

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 balancing changes. In this mod I seek to fix all of them, to the best of my ability.
Anything not listed here is not changed. Vanilla stats are listed in (brackets) for comparison.
The Bullpup rifle is a rather bad gun in the base game. These changes are designed not just improve it, but also rework how it and other non-SMG automatic weapons play. Much higher damage at a lower RPM, but with ~20% less ammo. I want these kinds of automatics (Bullpup, Burst Rifle, Assault Rifle) to be more distinct from SMGs by having higher damage and kills per mag, but less ammo and much longer reload times. They require better accuracy/performance from the player, in exchange for a greater payoff.
Quite possibly the most insane change with R8 was giving the clearly three-barreled Sawed-off a fourth shell. WTF were they thinking?
Giving this gun a bigger uptime advantage, which may give it a bit more reason to be taken.
'Assault rifle-style' rework. Higher damage and slower burst to differentiate farther from the Carbine, mag size increase for parity with the Malatack LX.
'Assault rifle-style' rework. Now has a larger mag size (as it is a drum after all), which combined with the damage increase, gives it a much larger amount of kills-per-mag. Ammunition and reload lowered significantly to compensate.
The S49 suffers from a bad case of sight misalignment when rapid firing, this helps mitigate that without affecting the balance of the weapon.
These changes give the DMR the noteworthy ability to oneshot Strikers to the head. In exchange, the gun loses a very significant amount of ammo (about 45%).
This is a very drastic change for the Hanaway, because in my experience the gun fell into a pit of "Why use it without a +Main DMG booster?" Which I didn't like. Better hit your shots!
This gun is an extremely good all-rounder, this change will hopefully make it a bit more of a close-quarters weapon. Doesn’t make any sense this thing has the same range as an Assault Rifle.
Giving this shotgun a little bit more leeway with its effective range, considering it’s a full-barreled special weapon. Doesn’t make much sense to me a sawed-off shotgun has more range than this.
Total Ammo: 28+4 (27+4)
One more shell, as a treat.
Fuck it. This is a burst weapon now. The Short Rifle now fires 3 rounds in a lightning-fast burst that can instantly kill Strikers if all shots hit the body, or 2 headshots for Spitters. Inaccurate from the hip, and careless use will chew through ammo reserves quickly. While less ammo efficient then alternatives, it makes up for it with sheer DPS.
Reload Time: 3s (3.3s)
An attempt to make the scattergun less insanely OP against bosses, while retaining its giant-destroying properties, so the Sniper 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 König 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's not a bad gun, it struggles to see use over alternatives.
This gun can now two-shot Chargers and meatballs. I think it deserved it.
This will allow the Arid-5 a bit more leeway with back damage angles, and to a lesser extent, effective range.
This gives the gun an even 7 bursts in a mag.
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 sucks. This will help it lean into it's unique 'great for big monsters' role.
Sentries somehow using less ammo firing at biotracked enemies was extremely unintuitive, and made no sense whatsoever - now the ammo count you see on the display is what you get. I wanted sentries, as-a-whole, to be less reliant on biotracking to be effective.
HEL Auto and Burst now benefit from biotracking and acquire biotracked targets 10% faster, to make the mechanic more consistent across all sentries.
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.)
I learned how to make GTFO mods and made this in about a day. It might be a bit rough around the edges, but I still think it's a massive improvement over vanilla. If you have feedback, message me on discord - GrongusPlays. No guarantees though, as I basically just made this for me and my friends to use.
In the process of learning how to make a version that doesn't use MTFO, but that seems like it's going to be a lot of work.