role, notably allowing players to now kill Giants in two stabs, to the occiput + back.
Sentries, as a whole, no longer use less ammo firing at biotracked targets. I found this mechanic incredibly unintuitive and nonsensical - there's no way a player would even know this is a mechanic without a lucky guess or the wiki. Now, the ammo count you see on the display is what you get.
I wanted to reduce their reliance on biotracking in general, as in my experience the game is far more interesting without one (although many levels require it), while at the same time, adding some consistency with biotracking - the HEL Auto sentry and Burst sentry now benefit from it to a small degree.
*It's shocking how 20% slower RPM and some more ammo completely changes this sentry.
Flashlight range overall has been increased, which is both a buff and a nerf - while the player has more visibility, the capacity to accidentally trigger sleepers has gone up as well.
IMO the short-range flashlight borders on comedically useless in most scenarios, and the medium-range #1’s beam is in-practice much shorter range than it states, due to the center being very dark. I’ve replaced MR1 with the beam for MR2, which does not have this problem. The color of the short-range beam was also changed to be whiter (to make all gun lights more distinct from the headlamp.)
This overhaul slightly changes how ammopacks work. In the basegame, an ammopack restores ~20% and ~39% of your Main / Special reserve ammo (magazine not counted) - I've shifted these values to ~24% and ~35% respectively
This means every ammopack usage gives you slightly more Main ammo and slightly less Special. This is designed to lower (but not remove) the 'gap' in ammo resupplying, without being a major change to the way ammo works in GTFO.
I learned how to make GTFO mods and made this in about a day. I'd like to imagine I have decent balancing takes after ~600 hours but who knows. Regardless, I believe it's a massive improvement over vanilla.