TrashTierTweaks
Rebalances ranging from minor to major on all guns, melees and stamina.
模組介紹 作者原文
TrashTierTweaks
The goal of these tweaks is to improve weapon selection and give players more options when on the loadout screen. As a result, many weapons have been buffed or minorly tweaked to reflect their oftentimes apparent shortfalls which make them subpar, while broadly improving the effective ranges of many weapons that suffer from awful falloff ranges. Stamina being adjusted by reducing its overall impact on the player providing the player more freedom and reducing annoyance.
Stamina and Movement
General Changes
- Cost of melee attacks reduced by 20%
- Cost of jumping reduced 20%
- Dodge interval lowered to 1s from 1.25s, making dodging a bit more lucrative.
Out of Combat
- Stamina recovery speed increased by 20%
- Stamina floor raised from 60% to 85%
In Combat
- Maximum Stamina Increased from 90% to 98%
- Decreased sprint cost by 20%, twice as much as OOC
- Reduced dodge cost by 33% to match out of combat
Rationale: These changes seek to make stamina much less of a factor in stealth and when simply roaming around. Allowing the player to clear spaces much faster without the constant encumberance from stamina.
Meanwhile in combat the combination of these changes allows the players to fight in melee and cover more ground faster for longer, allowing for more diverse strategies and recovery from potential failure. The maximum stamina change allows the player to essentially remain at full stamina, not penalising the player as harshly for 1 enemy being awake from other teammates or the reoccuring problem of enemy waves having 1 enemy refuse to move for minutes on end or being stuck.
Weapon Changes
In general all weapons bullet costs have been adjusted for consistency's sake, instead of having weapons receive decimal ammo values from packs (for example 8.1818 rounds, at bullet cost 11) they will instead receive a flat value that will be predictable without needing to make mental note. (8 rounds, 11.25 bullet cost)
Weapons appear in the same order as in the archetype datablock, melees featured at the bottom of the datablock.
Note: To the uninitiated, bullet cost is determines how much ammo a weapon receives in its reserves. A larger value makes ammo in reserves less and ammo received from packs lower and vice versa. For example, main weapons such the the orignal pistol have a bulletcost of 3, receiving (460/3) 153 rounds in reserve and receives (90/3) 30 rounds from ammo packs and starts with (300/3) 100 rounds at the start of an expedition. Special weapons behave similarly instead having 230 divided by the respective weapon's bullet cost to determine its reserves.
Guns
Rifle
- Increased effective range (22/80m -> 40/80m)
- Decreased bullet cost (3.8 -> 3.333)
- Slight increase to precision (0.8667x -> 0.95x)
- Moderate Reduction in stagger (1.7x -> 1.3x)
Rationale: I wanted to make the rifle essentially a counterpart to the pistol, featuring improved range over the pistols better firerate and ammo capacity.
Burst Rifle
- Improved damage (2.71 -> 3.01), improved precision (0.8667x -> 0.91x)
- Bullet cost reduced (1.65 -> 1.607)
- Improved hipfire (2.5 -> 2.0)
Rationale: Burst weapons can be unwieldy as a result of being forced into a 3 round burst without controling it can and often will result in missed shots due to staggers. Improving the damage of each round and its precision allows for the user to land two burst kills much more reliably on strikers, while giving the burst rifle a better role in main slot.
Assault Rifle
- Improved damage (2.1875 -> 2.41), Improved precision (0.8x -> 0.8667x)
- Reduced bullet cost (1.47 -> 1.384)
- Improved mag capacity (30 -> 32)
- Increased effective range (10/70m -> 15/90m)
- Slightly reduced firerate (11.627/s -> 11.1/s)
- Increased stagger (1x -> 1.36x)
Rationale: Assault has been pretty awful and needing a buff for a long time, being outclassed by many automatic weapons such as smg, heavy smg and even the bullpup.
Heavy Assault Rifle
- Improved damage (
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