GTFO

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Mimikium-OmegaWeapons-1.1.1
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GTFO Weapon Rebalance by Mimikium

This balance mod is a product of not being fully satisfied by any vanilla rebalance patch I have run into during my time in the community, but as stated above, Tru’s Vanilla Reloaded is the one I’ve enjoyed the most! A few of my changes are inspired by or taken from that mod, though most will be my own or my friend’s view of how we want to approach weapon balance.

This mod is strictly balanced around Vanilla's difficulty level, and any rundowns that are within the realms of that, including my own modded rundown that I am currently working on at the time of writing this. This is not intended to be used for vanilla progression or for hard mods like Samdown, Legacy, Quixotic, etc.

Main Weapons

Pistol

  • Damage increased, 4.64 -> 5.26 (Given the pistol has less ammo than the HAR, this change is put in place to make it better match the HAR’s total damage profile.)
  • Precision Multiplier increased, 0.8667 -> 0.9x (enables 4 shot kill on nightmares if all shots hit tumors)

Burst Pistol

  • Damage increased, 3.2(6.4) -> 3.76(7.52)
  • Max Ammo decreased, 283 -> 252 (cost 1.8 -> 1.92)

HEL Revolver

  • Magazine Size decreased, 8 -> 6 (Made to better reflect the 6 chamber cylinder of the revolver, reload speed increased to compensate.)
  • Reload Speed increased, 2.3s -> 2.0s
  • Max ammo reduced, 100 -> 90 (cost 5.0 -> 5.45)

Machine Pistol

  • Damage increased, 1.9 -> 2.26
  • Falloff range decreased, 7-35m -> 4-32m (Better general breakpoints at the cost of lower range, to not be redundant with SMG.)
  • Fixed name from "Machine pistol" to "Machine Pistol"

HEL Autopistol

  • No changes, very well balanced weapon after the last balance patches

Bullpup Rifle

  • Merged with Assault Rifle, new name Assault Bullpup. This rework was put in place to consolodate the amount of auto weapons, and to give a longer range automatic option.
  • Reload Speed reduced, 2.5s -> 2.7s
  • Reload Cancel fixed, and tweaked to be reasonable
  • Fire Rate reduced, 1090RPM -> 705.88RPM
  • Damage increased, 2.1 -> 3.01
  • Recoil reduced by about 10-15%
  • Stagger Multiplier reduced, 1x -> 0.7x
  • Less max ammo, 346 -> 270 (cost 1.5 -> 2)

SMG

  • Renamed to Precision SMG, the replacement of midrange auto weapon after the merging of assault rifle and bullpup.
  • Recoil reduced mildly
  • Falloff Distance increased, 6-55m -> 8-64m
  • Damage very slightly increased, 1.98 -> 2.1
  • Precision damage increased, 0.91x -> 1.0x
  • Reload speed reduced, 1.4s -> 1.65s
  • Flashlight Changed to Medium Range #2

PDW

  • Damage increased, 2.15 -> 2.41
  • Precision Multiplier increased, 0.7413 -> 0.833x

(Basically the same as tru’s Vanilla Reloaded but shifted ever so slightly to damage for marginal and possibly insignificant breakpoints.)

Heavy SMG

  • Damage increased, 2.45 -> 2.71 (Allows for an extremely slightly faster ttk on most enemies, and makes it the premier automatic DPS primary weapon vs chargers.)
  • Stagger Multiplier increased, 1.0x -> 1.2x
  • Flashlight changed to Medium Range #1

Carbine

  • Reload Speed reduced, 1.6s -> 2.2s (Its reload was a bit unreasonably fast.)
  • Falloff distance reduced, 10-65 -> 6-60
  • Total max ammo increased, 378 -> 400 (cost 1.4 -> 1.3)

DMR

  • Damage Increased, 7.51 -> 8.01 (1-tap strikers to the head, I personally found it disappointing that a DMR couldnt 1shot the most common enemy.)
  • Magazine Size decreased 12 -> 10 (Mag size reduced to compensate for the 1-shot power.)
  • Max ammo unchanged, 90 -> 90 (cost 5.89 -> 5.75)

Double Tap Rifle

  • Max Ammo increased, 135 -> 154 (cost 3.8 -> 3.285) (Better competes with the newly buffled DMR's ammo efficiency.)
  • Fixed name to "Double Tap Rifle" properly capitalized

Assault Rifle

  • Removed, merged with Bullpup Rifle above

Rifle

  • Damage increased, 5.08 -> 6.12 (Better threshold for chargers, 2 shot shooters.)
  • Max ammo decreased, 135 -> 119 (cost 3.8 -> 4.01)
  • Reload Cancel improved
  • Reload Speed decreased, 1.9 -> 2.3

Sawed-Off Shotgun

  • Magazine Size decreased, 4 -> 3 (It’s a triple action, not a quad.)
  • Reload Speed reduced, 1.6s -> 1.9s
  • Spread and cone size increased, 2 -> 3
  • Stagger Multiplier Reduced, 2x -> 1.5x

(Basically ripped straight from Vanilla Reloaded, but also decreased reload speed.)

HEL Shotgun

  • Magazine Size reduced, 14 -> 11 (Mildly lowering the sustained damage and crowd control output so you can't single-handedly shut down surge waves.)

Slug Shotgun

  • Damage Increased, 21 -> 27 (Better staggering, precision damage = 20)
  • Fire rate increased, 80 -> 93.75 RPM
  • Mag Size increased, 6 -> 8
  • Max Ammo increased, 44 -> 52 (cost 12 -> 10.4)

(The slug shotgun has always felt fun to use, but very underpowered compared to the rest of the shotguns in the game, this may be an overbuff though.)

Special Weapons

Heavy Assault Rifle

  • Max Ammo increased slightly, 149 -> 165 (cost 1.92 -> 1.7)
  • Recoil decreased by about 30%

Short Rifle

  • Reworked considerably to closer reflect the weapon's namesake, very increased close range damage effectiveness but falls off at mid-long range where DMR and PR shine.
  • Ammo Max reduced, 196 -> 73.5 (cost 1.38 -> 4)
  • Magazine Size reduced, 30 -> 16
  • Damage increased, 4.81 -> 10.01
  • Precision multiplier reduced, 0.7413x -> 0.6x
  • Stagger multiplier increased, 0.5x ->1x
  • Fire rate reduced, 1500 -> 300 RPM
  • Reload Speed reduced, 1.7 -> 2.3
  • Falloff Distance reduced, 8-58m -> 5-45m

Burst Rifle

  • Changed to special weapon because trying to balance this alongside carbine, DMR, burst pistol and rifle was a massive pain in the ass. Massively reworked stats to compete with the other rifles in special slot.
  • Burst Fire rate decreased, 1500 -> 750
  • Burst Delay increased, 0.15 -> 0.2
  • Magazine Size reduced, 30 -> 24
  • Reload Speed reduced, 2.0 -> 2.5s
  • Damage massively increased, 2.71 (8.13 burst) -> 3.63 (10.89 burst)
  • Precision Multiplier massively increased, 0.8667 -> 1.2x
  • Max Ammo reworked for special and reduced, 308 -> 165 (cost 1.65 -> 1.74)

Shotgun

  • Falloff Distance increased, 4m-40m -> 7m-42m

(This weapons output always felt a bit underwhelming, so falloff been tuned up a bit, to make its max ammo buff from R8 feel more impactful)

Combat Shotgun

  • Changed to Defender Shotgun, taking away a notable chunk of its DPS capabilities that made it too oppressive as DPS + CC, and making it a sidegrade to hel shotgun.
  • Magazine size increased, 12 -> 15
  • Damage decreased, pellets increased, 15.06 (2.51 x 6) -> 10.72 (1.34 x 8)
  • Max Ammo increased, 69 -> 84 (Cost 4 -> 3.33)
  • Stagger Multiplier increased, 2x -> 2.2x
  • Fire rate increased, 240 -> 270 RPM

Scattergun

  • Changed to Hydra Scattergun, the scattergun has always dealt a problematic amount of burst damage, so I took the weapon's "drei" name, and reworked it around that.
  • Magazine size increased, 2 -> 3
  • Damage massively reduced, 153.6 (4.8x32) -> 80.32 (2.51x32)
  • Precision Multiplier reduced, 0.7333 -> 0.64x
  • Ammo Max increased, 16 -> 21 (cost 16.3 -> 10.95)
  • Reload Speed decreased, 2.66 -> 3.3
  • Falloff worsened, 4-30m -> 4-24m
  • Fire rate decreased, 92rpm -> 81rpm
  • Flashlight changed to Short Range Flashlight

Choke Mod Shotgun

  • Reload Cancel Improved
  • Fire rate reduced 1500 -> 800 RPM

Revolver

  • Damage increased, 14.21 -> 17.01
  • Precision Multiplier increased, 0.7413x -> 0.8x
  • Max Ammo decreased, 52 -> 45 (cost 4.9 -> 5.9)

(Made to compete with the hel gun in the same slot, doing better against flyers, big flyers and hybrids, but worse against charger hordes.)

Arbalist Machinegun

  • Renamed to HEL Machinegun, made to be a viable option against nightmare hordes due to the increased precision multiplier and penetration.
  • Damage decreased, 5.35 -> 4.5
  • Precision Multiplier increased, 0.7413 -> 0.8889x
  • Stagger Multiplier reduced, 1.0 -> 0.5x
  • Pierce added, 1
  • Recoil reduced by about ~25-30% (being a heavier machine gun than the veruta, it should have significantly lower recoil.)
  • Max ammo reduced, 184 -> 160 (cost 1.595 -> 1.92)
  • Reload Speed reduced, 3 -> 3.75

Veruta Machinegun

  • Recoil reduced by ~10%
  • Damage Increased, 3.51 -> 3.76
  • Max Ammo slightly increased, 260 -> 275 (bullet cost 1.15 -> 1.065)
  • Reload Cancel slowed

(Inversely to the Arbalist, this weapon was improved against charger hordes, made to make both of them enticing for later game levels.)

Burst Cannon

  • Magazine Size decreased, 20 -> 18 so that the 3 burst divides evenly
  • Max ammo unchanged, 66 -> 66 (due to mag change, bullet cost 5.0 -> 4.79)

HEL Gun

  • Magazine Size reduced, 9 -> 8
  • Max Ammo Reduced, 49 -> 40 (cost 5.74 -> 7.187)

(May be an overnerf of ammo, but made to rein in its sheer ammo efficiency in group horde enviornments.)

High Caliber Pistol

  • Max Ammo Increased, 31 -> 32 (ammo cost 9 -> 8.84)

Precison Rifle

  • Precision Multiplier increased, 1.3x -> 1.43x

(I felt like Vanilla Reloaded massively overstepped in rebalancing this weapon, PM increased to hit better thresholds against everything suceptible to it.)

Sniper

  • Magazine Size increased, 2 -> 3
  • Reload Speed reduced, 3.5s -> 4.0s

(I think the sniper needs a 3 mag like most other mods, but I never agreed with increasing its reload speed as well.)

HEL Rifle

  • Max Ammo reduced, 28 -> 25 (cost 10 -> 11.5)
  • Pierce reduced, 5 -> 3

(Extremely ammo efficient weapon, toned down a bit to hopefully reign things in a bit but ensure it still being a very attractive option. May need to nerf more.)

Melee Weapons

Sledgehammer

  • Unchanged, despite being overly safe as an option, i believe it still has weaknesses that ensure its omnipresence isn't a result of overtuning.

Knife

  • Unchanged, its power level appropriately rewards skilled play while not being too overpowered at anything, still has notable weaknesses to keep it in check.

Spear

  • Sprint speed when charging penalty reduced, 0.75 -> 0.9x
  • Light Damage 2 -> 2.5
  • Light Precision Multiplier reduced, 1.3 -> 1.1x
  • Charge time 1.8s -> 1.6s
  • Charge/Shove Drain 5% -> 3%

(I mostly agreed with tru's Vanilla Reloaded here, but I removed most of the movement speed penalty, and i reduced the power of precision light attacks and re-introduced stamina drain.)

Bat

  • Charged Damage 12 -> 13
  • Light Damage 3 -> 4,
  • Light stagger 5x -> 4x
  • Light Precision Multiplier 1x -> 0.8x

(Again, agreed with Vanilla Reloaded for the most part, but didnt want striker 1taps to the occiput, instead 1 back charged hit + 1 tap kill on chargers.)

Tools

Burst Sentry

  • Unchanged, i felt Vanilla Reloaded's changes were too minor to really matter, and it does have downsides against giants and surges, so I feel it's in a good spot.

Sniper Sentry

  • Maximum ammo increased, 32 -> 35 (cost 16.0 -> 15.0)
  • Shot delay icreased, 2.6 -> 2.8
  • Start fire delay lowered, 2.8 -> 2.0
  • Bio-symbiosis start fire delay multiplier increased, 0.5 -> 0.7

(Identical to Vanilla reloaded, I think they got it just right.)

HEL Auto Sentry

  • Maximum ammo increased, 751 -> 955 (cost 0.7 -> 0.55)
  • Shot delay increased, 0.08 -> 0.1
  • Start fire delay reduced, 1.0 -> 0.75

(Nearly identical to Vanilla Reloaded, I just felt like it was a bit too efficient when placed directly next to a team actively firing alongside it, but increased its responsiveness.)

Shotgun Sentry

  • Damage total increased, 15.05 -> 30.1 (Pellet count increased 5 -> 10, damage unchanged from 3.01)
  • Shot delay increased, 0.75 -> 1.333
  • Start fire delay reduced, 0.5 -> 0.3
  • Rotation speed massively increased, 8.0 -> 20.0
  • Detection max range reduced, 10 -> 8
  • Detection max angle increased, 40 -> 50
  • Changed targeting to fire towards the body of enemies rather than their head
  • Bio-symbiosis start fire delay multiplier increased, 0.25 -> 0.75
  • Bio-symbiosis rotation speed multiplier reduced, 2.0 -> 1.0
  • Bio-symbiosis bullet cost multiplier increased, 0.5 -> 0.75
  • Bio-symbiosis shot delay multiplier increased, 0.6 -> 0.75

(Similar to Vanilla Reloaded, but adjusted towards more damage and overall slower firing speed, making it more efficient for chargers and nightmares overall.)

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