A Weapon Re-balance Mod (Patch 4 OK!)

For community content (fan-art, fanfic, etcetera) for Wasteland 2.

Moderator: Ranger Team Alpha

Halfgeek
Acolyte
Posts: 74
Joined: October 11th, 2014, 5:00 pm

A Weapon Re-balance Mod (Patch 4 OK!)

Post by Halfgeek » October 23rd, 2014, 10:14 pm

Greetings fellow Wastelanders,

I'm a solo gamedev hobbyist who loves RPGs, particularly those with sci-fi or post-apocalyptic themes. The Fallout series are my favorite games.

I've enjoyed WL2 tremendously, over 120 hours into WL2 (Patch 2 #58154) so far, playing with all types of ranged weapons. I've noticed a few glaring weapon design imbalances on my journey in the wasteland.

1. MGs are currently weaker AR, no mods, less range, less accuracy, fire more rounds for less DMG & prone to jams. It's fine that they have weaknesses, but they also need a major advantage (ie. DMG) which they currently lack.

2. SMGs are again weaker AR with poor range. Its just bad design to have close range SMGs that spray so many higher caliber .45 rounds doing less damage than AR which can hit to 40m+ with high accuracy.

3. Pistols get useless really quick, because it starts with 2/3 AP per shot, then becomes 4 and then 6 AP per shot... as slow as a Sniper Rifle. Also damage is abysmal for bigger rounds.

4. Most shotguns are awful. Weak damage when you cannot hit 3+ enemies, rare as most fights are in open spaces.

5. Energy Weapons (except GRB), are weak even when fired against high armored targets. The Death Ray, the ultimate EW (besides GRB), does ~140 dmg per shot to armored targets. They do not crit or get bonus headshot damage.

6. Sniper Rifles are fine for the most part, but could use a few tweaks. It doesn't get any meaningful range advantage compared to AR, because most combat situations occur within 40m and AR can already hit beyond 40m with mods/scopes.

7. Burst fire headshot is too accurate, particularly for AR, easily reaching 100% accuracy.

The goal is to make all the classes of ranged weapons useful (competitive with AR), by giving them a niche where they excel at, rather than currently, AR is just better against everything, at any range. Also, bladed weapons need a buff!

The updated (v2) ZIP file of the mod is here on Dropbox:
https://www.dropbox.com/s/hryn6851plwhv ... 2.zip?dl=0

It took me a few days away from my work to create & balance/play test this mod, as far as I am aware, it's all working 100%.

*** If you appreciate this Mod, please give me a few seconds of your time and help me get my game on Steam by voting YES on Greenlight @ http://steamcommunity.com/sharedfiles/f ... =317966541

Thanks!

[HOW TO INSTALL] :o
Find your WL2 folder at \Steam\SteamApps\common\Wasteland 2\Build\WL2_Data\Streaming\Items and find the file:

ItemTemplates.unity3d

Move it (backup) into another folder anywhere, this is your default data if you want to revert back. Do not leave it renamed as something else in that folder, the files in that folder gets loaded regardless, and will cause a conflict.

Put the modded ItemTemplates.unity3d into that folder. That's it!

COMPATIBLE WITH CURRENT GAMES IN PROGRESS!

=================
LIST OF CHANGES
=================

[ASSAULT RIFLES]
Design goal: Moderate DMG, medium range (giving Sniper Rifle a niche) with optional 3x burst, good penetration.

* Burst mode is moderately inaccurate, requiring good accuracy mods. G41 was too accurate with mods for burst
headshot (easily reaching 100%). Fix some guns (AUG, G3 & FN-Fal etc) being useless due to low damage.

* Ideally, burst mode aiming for Headshot should be ~75% accurate and not 100%, leading to serious imbalance where
AR can do ~450 DMG per turn, with great range, good penetration, out classing every other range weapons.

* Even without headshot, a burst from high end AR deals around ~220 dmg with potential crits x1.5 damage
(high crit %), that puts its potential damage in the moderate category per turn.

* Each Tier, there's originally one fast and one slower AR. Build on that design philosophy: The AR with 5 AP burst
means a fast character with 10 AP can burst 2x per turn, doing major damage.

M4 Carbine (Tier 2-1; AP 5/8; 5.56mm; Cap 30; Crit 1.5x; Dmg 19-27; Jam 4%; Pen 3; Range 20m) * Burst -15 acc
>M4 Carbine (Tier 2-1; AP 5/7; 5.56mm; Cap 30; Crit 1.5x; Dmg 19-27; Jam 4%; Pen 3; Range 20m) * Burst -10 acc
*1 burst Avg 69, Max 81 DMG before crits. Too early in-game for high accuracy to go for HS burst.

FAMAS (Tier 2-2; AP 4/5; 5.56mm; Cap 25; Crit 1.7x; Dmg 14-21; Jam 4%; Pen 3; Range 24m) * Burst -5 acc
>FAMAS (Tier 2-2; AP 4/5; 5.56mm; Cap 25; Crit 1.7x; Dmg 14-21; Jam 4%; Pen 3; Range 24m) * Burst -15 acc
*2 burst Avg 105, Max 126 DMG before crits.

HK33 (Tier 3-1; AP 4/6; 5.56mm; Cap 20; Crit 1.6x; Dmg 16-25; Jam 3%; Pen 4; Range 20m) * Burst -5 acc
>HK33 (Tier 3-1; AP 4/5; 5.56mm; Cap 20; Crit 1.6x; Dmg 16-25; Jam 3%; Pen 4; Range 20m) * Burst -20 acc
*2 burst Avg 123, Max 150 DMG before crits.

M16 (Tier 3-2; AP 5/7; 5.56mm; Cap 30; Crit 1.6x; Dmg 37-48; Jam 3%; Pen 4; Range 24m) * Burst -15 acc
>M16 (Tier 3-2; AP 5/7; 5.56mm; Cap 30; Crit 1.6x; Dmg 27-38; Jam 3%; Pen 4; Range 24m) * Burst -15 acc
*1 burst Avg 97, Max 114 DMG before crits. Still too early for high acc HS burst.

AK-47 (Tier 4-1; AP 5/7; 7.62mm; Cap 30; Crit 2.4x; Dmg 30-50; Jam 4%; Pen 5; Range 22m) * Burst -20 acc
>AK-47 (Tier 4-1; AP 5/7; 7.62mm; Cap 30; Crit 2.4x; Dmg 30-50; Jam 4%; Pen 5; Range 22m) * Burst -30 acc
*1 burst Avg 120, Max 150 DMG before crits. High Crit Mult! Reduce burst acc, high risk vs reward weapon,
can miss some rounds or hit all and crits for major damage.

AUG (Tier 4-2; AP 4/6; 5.56mm; Cap 30; Crit 1.7x; Dmg 26-32; Jam 2%; Pen 5; Range 22m) * Burst -10 acc
>AUG (Tier 4-2; AP 4/5; 5.56mm; Cap 30; Crit 1.7x; Dmg 26-32; Jam 2%; Pen 5; Range 22m) * Burst -20 acc
*2 burst Avg 174, Max 192 DMG before crits.

G3 (Tier 5-1; AP 4/8; 7.62mm; Cap 30; Crit 1.7x; Dmg 20-34; Jam 2%; Pen 6; Range 28m) * Burst -15 acc
>G3 (Tier 5-1; AP 5/7; 7.62mm; Cap 30; Crit 1.7x; Dmg 40-66; Jam 2%; Pen 6; Range 22m) * Burst -25 acc
* G3 is known as a Battle Rifle, slower RoF but more dmg/stopping power. 1 burst Avg 159, Max 198 DMG.
Headshot burst becomes an option with Flash Suppressor, Laser Sight mod at ~75% accuracy.

AK-97 (Tier 5-2; AP 5/7; 7.62mm; Cap 30; Crit 1.5x; Dmg 45-66; Jam 2%; Pen 6; Range 35m) * Burst -35 acc
>AK-97 (Tier 5-2; AP 4/5; 7.62mm; Cap 30; Crit 1.5x; Dmg 30-40; Jam 2%; Pen 6; Range 24m) * Burst -25 acc
* G3 is the slower AR in T5, so AK-97 (refined AK-47) becomes the faster AR. 2 burst Avg 210, Max 240 DMG
before crits.

FN-Fal (Tier 6-1; AP 4/6; 7.62mm; Cap 30; Crit 1.5x; Dmg 24-38; Jam 2%; Pen 7; Range 26m) * Burst -20 acc
> FN-Fal (Tier 6-1; AP 4/5; 7.62mm; Cap 30; Crit 1.5x; Dmg 35-50; Jam 2%; Pen 7; Range 24m) * Burst -25 acc
* 2 burst Avg 255, Max 300 DMG before crits. With crits (AR high crit rate), potentially 450 dmg max.

G41 (Tier 6-2; AP 5/7; 7.62mm; Cap 30; Crit 1.6x; Dmg 57-75; Jam 2%; Pen 7; Range 35m) * Burst -05 acc
>G41 (Tier 6-2; AP 5/7; 7.62mm; Cap 30; Crit 1.6x; Dmg 57-75; Jam 2%; Pen 7; Range 25m) * Burst -25 acc
* 1 burst Avg 198, Max 225 DMG. Headshot burst 450 DMG max. Reduced accuracy, with mods and maxed
skill, ~80% accurate.

===============================================================================================

[HEAVY MACHINE GUNS]

Pros: Potentially more damage than AR, medium range.
Cons: No mods, less accurate, fire more ammo, prone to jams.

* Reduce accuracy further (7.62mm variants) to prevent Headshot burst being reliably accurate. Hip firing a big
MG and being super accurate for headshot is just off...
* Increase optimal range (default MG suffer -40 acc beyond ~12m, making them "close range" weapons) to 20m.
* MGs by default get very low crit chance from skill.

M2 (Tier 1-1; AP 6; 5.56mm; Cap 30; Crit 1.5x; Dmg 4-7x8; Jam 2%; Pen 2; Range 22m)
>M2 (Tier 1-1; AP 7; 5.56mm; Cap 30; Crit 1.5x; Dmg 6-12x5; Jam 2%; Pen 2; Range 24m)
* Avg 45, Max 60 DMG.

Bren (Tier 2-1; AP 5; 5.56mm; Cap 36; Crit 1.8x; Dmg 9-14x5; Jam 2%; Pen 3; Range 20m)
>Bren (Tier 2-1; AP 7; 5.56mm; Cap 36; Crit 1.8x; Dmg 18-28x5; Jam 2%; Pen 3; Range 24m)
* Avg 115, Max 140 DMG.

Bar (Tier 3-1; AP 6; 5.56mm; Cap 24; Crit 1.5x; Dmg 15-22x6; Jam 2%; Pen 4; Range 22m)
>Bar (Tier 3-1; AP 7; 5.56mm; Cap 24; Crit 1.5x; Dmg 20-30x6; Jam 2%; Pen 4; Range 24m)
* Avg 150, Max 180 DMG.

Big Betty (Tier 4-1; AP 6; 7.62mm; Cap 100; Crit 1.6x; Dmg 10-20x6; Jam 1%; Pen 4; Range 24m)
>Big Betty (Tier 4-1; AP 8; 7.62mm; Cap 100; Crit 1.6x; Dmg 25-40x5; Jam 1%; Pen 5; Range 28m) Acc - 10
* Avg 162, Max 200 DMG.

M60 (Tier 4-1; AP 5; 7.62mm; Cap 100; Crit 1.5x; Dmg 15-24x5; Jam 2%; Pen 5; Range 24m)
>M60 (Tier 4-1; AP 8; 7.62mm; Cap 100; Crit 1.5x; Dmg 30-50x5; Jam 2%; Pen 5; Range 28m) Acc - 15
* Avg 200, Max 250 DMG.

SAW (Tier 5-1; AP 8; 7.62mm; Cap 100; Crit 1.5x; Dmg 17-25x6; Jam 2%; Pen 6; Range 24m)
>SAW (Tier 5-1; AP 8; 7.62mm; Cap 100; Crit 1.5x; Dmg 40-60x5; Jam 2%; Pen 6; Range 28m) Acc - 20
* Avg 250, Max 300 DMG.

Minigun (Tier 6-1; AP 7; 7.62mm; Cap 200; Crit 1.6x; Dmg 22-30x8; Jam 0%; Pen 7; Range 24m)
>Minigun (Tier 6-1; AP 8; 7.62mm; Cap 200; Crit 1.6x; Dmg 30-60x8; Jam 1%; Pen 7; Range 28m) Acc - 25
* Avg 360, Max 480 DMG. Unreliable with HS, but high damage with a chance of jam!

===============================================================================================

[SUB-MACHINE GUNS]
Design goal: High DMG, close range burst, low penetration (weak against armored targets).

* Basically a short range AR with higher damage (bigger caliber rounds) but lower penetration. It should be
the supreme single target weapon in close range against [soft-targets].

* At most Tiers, there's a fast SMG (great for Rangers with 10AP) with 5 AP per burst & slower SMG with 7 AP
per burst (good for later with mods to aim for headshot).

* SMGs get a good crit rate from skill ups, so factor in around ~40% crit rate to final dmg of normal bursts.

Greaser (Tier 1-1; AP 5; .38 Cal; Cap 30; Crit 1.5x; Dmg 8-11x3; Jam 3%; Pen 2; Range 12m)
>Greaser (Tier 1-1; AP 5; .38 Cal; Cap 30; Crit 1.5x; Dmg 8-11x3; Jam 3%; Pen 1; Range 12m)

Mark II Sven (Tier 1-2; AP 4; .38 Cal; Cap 32; Crit 1.6x; Dmg 6-7x3; Jam 3%; Pen 2; Range 16m)
>Mark II Sven (Tier 1-2; AP 5; .38 Cal; Cap 32; Crit 1.6x; Dmg 10-14x3; Jam 3%; Pen 1; Range 16m)

Mark 27 (Tier 1-3; AP 4; .38 Cal; Cap 32; Crit 1.7x; Dmg 5-8x3; Jam 3%; Pen 2; Range 14m)
>Mark 27 (Tier 1-3; AP 5; .38 Cal; Cap 32; Crit 1.7x; Dmg 10-16x3; Jam 3%; Pen 1; Range 14m)

Skorpion (Tier 2-1; AP 4; .38 Cal; Cap 20; Crit 1.5x; Dmg 6-11x3; Jam 3%; Pen 2; Range 15m)
>Skorpion (Tier 2-1; AP 5; .38 Cal; Cap 20; Crit 1.5x; Dmg 15-20x3; Jam 3%; Pen 1; Range 15m)
*2 burst Avg 105, Max 120.

Psoz, Mark II (Tier 2-1; AP 5; .38 Cal; Cap 20; Crit 1.5x; Dmg 16-19x3; Jam 3%; Pen 2; Range 10m)
> Psoz, Mark II (Tier 2-1; AP 5; .38 Cal; Cap 20; Crit 1.5x; Dmg 15-25x3; Jam 3%; Pen 1; Range 10m)
*2 burst Avg 120, Max 150.

PP-81 (Tier 2-2; AP 5; .38 Cal; Cap 35; Crit 1.5x; Dmg 8-12x4; Jam 3%; Pen 2; Range 13m)
>PP-81 (Tier 2-2; AP 7; .38 Cal; Cap 35; Crit 1.5x; Dmg 25-35x3; Jam 3%; Pen 1; Range 13m)
*1 burst Avg 90, Max 105.

Uzi (Tier 3-1; AP 5/7; 9mm; Cap 30; Crit 1.5x; Dmg 16-23x3; Jam 3%; Pen 3; Range 11m)
>Uzi (Tier 3-1; AP 5/7; 9mm; Cap 30; Crit 1.5x; Dmg 20-30x3 / x5; Jam 3%; Pen 2; Range 13m)
*2 x 5AP burst Avg 150, Max 180. 1x 7AP burst Avg 125, Max 150.

Mac 17 (Tier 3-2; AP 6; .45 Cal; Cap 30; Crit 1.5x; Dmg 12-21x5; Jam 4%; Pen 3; Range 15m)
>Mac 17 (Tier 3-2; AP 7; .45 Cal; Cap 30; Crit 1.5x; Dmg 30-50x3; Jam 4%; Pen 3; Range 13m)
*1 burst Avg 120, Max 150.

TMP9 (Tier 4-1; AP 5/7; 9mm; Cap 20; Crit 1.5x; Dmg 13-22x4; Jam 2%; Pen 4; Range 13m)
>TMP9 (Tier 4-1; AP 5/7; 9mm; Cap 20; Crit 1.5x; Dmg 25-35x3 / x5; Jam 2%; Pen 3; Range 13m)
*2 x 5AP burst Avg 180, Max 210. 1x 7AP burst Avg 150, Max 175.

Tommy Gun (Tier 4-2; AP 5/7; .45 Cal; Cap 50; Crit 1.5x; Dmg 14-19x5; Jam 3%; Pen 4; Range 15m)
>Tommy Gun (Tier 4-2; AP 6/7; .45 Cal; Cap 50; Crit 1.5x; Dmg 30-50x3/ x4; Jam 3%; Pen 4; Range 15m)
*1 x 7AP burst Avg 160, Max 200. 2x 6 AP burst Avg 240, Max 300.

MP5k (Tier 5-1; AP 3/4; 9mm; Cap 30; Crit 1.8x; Dmg 11-15x3; Jam 2%; Pen 5; Range 12m)
>MP5k (Tier 5-1; AP 4/5; 9mm; Cap 30; Crit 1.8x; Dmg 20-30x3 / x4; Jam 2%; Pen 4; Range 12m)
*2 burst Avg 200, Max 240. High damage with more bullets, but lower pen.

HLK (Tier 5-1; AP 3/6; 9mm; Cap 30; Crit 2.4x; Dmg 13-16x3; Jam 2%; Pen 4; Range 14m)
>HLK (Tier 5-1; AP 4/5; 9mm; Cap 30; Crit 2.4x; Dmg 20-30x3 / x4; Jam 2%; Pen 3; Range 14m)
*2 burst Avg 200, Max 240. 2.4x crit multiplier!

MP5 (Tier 5-2; AP 4/6; 9mm; Cap 30; Crit 1.5x; Dmg 17-31x3; Jam 2%; Pen 5; Range 11m)
>MP5 (Tier 5-2; AP 5/7; 9mm; Cap 30; Crit 1.5x; Dmg 25-40x3 / x5; Jam 2%; Pen 4; Range 16m)
*2 x 5AP burst Avg 192, Max 200. 1 x 7AP burst Avg 160, Max 200. Good for Headshot burst.

The Eviscerator (Unique; AP 6; .38 Cal; Cap 32; Crit 1.4x; Dmg 22-25 x6; Jam 3%; Pen 7; Range 14m)
>The Eviscerator (Unique; AP 6; .38 Cal; Cap 32; Crit 1.4x; Dmg 22-25 x6; Jam 3%; Pen 7; Range 14m)
* Left it alone as its a unique SMG which some would like as is.

UMP (Tier 6-1; AP 4/6; .45 Cal; Cap 30; Crit 1.5x; Dmg 13-17x3; Jam 2%; Pen 6; Range 13m)
>UMP (Tier 6-1; AP 4/6; .45 Cal; Cap 30; Crit 1.5x; Dmg 30-50x3 / x5; Jam 2%; Pen 5; Range 15m)
*2 burst Avg 240, Max 300. Good for a 12 AP Ranger, can get 2 big bursts for major damage.

AR-Short .45 (Tier 6-2; AP 5/8; .45 Cal; Cap 30; Crit 1.5x; Dmg 24-32x3; Jam 2%; Pen 6; Range 16m)
>AR-Short .45 (Tier 6-2; AP 5/7; .45 Cal; Cap 30; Crit 1.5x; Dmg 40-60x3 / x4; Jam 2%; Pen 5; Range 16m)
* 10 AP Ranger can go with 2 x 5AP burst or 1 x 7AP + Headshot burst. 2x burst Avg 300, Max 360.
1x 7AP + HS = Avg 400, max 480. The 2 non-HS burst also gets potential criticals!

===============================================================================================

[PISTOLS]
Design goal: Moderate DMG, average range (longer than shotguns but less than AR), low penetration.

* Fires larger rounds (presumed ACP/Hollowpoint) than AR. IF it pentrates should deal more damage. Guns
firing 0.45 cal should damage basically close to a Sniper Rifle but short range, low pen.

* An optimal Pistol Ranger requires 9 or 10 AP. 9 AP Ranger can use 3AP Handguns, firing 3 rounds per turn.
10 AP Ranger can wield 4AP Handguns and fire 1 aimed headshot and 1 normal round per turn.

* .45 handguns with a Scope are popular with big game hunters, so don't underestimate them!
http://www.fieldandstream.com/articles/ ... er-hunting

Rose's Thorn (Handgun_Flintlock; AP 4; 12 Gauge; Cap 1; Crit 2x; Dmg 5-13; Jam 4%; Pen 1; Range 9m)
>Rose's Thorn (Handgun_Flintlock; AP 4; 12 Gauge; Cap 1; Crit 2x; Dmg 8-16; Jam 4%; Pen 1; Range 9m)

Ol' Navy Revolver (Tier 1-2; AP 4; .38 Cal; Cap 6; Crit 1.7x; Dmg 9-14; Jam 4%; Pen 1; Range 10m)
>Ol' Navy Revolver (Tier 1-2; AP 4; .38 Cal; Cap 6; Crit 1.7x; Dmg 10-16; Jam 4%; Pen 1; Range 14m)

.38 Semi-Automatic (Tier 1-3; AP 3; .38 Cal; Cap 6; Crit 1.6x; Dmg 7-12; Jam 4%; Pen 1; Range 13m)
>.38 Semi-Automatic (Tier 1-3; AP 3; .38 Cal; Cap 6; Crit 1.6x; Dmg 10-15; Jam 4%; Pen 1; Range 16m)

Marakov (Tier 2-1; AP 3; .38 Cal; Cap 8; Crit 1.8x; Dmg 9-15; Jam 4%; Pen 2; Range 10m)
>Marakov (Tier 2-1; AP 3; .38 Cal; Cap 8; Crit 1.8x; Dmg 10-20; Jam 4%; Pen 2; Range 16m)

Midnight Special (Tier 2-2; AP 2; .38 Cal; Cap 6; Crit 1.5x; Dmg 7-11; Jam 3%; Pen 2; Range 10m)
>Midnight Special (Tier 2-2; AP 2; .38 Cal; Cap 6; Crit 1.5x; Dmg 8-14; Jam 3%; Pen 2; Range 14m)

.38 Revolver (Tier 3-1; AP 3; .38 Cal; Cap 6; Crit 1.6x; Dmg 17-22; Jam 4%; Pen 3; Range 10m)
>.38 Revolver (Tier 3-1; AP 3; .38 Cal; Cap 6; Crit 1.6x; Dmg 20-30; Jam 0%; Pen 2; Range 16m)

FFS Benetto (Tier 3-2; AP 4; 9mm; Cap 12; Crit 1.5x; Dmg 20-30; Jam 5%; Pen 3; Range 14m)
>FFS Benetto (Tier 3-2; AP 4; 9mm; Cap 12; Crit 1.5x; Dmg 25-35; Jam 5%; Pen 3; Range 18m)

Click 17 (Tier 4-1; AP 4; 9mm; Cap 12; Crit 1.5x; Dmg 21-26; Jam 3%; Pen 4; Range 10m)
>Click 17 (Tier 4-1; AP 3; 9mm; Cap 12; Crit 1.5x; Dmg 25-35; Jam 3%; Pen 3; Range 18m)

.45 Peace Keeper (Tier 4-2; AP 6; .45 Cal; Cap 6; Crit 2x; Dmg 34-50; Jam 0%; Pen 4; Range 12m)
>.45 Peace Keeper (Tier 4-2; AP 4; .45 Cal; Cap 6; Crit 2x; Dmg 34-60; Jam 0%; Pen 4; Range 16m)

Click 19 (Tier 5-1; AP 4; 9mm; Cap 15; Crit 1.5x; Dmg 24-38; Jam 2%; Pen 5; Range 10m)
>Click 19 (Tier 5-1; AP 3; 9mm; Cap 15; Crit 1.5x; Dmg 30-50; Jam 2%; Pen 4; Range 18m)

.45 Widow Maker (Tier 5-2; AP 3; .45 Cal; Cap 6; Crit 1.5x; Dmg 22-28; Jam 0%; Pen 5; Range 12m)
>.45 Widow Maker (Tier 5-2; AP 4; .45 Cal; Cap 6; Crit 1.5x; Dmg 50-90; Jam 0%; Pen 5; Range 20m)

Wasteland Hawk (Tier 6-1; AP 4; .45 Cal; Cap 7; Crit 1.5x; Dmg 30-40; Jam 2%; Pen 6; Range 12m)
>Wasteland Hawk (Tier 6-1; AP 3; .45 Cal; Cap 7; Crit 1.5x; Dmg 50-90; Jam 2%; Pen 5; Range 18m)

M1911 (Tier 6-2; AP 6; .45 Cal; Cap 7; Crit 1.5x; Dmg 50-70; Jam 0%; Pen 7; Range 12m)
>M1911 (Tier 6-2; AP 4; .45 Cal; Cap 7; Crit 1.5x; Dmg 60-110; Jam 2%; Pen 5; Range 18m)

===============================================================================================

[SHOTGUNS]
Design Goal: High DMG, close range AoE. Low PEN, great at clearing soft targets but not able to plow through
armored foes.

* Currently shotguns overall are very weak (except for OU, Spaz, Jack), with single-fire shotguns dealing very
low damage. It's just not rewarding to get into your enemy's face and tickle them.

* Boost all shotgun damage, but reduce PEN, making it a niche weapon against soft targets where it shines. Still
useful against groups of high armored enemies, but weak against a single armored target.

Mississippi Mule (Flintlock; AP 5; 12 Gauge; Cap 2; Crit 1.2x; Dmg 10-14x2; Jam 2%; Pen 2; Range 9m)
>Mississippi Mule (Flintlock; AP 5; 12 Gauge; Cap 2; Crit 1.2x; Dmg 12-18x2; Jam 2%; Pen 1; Range 9m)

Pump Shotgun (Tier 1-1; AP 5; 12 Gauge; Cap 7; Crit 1.5x; Dmg 14-18; Jam 2%; Pen 1; Range 12m)
>Pump Shotgun (Tier 1-1; AP 4; 12 Gauge; Cap 7; Crit 1.5x; Dmg 14-20; Jam 2%; Pen 1; Range 12m)

Sawed Off (Tier 1-2; AP 5/6; 12 Gauge; Cap 2; Crit 1.5x; Dmg 13-16 / 2x; Jam 2%; Pen 1; Range 9m)
>Sawed Off (Tier 1-2; AP 4/5; 12 Gauge; Cap 2; Crit 1.5x; Dmg 14-18 / 2x; Jam 2%; Pen 1; Range 9m)

Coach Gun (Tier 2-1; AP 5; 12 Gauge; Cap 2; Crit 2x; Dmg 21-28; Jam 2%; Pen 2; Range 12m)
>Coach Gun (Tier 2-1; AP 5; 12 Gauge; Cap 2; Crit 2x; Dmg 21-28x2; Jam 2%; Pen 1; Range 12m)

Lever Action (Tier 2-2; AP 5; 12 Gauge; Cap 5; Crit 2x; Dmg 18-34; Jam 2%; Pen 2; Range 10m)
>Lever Action (Tier 2-2; AP 4; 12 Gauge; Cap 5; Crit 2x; Dmg 24-40; Jam 2%; Pen 2; Range 10m)

M-37 Pump Action (Tier 3-1; AP 4; 12 Gauge; Cap 6; Crit 1.6x; Dmg 21-28; Jam 2%; Pen 3; Range 12m)
>M-37 Pump Action (Tier 3-1; AP 4; 12 Gauge; Cap 6; Crit 1.6x; Dmg 28-45; Jam 2%; Pen 2; Range 12m)

SOSG (Tier 3-2; AP 4; 12 Gauge; Cap 12; Crit 2x; Dmg 19-30; Jam 2%; Pen 3; Range 14m)
>SOSG (Tier 3-2; AP 4; 12 Gauge; Cap 12; Crit 2x; Dmg 25-50; Jam 2%; Pen 2; Range 14m)

Over Under (Tier 4-1; AP 3/4; 12 Gauge; Cap 2; Crit 2x; Dmg 28-35 / 2x; Jam 2%; Pen 4; Range 13m)
>Over Under (Tier 4-1; AP 3/4; 12 Gauge; Cap 2; Crit 2x; Dmg 28-45 / 2x; Jam 2%; Pen 3; Range 13m)

Street Cleaner (Tier 4-2; AP 4; 12 Gauge; Cap 20; Crit 2x; Dmg 20-37; Jam 2%; Pen 4; Range 13m)
>Street Cleaner (Tier 4-2; AP 4; 12 Gauge; Cap 20; Crit 2x; Dmg 35-60; Jam 2%; Pen 3; Range 13m)

Hoblet's (Tier 4-3; AP 3/4; 12 Gauge; Cap 2; Crit 2x; Dmg 27-32 / 2x; Jam 3%; Pen 4; Range 13m; +1 Hard Ass)
>Hoblet's (Tier 4-3; AP 3/4; 12 Gauge; Cap 2; Crit 2x; Dmg 30-50 / 2x; Jam 3%; Pen 3; Range 13m; +1 Hard Ass)

The Holdup (Tier 5-1; AP 3; 12 Gauge; Cap 5; Crit 2x; Dmg 24-35; Jam 2%; Pen 5; Range 13m)
>The Holdup (Tier 5-1; AP 3; 12 Gauge; Cap 5; Crit 2x; Dmg 35-60; Jam 2%; Pen 3; Range 13m)

Tactical Shotgun (Tier 5-2; AP 4; 12 Gauge; Cap 7; Crit 1.5x; Dmg 33-48; Jam 2%; Pen 5; Range 13m)
>Tactical Shotgun (Tier 5-2; AP 4; 12 Gauge; Cap 7; Crit 1.5x; Dmg 55-80; Jam 2%; Pen 4; Range 13m)

Spaz 12 (Tier 6-1; AP 5/8; 12 Gauge; Cap 9; Crit 2x; Dmg 55-70 / 3x; Jam 2%; Pen 6; Range 13m) * Burst -50 acc
>Spaz 12 (Tier 6-1; AP 5/8; 12 Gauge; Cap 9; Crit 2x; Dmg 55-80 / 3x; Jam 2%; Pen 5; Range 13m) * Burst -30 acc

Jackhammer (Tier 6-2; AP 6; 12 Gauge; Cap 10; Crit 2x; Dmg 45-60x3; Jam 2%; Pen 6; Range 13m) * Burst -15 acc
>Jackhammer (Tier 6-2; AP 7; 12 Gauge; Cap 10; Crit 2x; Dmg 55-80x3; Jam 2%; Pen 5; Range 13m) * Burst -15 acc

Crowd Control Shotgun (Toaster; AP 3; 12 Gauge; Cap 2; Crit 1.3x; Dmg 28-42x2; Jam 2%; Pen 7; Range 10m)
>Crowd Control Shotgun (Toaster; AP 3; 12 Gauge; Cap 2; Crit 1.3x; Dmg 50-70x2; Jam 2%; Pen 5; Range 10m)

===============================================================================================

[ENERGY WEAPONS]
Design Goal: High DMG only against high armored targets, medium range.

* Currently very weak (except for GRB) even against armored targets & short range.
* Needs all round buff to range & damage so all the weapons are useful.
* Separate some Tiers to fast (5AP) and slow (8AP) weapons.
* Note that EW cannot crit or headshot for bonus damage like other guns.

Phase Blaster (Tier 1-1; AP 3; Cap 6; Dmg 6-8; Range 12m; Threshold 1; x0.4/x0.9/x2.2)
>Phase Blaster (Tier 1-1; AP 3; Cap 6; Dmg 6-10; Range 18m; Threshold 1; x0.4/x0.9/x2.2)

Herbicide (Tier 1-2; AP 6/8; Cap 8; Dmg 10-19 / 3x; Range 14m; Threshold 2; x0.4/x0.9/x2.2)
>Herbicide (Tier 1-2; AP 6/8; Cap 8; Dmg 10-20 / 3x; Range 20m; Threshold 2; x0.4/x0.9/x2.2)
*1 Burst Avg 18/40/99 DMG.

Laser Carbine (Tier 2-1; AP 6; Cap 20; Dmg 6-9x3; Range 17m; Threshold 2; x0.5/x0.9/x2.4)
>Laser Carbine (Tier 2-1; AP 7; Cap 20; Dmg 10-18x3; Range 20m; Threshold 3; x0.5/x0.9/x2.4)
*1 Burst Avg 21/37/100 DMG. In between Famas & M4 Carbine.

Final Assessment (Tier 2-1; AP 3; Cap 12; Dmg 11-17; Range 10m; Threshold 3; x0.5/x1/x2.3)
>Final Assessment (Tier 2-1; AP 3; Cap 12; Dmg 15-20; Range 15m; Threshold 3; x0.5/x1/x2.3)

Laser Pistol (Tier 2-2; AP 3; Cap 10; Dmg 9-11; Range 11m; Threshold 2; x0.4/x0.9/x2.3)
>Laser Pistol (Tier 2-2; AP 3; Cap 10; Dmg 12-18; Range 18m; Threshold 2; x0.4/x0.9/x2.3)

Meson Cannon (Tier 3-1; AP 6; Cap 5; Dmg 30-38; Range 20m; Threshold 3; x0.4/x0.9/x2.2)
>Meson Cannon (Tier 3-1; AP 8; Cap 5; Dmg 50-70; Range 20m; Threshold 3; x0.4/x0.9/x2.2)
* 1 Shot Avg 24/54/132. A little stronger (high armored targets) than Tier 3 AR, but cannot crit!

Pulse Rifle (Tier 3-2; AP 4/6; Cap 10; Dmg 13-17 / 3x; Range 12m; Threshold 3; x0.4/x0.9/x2.2)
>Pulse Rifle (Tier 3-2; AP 4/7; Cap 10; Dmg 17-28 / 3x; Range 20m; Threshold 3; x0.4/x0.9/x2.2)
* 1 Burst Avg 27/60/148. Slightly better than Meson Cannon, but more ammo consumed.

Ion Blaster (Tier 4-1; AP 4; Cap 10; Dmg 15-20; Range 20m; Threshold 4; x0.4/x0.9/x2.2)
>Ion Blaster (Tier 4-1; AP 4; Cap 10; Dmg 30-40; Range 20m; Threshold 4; x0.4/x0.9/x2.2)
* 2 Shot Avg 28/63/154 DMG

WOPR Blaster (Tier 4-2; AP 4; Cap 10; Dmg 15-20; Range 20m; Threshold 3; x0.4/x0.9/x2.2)
>WOPR Blaster (Tier 4-2; AP 4; Cap 10; Dmg 25-50; Range 20m; Threshold 3; x0.4/x0.9/x2.2)
* 2 Shot Avg 30/67/165 DMG

Plasma Beamer (Tier 4-2; AP 4; Cap 10; Dmg 7-12x3; Range 12m; Threshold 4; x0.4/x0.9/x2.2)
>Plasma Beamer (Tier 4-2; AP 5; Cap 10; Dmg 10-18x3; Range 20m; Threshold 4; x0.4/x0.9/x2.2)
* 2 Burst Avg 33/75/184 DMG

Neutron Projector (Tier 5-1; AP 5; Cap 10; Dmg 40-52; Range 30m; Threshold 5; x0.4/x0.9/x2.4)
>Neutron Projector (Tier 5-1; AP 8; Cap 10; Dmg 90-110; Range 30m; Threshold 5; x0.4/x0.9/x2.4)
* 1 Shot Avg 40/90/240 DMG

Photon Cannon (Tier 5-2; AP 6; Cap 10; Dmg 34-42; Range 20m; Threshold 5; x0.4/x0.9/x2.2)
>Photon Cannon (Tier 5-2; AP 7; Cap 10; Dmg 90-120; Range 20m; Threshold 5; x0.4/x0.9/x2.2)
* 1 Shot Avg 42/94/231 DMG

Death Ray (Tier 6-1; AP 6; Cap 10; Dmg 50-70; Range 30m; Threshold 6; x0.4/x0.9/x2.4)
>Death Ray (Tier 6-1; AP 7; Cap 10; Dmg 120-160; Range 30m; Threshold 6; x0.4/x0.9/x2.4)
* 1 Shot Avg 56/126/336 DMG. It's not called a Death Ray by being weak!

Ion Beamer (Tier 6-2; AP 4; Cap 10; Dmg 14-20x2; Range 20m; Threshold 6; x0.4/x0.9/x2.2)
>Ion Beamer (Tier 6-2; AP 5; Cap 10; Dmg 30-50x2; Range 20m; Threshold 6; x0.4/x0.9/x2.2)
* 2 Burst Avg 64/144/352 DMG (Finally, slightly "better" than GRB from Az Toaster!)

Gamma Ray Blaster (Toaster; AP 6/8; Cap 20; Dmg 40-65 / 3x; Range 20m; Threshold 2; x0.4/x0.9/x2.2)
*Burst Avg 63/141/346 DMG

===============================================================================================

[SNIPER RIFLES]
Design Goal: Moderate DMG, Extreme Range.

Pros: Good accuracy out to long range, good damage per round.
Cons: Major close range penalties

* Currently the close range penalty is only to 5m, very insignificant as you can step back and fire easily.
* Again, each tier seem to have a fast and slow Sniper. The faster Sniper (5AP) can get 2x normal shots
per turn, relying on crit damage to potentially do more damage than 1 headshot from a slower SR.
* Increase optimal range, increase close range penalty to 10m, shifting its focus to long range.
* Potential damage slightly less than AR burst, due to SR having higher penetration.

Hunting Rifle (Tier 1-1; AP 7; .30-06 Cal; Cap 5; Crit 1.5x; Dmg 12-16; Jam 2%; Pen 3; Range 28m)
>Hunting Rifle (Tier 1-1; AP 7; .30-06 Cal; Cap 5; Crit 1.5x; Dmg 12-20; Jam 2%; Pen 3; Range 30m)

R270 (Tier 1-2; AP 6; .30-06 Cal; Cap 7; Crit 2.2x; Dmg 15-27; Jam 4%; Pen 3; Range 25m)
>R270 (Tier 1-2; AP 5; .30-06 Cal; Cap 7; Crit 2.2x; Dmg 15-27; Jam 4%; Pen 3; Range 30m)

M40 (Tier 1-3; AP 6; .30-06 Cal; Cap 7; Crit 1.5x; Dmg 17-21; Jam 3%; Pen 3; Range 32m)
>M40 (Tier 1-3; AP 7; .30-06 Cal; Cap 7; Crit 1.5x; Dmg 27-38; Jam 3%; Pen 3; Range 36m)

G43-W (Tier 2-1; AP 6; .30-06 Cal; Cap 5; Crit 1.5x; Dmg 24-32; Jam 4%; Pen 4; Range 30m)
>G43-W (Tier 2-1; AP 7; .30-06 Cal; Cap 5; Crit 1.5x; Dmg 38-50; Jam 4%; Pen 4; Range 36m)

Karabiner (Tier 2-2; AP 5; .30-06 Cal; Cap 10; Crit 2.4x; Dmg 20-30; Jam 3%; Pen 4; Range 24m)
>Karabiner (Tier 2-2; AP 5; .30-06 Cal; Cap 10; Crit 2.4x; Dmg 25-35; Jam 3%; Pen 4; Range 30m)

Bullpup Sniper Rifle (Tier 3-1; AP 5; .30-06 Cal; Cap 6; Crit 1.9x; Dmg 35-45; Jam 4%; Pen 5; Range 23m)
>Bullpup Sniper Rifle (Tier 3-1; AP 5; .30-06 Cal; Cap 6; Crit 1.9x; Dmg 35-50; Jam 4%; Pen 5; Range 30m)

M24 (Tier 3-2; AP 6; .30-06 Cal; Cap 8; Crit 1.8x; Dmg 42-56; Jam 4%; Pen 5; Range 30m)
>M24 (Tier 3-2; AP 7; .30-06 Cal; Cap 8; Crit 1.8x; Dmg 52-76; Jam 4%; Pen 5; Range 36m)
* Good singleshot damage, typically early game headshot is too inaccurate due to low skill.

SR2000-Argent (Tier 4-1; AP 6; 7.62mm; Cap 15; Crit 1.8x; Dmg 36-48; Jam 2%; Pen 6; Range 26m)
>SR2000-Argent (Tier 4-1; AP 5; 7.62mm; Cap 15; Crit 1.8x; Dmg 46-58; Jam 2%; Pen 6; Range 32m)
*2 shot Avg 104 DMG. High potential damage with criticals.

Charged Round (Toaster; AP 7; .30-06 Cal; Cap 7; Crit 2x; Dmg 40-45; Jam 0%; Pen 6; Range 32m)
>Charged Round (Toaster; AP 7; .30-06 Cal; Cap 7; Crit 2x; Dmg 60-85; Jam 0%; Pen 6; Range 36m)
*Can start to go for headshot due to skill, mods & trinkets boosting accuracy at this stage in the game.

Sabra Marie (Tier 4-1; AP 5; 7.62mm; Cap 10; Crit 2x; Dmg 10-98; Jam 2%; Pen 6; Range 26m)
>Sabra Marie (Tier 4-1; AP 5; 7.62mm; Cap 10; Crit 2x; Dmg 30-98; Jam 2%; Pen 6; Range 32m)
*2 shot Avg 128 DMG. High potential damage with criticals.

SV-V (Tier 4-2; AP 6; 7.62mm; Cap 10; Crit 2.3x; Dmg 40-56; Jam 2%; Pen 6; Range 32m)
>SV-V (Tier 4-2; AP 5; 7.62mm; Cap 10; Crit 2.3x; Dmg 50-66; Jam 2%; Pen 6; Range 32m)
*2 shot Avg 116 DMG. High potential damage with criticals.

Arctic Sniper (Tier 5-1; AP 5; 7.62mm; Cap 5; Crit 2x; Dmg 50-64; Jam 3%; Pen 9; Range 36m)
>Arctic Sniper (Tier 5-1; AP 5; 7.62mm; Cap 5; Crit 2x; Dmg 75-95; Jam 3%; Pen 9; Range 36m)
*2 shot Avg 170 DMG. High potential damage with criticals.

SVD (Tier 5-2; AP 5; 7.62mm; Cap 10; Crit 1.7x; Dmg 40-70; Jam 2%; Pen 9; Range 34m)
>SVD (Tier 5-2; AP 7; 7.62mm; Cap 10; Crit 1.7x; Dmg 80-120; Jam 2%; Pen 9; Range 36m)
*1 headshot Avg 200 DMG.

PSG1 (Tier 6-1; AP 6; 7.62mm; Cap 10; Crit 2x; Dmg 50-60; Jam 2%; Pen 10; Range 36m)
>PSG1 (Tier 6-1; AP 5; 7.62mm; Cap 10; Crit 2x; Dmg 80-120; Jam 2%; Pen 10; Range 36m)
*2 shot Avg 200 DMG. High potential damage with criticals.

.50 Anti-Materiel Rifle (Tier 6-2; AP 7; .50 Cal; Cap 20; Crit 1.7x; Dmg 110-140; Jam 0%; Pen 10; Range 40m)
>.50 Anti-Materiel Rifle (Tier 6-2; AP 7; .50 Cal; Cap 20; Crit 1.7x; Dmg 120-150; Jam 0%; Pen 10; Range 40m)
*1 headshot Avg 270 DMG.

The Dragoon (Tier 6-2; AP 8; .50 Cal; Cap 1; Crit 2.0x; Dmg 140; Jam 2%; Pen 10; Range 46m)
>The Dragoon (Tier 6-2; AP 7; .50 Cal; Cap 1; Crit 2.0x; Dmg 140-160; Jam 2%; Pen 10; Range 46m)
*1 headshot Avg 300 DMG.

===============================================================================================

[BLADE WEAPONS]
Design Goal: Moderate DMG, Fast Attack (3/4 AP).

*Blade melee are currently the weakest, particularly from mid-game onwards.

Knife (Tier 1-1; AP 3; Crit 1.6 to 2.5x; Dmg 5-10; Pen 2)
>Knife (Tier 1-1; AP 3; Crit 1.6 to 2.5x; Dmg 8-12; Pen 2)

Sickle (Tier 1-2; AP 3; Crit 1.7x to 2.6x; Dmg 6-9; Pen 2)
>Sickle (Tier 1-2; AP 4; Crit 1.7x to 2.6x; Dmg 10-20; Pen 2)

Makeshift Machete (Tier 1-3; AP 4; Crit 1.4 to 1.7x; Dmg 4-9; Pen 2)
>Makeshift Machete (Tier 1-3; AP 3; Crit 1.4 to 1.7x; Dmg 10-16; Pen 2)

Makeshift Cleaver (Tier 2-1; AP 3; Crit 1.6x to 2.5x; Dmg 7-10; Pen 3)
>Makeshift Cleaver (Tier 2-1; AP 3; Crit 1.6x to 2.5x; Dmg 14-18; Pen 3)

Pickaxe (Tier 2-2; AP 4; Crit 2.1x to 3.0x; Dmg 8-12; Pen 3)
>Pickaxe (Tier 2-2; AP 4; Crit 2.1x to 3.0x; Dmg 16-25; Pen 3)

Shu-Model Combat Knife (AP 3; Crit 1.6x to 2.5x; Dmg 5-8; Pen 2; 70% chance of "Open Up")
>Shu-Model Combat Knife (AP 3; Crit 1.6x to 2.5x; Dmg 10-15; Pen 2; 70% chance of "Open Up")

The Face Ripper (AP 4; Crit 2.6x to 3.5x; Dmg 10-15; Pen 4; 30% chance of "Face/Off")
>The Face Ripper (AP 4; Crit 2.6x to 3.5x; Dmg 14-22; Pen 4; 30% chance of "Face/Off")

Combat Knife (Tier 3-1; AP 3; Crit 1.9x to 2.8x; Dmg 10-15; Pen 4)
>Combat Knife (Tier 3-1; AP 3; Crit 1.9x to 2.8x; Dmg 18-28; Pen 4)

Hatchet (Tier 3-2; AP 4; Crit 1.8 to 2.7x; Dmg 15-18; Pen 4)
>Hatchet (Tier 3-2; AP 4; Crit 1.8 to 2.7x; Dmg 25-35; Pen 4)

Fire Axe (Tier 4-1; AP 5; Crit 2.1x to 3.0x; Dmg 28-35; Pen 5)
>Fire Axe (Tier 4-1; AP 4; Crit 2.1x to 3.0x; Dmg 28-45; Pen 5)

Machete (Tier 4-2; AP 4; Crit 1.5x tp 2.4x; Dmg 17-24; Pen 5)
>Machete (Tier 4-2; AP 3; Crit 1.5x tp 2.4x; Dmg 24-32; Pen 5)

Combat Machete (Tier 5-1; AP 3; Crit 1.7x to 2.6x; Dmg 18-23; Pen 6)
>Combat Machete (Tier 5-1; AP 3; Crit 1.7x to 2.6x; Dmg 28-37; Pen 6)

Sawsword (Tier 5-2; AP 5; Crit 1.7x to 2.6x; Dmg 40-46; Pen 6)
>Sawsword (Tier 5-2; AP 4; Crit 1.7x to 2.6x; Dmg 40-46; Pen 6)

Makeshift Sword (Tier 6-1; AP 4; Crit 2.1x to 3.0x; Dmg 17-24; Pen 7)
>Makeshift Sword (Tier 6-1; AP 3; Crit 2.1x to 3.0x; Dmg 32-40; Pen 7)

Proton Axe (Tier 6-2; AP 6; Crit 2.6x to 3.5x; Dmg 35-52; Pen 7)
>Proton Axe (Tier 6-2; AP 4; Crit 2.6x to 3.5x; Dmg 35-52; Pen 7)

This is a Knife (Toaster; AP 3; Crit 2.1x to 3.0x; Dmg 25-34; Pen 6)
>This is a Knife (Toaster; AP 3; Crit 2.1x to 3.0x; Dmg 35-44; Pen 6)

===============================================================================================

Currently, your Rangers are carried by AR users (& GBR) in combat. With these changes, Rangers with
other weapons will be very competitive in combat.

It's highly recommended to play on Ranger difficulty instead of Seasoned. Or even better (more fun!),
play on Supreme Jerk with a variety of guns for your squad rather than mostly AR.
Last edited by Halfgeek on November 20th, 2014, 6:07 am, edited 5 times in total.

Staehrminator
Acolyte
Posts: 80
Joined: October 20th, 2014, 3:11 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Staehrminator » October 24th, 2014, 1:48 am

Faaaaantastic. Downloading this and trying it out.

Have you changed the ammo at all? Ammo's penetration value is added to the weapon's when calculating damage. Ammo also has an Expansion value, which increases the damage if the armor is penetrated completely. If you for example set .45 cal rounds to have high Expansion but low Penetration I think you would get closer to your design goal for pistols. Shotgun pellets could also have this, to make them lethal against unarmored targets.

I can help you with changing the armor or damage calculation formulas if you want. I'm hoping this will grow into a well balanced Wasteland 2 Super Combat mod!

Angerioth
Initiate
Posts: 12
Joined: October 22nd, 2014, 11:13 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Angerioth » October 24th, 2014, 1:56 am

Excellent, I'm downloading this too and I see myself using this mod for the weekend. Will report back if i find anything usual / feedbacks.
Thanks!

User avatar
Luckmann
Acolyte
Posts: 90
Joined: May 13th, 2012, 4:36 am
Location: Scania
Contact:

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Luckmann » October 24th, 2014, 2:04 am

One suggestion for shotguns: Under-barrel mods.

I have no idea what they were thinking when they decided that the only mods shotguns should be able to have was Choke, because when I think of modding a shotgun, I think under-barrel flashlight (or similar).

Also, a lot of pistols/revolvers should potentially have barrel mods.

This would also help both stay competative.
“The pessimist complains about the wind;
the optimist expects it to change;
the realist adjusts the sails.”

Halfgeek
Acolyte
Posts: 74
Joined: October 11th, 2014, 5:00 pm

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Halfgeek » October 24th, 2014, 3:39 am

Staehrminator wrote:Faaaaantastic. Downloading this and trying it out.

Have you changed the ammo at all? Ammo's penetration value is added to the weapon's when calculating damage. Ammo also has an Expansion value, which increases the damage if the armor is penetrated completely. If you for example set .45 cal rounds to have high Expansion but low Penetration I think you would get closer to your design goal for pistols. Shotgun pellets could also have this, to make them lethal against unarmored targets.

I can help you with changing the armor or damage calculation formulas if you want. I'm hoping this will grow into a well balanced Wasteland 2 Super Combat mod!
I have not touched the ammo values.

From my testing (numbers obtained by hitting targets), it does not seem like ammo stats/pen factor into the final result, perhaps long ago they planned to implement such stats (which would be awesome!), but later on, they went with a simplistic armor/pen model.

I think in the long run if we ever get some modding tools, certainly ACP or JHP should do insane damage if it penetrates.. but it will require a complete re-work of the armor/pen system. Definitely Fallout 1/2 (with the AP ammo bug fixed) DT/DR and ammo modifiers are fantastic!

If yourself, or anyone who wants to make a combat mod, feel free to take my numbers. I've tested it a lot and it feels "on the spot" as it were. SMGs wreck soft-targets in close range, the division of fast/slow weapons per tier makes more builds optimal etc. MGs are crazy fun to play but those JAMS at the worse moment in SJ mode... makes you facepalm. ;)

Halfgeek
Acolyte
Posts: 74
Joined: October 11th, 2014, 5:00 pm

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Halfgeek » October 24th, 2014, 3:41 am

Luckmann wrote:One suggestion for shotguns: Under-barrel mods.

I have no idea what they were thinking when they decided that the only mods shotguns should be able to have was Choke, because when I think of modding a shotgun, I think under-barrel flashlight (or similar).

Also, a lot of pistols/revolvers should potentially have barrel mods.

This would also help both stay competative.
Shotguns are very competitive with these changes. The raw damage they inflict means they are great against a soft single target, murder against a clump of soft targets, or still very useful against a clump of armored targets. But they do suck against a single armored target (which is fine, its a weakness).

Having an accurate headshot burst with Shotguns would be obscene against a crowd. :P

User avatar
frozyx
Adventurer
Posts: 594
Joined: December 15th, 2013, 7:15 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by frozyx » October 24th, 2014, 3:54 am

The Jackhammer seems way too strong with these changes. Same for the Ion Beamer (its only 5AP!).

Otherwise some good idea. I just wonder if you could mod different things as well, like altering weapon mod slots to weapons or changing the energy weapon treshold modifiers (0.4/0.9/2.2).

Halfgeek
Acolyte
Posts: 74
Joined: October 11th, 2014, 5:00 pm

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Halfgeek » October 24th, 2014, 4:03 am

frozyx wrote:The Jackhammer seems way too strong with these changes. Same for the Ion Beamer (its only 5AP!).

Otherwise some good idea. I just wonder if you could mod different things as well, like altering weapon mod slots to weapons or changing the energy weapon treshold modifiers (0.4/0.9/2.2).
Jackhammer & Spaz 12 deal an average of ~200 damage per burst/turn with lower penetration.

Against a 7 armor target, its ~140 dmg per turn, pretty weak unless its able to hit 3 targets (which is rare due to encounters being in open spaces). It wont be OP. A headshot burst is possible, but the accuracy won't be good, you may miss a round, or 2, depending on how lucky you are.

But certainly shotguns against a soft-target in close range, yes, it should absolutely wreck them.

Ion Beamer is BARELY better than GRB, IF you have a high AP Ranger for two attacks a turn. But note the threshold is still the same, so the GRB is still better. But at least a 2nd EW Ranger won't be so useless anymore, at least against armored targets as its intended.

The Death Ray is very cool now, because it only takes 7 AP to deal major damage to armored targets. A low AP, high CI Ranger will be very effective!

Its possible to change the EW modifiers. I did not want to detract too much from the original design of WL2 devs, just wanted to make weapons shine in their niche/intended role.

User avatar
frozyx
Adventurer
Posts: 594
Joined: December 15th, 2013, 7:15 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by frozyx » October 24th, 2014, 4:19 am

Ah ok. What about weaponsmith slots for mods and the amount of bullets per burst? Can you also change these?

Halfgeek
Acolyte
Posts: 74
Joined: October 11th, 2014, 5:00 pm

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Halfgeek » October 24th, 2014, 4:40 am

frozyx wrote:Ah ok. What about weaponsmith slots for mods and the amount of bullets per burst? Can you also change these?
I think mod slots is possible. Amount of bullets per burst is definitely, since I changed it for SMGs and a few other guns. :D

Staehrminator
Acolyte
Posts: 80
Joined: October 20th, 2014, 3:11 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Staehrminator » October 24th, 2014, 4:42 am

Halfgeek wrote:
Staehrminator wrote:Faaaaantastic. Downloading this and trying it out.

Have you changed the ammo at all? Ammo's penetration value is added to the weapon's when calculating damage. Ammo also has an Expansion value, which increases the damage if the armor is penetrated completely. If you for example set .45 cal rounds to have high Expansion but low Penetration I think you would get closer to your design goal for pistols. Shotgun pellets could also have this, to make them lethal against unarmored targets.

I can help you with changing the armor or damage calculation formulas if you want. I'm hoping this will grow into a well balanced Wasteland 2 Super Combat mod!
I have not touched the ammo values.

From my testing (numbers obtained by hitting targets), it does not seem like ammo stats/pen factor into the final result, perhaps long ago they planned to implement such stats (which would be awesome!), but later on, they went with a simplistic armor/pen model.

I think in the long run if we ever get some modding tools, certainly ACP or JHP should do insane damage if it penetrates.. but it will require a complete re-work of the armor/pen system. Definitely Fallout 1/2 (with the AP ammo bug fixed) DT/DR and ammo modifiers are fantastic!

If yourself, or anyone who wants to make a combat mod, feel free to take my numbers. I've tested it a lot and it feels "on the spot" as it were. SMGs wreck soft-targets in close range, the division of fast/slow weapons per tier makes more builds optimal etc. MGs are crazy fun to play but those JAMS at the worse moment in SJ mode... makes you facepalm. ;)
Well, here is the actual damage calculation code, which I... borrowed... from the game source file. I've collapsed a few irrelevant sections to make it easier to read. It does say that both Expansion and Damage Mod is used in the calculation (num3 and num4, respectively). Furthermore, Damage Mod is actually a *multiplier* to the damage!

I agree that it seems these are not used in the game though... maybe they skipped them by just setting them to 1 when the ammo data is loaded? If so it should be a simple matter to get it working again!

But if that's the case, why do they show up in the inventory card? This is mysterious. I'll try setting them to ridiculous values and see if it has any effect on damage.

Code: Select all

	public virtual int CalculateDamage(Targetable target, Vector3 damageOrigin, int randomDamage, out Targetable.DamageMitigation mitigation, ItemTemplate_Weapon weaponTemplate = null)
	{
		if (weaponTemplate == null)
		{
			weaponTemplate = this.stats.GetWeaponTemplate(false);
		}
		float num = 1f;
		float num2 = 1f;
		int penetration = this.GetPenetration(weaponTemplate);
		float num3 = 1f;
		float num4 = 1f;
		mitigation = Targetable.DamageMitigation.None;
		if (weaponTemplate is ItemTemplate_WeaponRanged)
		{
			ItemTemplate_Ammo itemTemplate_Ammo = null;
			if (this is PC)
			{
				ItemInstance_WeaponRanged itemInstance_WeaponRanged = (this as PC).pcStats.GetWeaponInstance() as ItemInstance_WeaponRanged;
				if (itemInstance_WeaponRanged != null && itemInstance_WeaponRanged.currentAmmo != null && itemInstance_WeaponRanged.currentAmmo.template is ItemTemplate_Ammo)
				{
					itemTemplate_Ammo = (itemInstance_WeaponRanged.currentAmmo.template as ItemTemplate_Ammo);
				}
			}
			if (itemTemplate_Ammo == null)
			{
				itemTemplate_Ammo = this.stats.GetAmmoTemplate();
			}
			if (itemTemplate_Ammo != null)
			{
				num3 = itemTemplate_Ammo.expansionMultiplier;
				num4 = itemTemplate_Ammo.damageMultiplier;
			}
		}
		if (target is Mob)
		{
			int armor = (target as Mob).stats.GetArmor();
			if (weaponTemplate is ItemTemplate_WeaponEnergy || weaponTemplate is ItemTemplate_WeaponMeleeEnergy)
			{
				(irrelevant energy weapon code)
			}
			else
			{
				if (penetration < armor)
				{
					int key = armor - penetration;
					num = Table_PartialPenetration.GetValue(key);
					num3 = 1f;
					mitigation = Targetable.DamageMitigation.Complete;
				}
			}
		}
		int num5 = 0;
		if (this is PC && weaponTemplate is ItemTemplate_WeaponMelee)
		{
			(irrelevant melee code) 
		}
		int num6 = (int)(((float)randomDamage * num3 * num4 + (float)num5) * num * num2);
		if (num6 == 0 && num > 0f)
		{
			num6 = 1;
		}
		return num6;
	}

User avatar
frozyx
Adventurer
Posts: 594
Joined: December 15th, 2013, 7:15 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by frozyx » October 24th, 2014, 5:01 am

Halfgeek wrote:
frozyx wrote:Ah ok. What about weaponsmith slots for mods and the amount of bullets per burst? Can you also change these?
I think mod slots is possible. Amount of bullets per burst is definitely, since I changed it for SMGs and a few other guns. :D
Ah cool. Is there a chance to alter the weapon data w/out having a Unity designer application (or whatever) btw?

Staehrminator
Acolyte
Posts: 80
Joined: October 20th, 2014, 3:11 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Staehrminator » October 24th, 2014, 5:08 am

frozyx wrote:
Halfgeek wrote:
frozyx wrote:Ah ok. What about weaponsmith slots for mods and the amount of bullets per burst? Can you also change these?
I think mod slots is possible. Amount of bullets per burst is definitely, since I changed it for SMGs and a few other guns. :D
Ah cool. Is there a chance to alter the weapon data w/out having a Unity designer application (or whatever) btw?
You can use a hex editor. I recommend XVI32.

User avatar
frozyx
Adventurer
Posts: 594
Joined: December 15th, 2013, 7:15 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by frozyx » October 24th, 2014, 5:41 am

Alright thx. Might try this out.

gatsupl
Initiate
Posts: 2
Joined: October 24th, 2014, 5:47 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by gatsupl » October 24th, 2014, 5:52 am

After applying your weapon mod some of my chars are invisible :P They lose some clothing - some keep pants any sugestions? And I noticed I had 129% chance for critical hit with pistols was that inteded?

Staehrminator
Acolyte
Posts: 80
Joined: October 20th, 2014, 3:11 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Staehrminator » October 24th, 2014, 7:09 am

gatsupl wrote:After applying your weapon mod some of my chars are invisible :P They lose some clothing - some keep pants any sugestions? And I noticed I had 129% chance for critical hit with pistols was that inteded?
What version of the game do you have? It sounds like you might have a different item file format.

Let's say that the game looks for information about how a certain hat looks in a certain position in the file.
If this mod's file instead has information about a pistol there, then the game can't make sense of it and returns a null item.

Likewise, if there's a shotgun instead of a pistol in the pistol section, the game tries to punch the shotgun data into the pistol template, which would make it end up with ridiculous stats.

Halfgeek
Acolyte
Posts: 74
Joined: October 11th, 2014, 5:00 pm

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Halfgeek » October 24th, 2014, 7:18 am

gatsupl wrote:After applying your weapon mod some of my chars are invisible :P They lose some clothing - some keep pants any sugestions? And I noticed I had 129% chance for critical hit with pistols was that inteded?
[HOW TO INSTALL] :o
Find your WL2 folder at \Steam\SteamApps\common\Wasteland 2\Build\WL2_Data\Streaming\Items and find the file:

ItemTemplates.unity3d

Move it (backup) into another folder anywhere, this is your default data if you want to revert back. Do not leave it renamed as something else in that folder, the files in that folder gets loaded regardless, and will cause a conflict.

Put the modded ItemTemplates.unity3d into that folder. That's it!

========================

I had the same glitch when I left the original file in the the same folder, but renamed. You have to move it away somewhere else. :) Try it. Also, this mod is for the Patch 2.

gatsupl
Initiate
Posts: 2
Joined: October 24th, 2014, 5:47 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by gatsupl » October 24th, 2014, 7:46 am

Didn't know renamed file will be messing my game.
And disregard that 129% this is hit chance not crit chance(omg I'm stupid/blind/tired)
Thx :)

User avatar
Raestloz
Explorer
Posts: 479
Joined: October 8th, 2014, 8:33 pm

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Raestloz » October 24th, 2014, 8:45 am

Lower AR's accuracy, genius! That should take care of AR cannibalizing SR's niche

But I personally believe that SR's range could be 3m higher. This would encourage scout model characters, where they move to the front to act as spotters

These would affect enemies' weapons too, right?
My leadership Ranger is my medic

Angerioth
Initiate
Posts: 12
Joined: October 22nd, 2014, 11:13 am

Re: A Weapon Re-balance Mod (All ranged weapons & blades)

Post by Angerioth » October 24th, 2014, 9:08 am

Halfgeek, regarding AR changes; seems most of them are a bit of a nerf to vanilla weapon's stats range. I think it is better leave them as they were and buff the other weapons to make them competitive and easier to implement into current games.

as of current changes in your mods Sniper rifles I would suggest increasing critical multiplier and range by at least 10; SMGs seems like you increased their damage which is good but you decreased their penetration; remember that enemies's armor decreases damage as well.

Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests