

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 not just improve it, but also rework how it and other non-SMG automatic weapons play. I want these kinds of automatics (Bullpup, Burst Rifle, Assault Rifle) to be more distinct from SMGs with 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.
The HEL Revolver has 6 chambers, not 8 - but this IS a fairly significant nerf. So I paired it with a buff that talented shooters will take advantage of. It makes sense to me that this revolver would have more force/pentration power than the HEL Autopistol/shotgun, and could go through more targets.
Quite possibly the most insane change with R8 was giving the gun with three barrels a fourth shell. WTF were they thinking? Additionally, leaning harder 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 differentiate farther 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 (1 head, 2 body), 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 (roughly 41%) and 1/3rd of its mag size.
This is a very drastic change for the Hanaway - its performance was wildly higher with a +Main DMG booster, and I seek 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.
A very minor change, but puts slightly more focus on direct damage over critical damage, as the gun is intended to be a lower-skill, 'easy-to-use' type.
The main weapon category has a lot of automatic weapons, and it only makes sense to me that the 'Heavy' variants should ALL be Special, instead of split between categories.
Giving this shotgun a little bit more leeway with its effective range, considering it’s a full-barreled special weapon. Shot Delay slightly increased, so the pumping animation plays properly when rapid firing.
One more shell, as a treat.
Turning the Short Rifle into what it was always meant to be - a burst gun. 3 rounds in a lightning-fast burst, that can instantly kill Strikers if all shots hit the body, or 2 headshots for Spitters. While less ammo efficient then alternatives, it makes up for it with speed and ease of use - click and they're dead.
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.
This will allow the Arid-5 a bit more leeway with back damage angles.
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.
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. 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.