Not for now. Lock-times are already near null between perks, ping and recon grenades, and instant with overclock. That would leave heavily nerfing them for weapons like snipers etc. to make a meaningful change, which i'm not willing to do atm.
Apparently mostly compatible with Modified Weapons 2.1 which turns the SOR-22 into a proper sniper rifle using sniper ammo and scopes plus another +100% headshot damage multiplier.
Great mod, been enjoying the extra variety in how the guns handle. Don't want to be *that* guy, but have you considered looking into bullet spread at all? Assault rifles genuinely feel awful to use with the random bullet spread. In my ideal world there would be no spread and there'd only be recoil, but that's wishful thinking and probably beyond the scope of a request
I believe spread is tied to NPC accuracy, not sure if there is a good way to edit that without turning every enemy into the terminator. I agree that ARs still need some love though, such as maybe a recoil reduction or further damage buff. i'll look into it for the next update.
Edit: Settled on damage after testing. While spread is a legitimate concern i'm not super enthusiastic about the side effects. It's on the list of things to look into though.
Makes sense. I think there's probably a middleground where it would feel better while not overly buffing NPCs. In fact sometimes I feel like NPCs miss too much. After all we have the mitigation stat to help with reduction of damage. Recoil itself has felt mostly fine to me, used the Kyubi the most which had virtually 0 recoil (but plenty of spread). A further damage increase would probably help make it worth using. Fully skill tree pistol setups are much more viable than even the full AR skill tree imo
I'd prefer a straight damage boost over lessened recoil for ARs since less recoil is redundant if you spec to get rid of recoil/sway by using Immovable Force (cyberware) + Ready Steady (weapon mod).
The npc optional file don't affect their melee weapons, right? I just want to be sure because you said "Applies the changes from the Main file to all NPC enemies" and I thought maybe you could have added the option to tweak npcs melee weapons too. I guess you will release in the future another optional file in regards to that. If you do, keep them separately and If you want to merge both firearms tweaks and melee weapons tweaks, at least also let the option of having firearms tweaks separated from melee weapons tweaks because I, and maybe other people, personally don't want the melee weapons tweaks. Thanks in advance.
Hi. Thanks to this mod, I'm enjoying my favorite guns, made more attractive within their natural balance.
I would like to ask you one thing. The mod changes damage, magazine capacity, rate of fire, etc., but is it possible to change the headshot multiplier, for example?
The revolver Metel is one of my favorites, and its iconic Bald Eagle headshot multiplier makes not a small difference. I wondered if it would be possible to reduce this difference.
If there is a way to do this, I would like to learn it.
Sorry if this is hard to read, I'm using a translation tool. Thank you.
Revolvers have a base 200% headshot multiplier that is individually modified with a parameter per weapon. Meaning Metel has a stat that reduces the base multiplier by an additive 25% (200%-25%=175%), while Bald Eagle's increases it by 50% (200%+50%=250%).
To edit them simply open the WTaB_Metel.yaml from this mod with a text editor like notepad++ and copy paste the blocks you want from below:
E.g. If you want the Metel to have the same 250% Headshot Multiplier as Bald Eagle, copy paste the first statblock and set the value from -0.25 to 0.5.
Big ty for all the effort here, rebalance mods like these always make games feel so much better.
I was wondering, it says that you've increased shotgun's effective range (hallelujah) but does that thin the pellet spread too? I'm a bit picky when it comes to video game shotguns and I hate when devs just make them confetti canons past point blank.
There are currently no planned changes to pellet spread. Reason being at the distances you usually fight in Cyberpunk giving them tighter spreads would make them borderline OP considering their damage output.
58 comments
Version History moved to Changelog.
Gotta try this mod
It's such a mundane weapon
I also tried to use it as sniper rifle with unlock scope mod, but the scopes are buggy and aim point shake a lot
Edit: Settled on damage after testing. While spread is a legitimate concern i'm not super enthusiastic about the side effects. It's on the list of things to look into though.
(Nevermind, figured it out.)
I would like to ask you one thing.
The mod changes damage, magazine capacity, rate of fire, etc., but is it possible to change the headshot multiplier, for example?
The revolver Metel is one of my favorites, and its iconic Bald Eagle headshot multiplier makes not a small difference. I wondered if it would be possible to reduce this difference.
If there is a way to do this, I would like to learn it.
Sorry if this is hard to read, I'm using a translation tool.
Thank you.
To edit them simply open the WTaB_Metel.yaml from this mod with a text editor like notepad++ and copy paste the blocks you want from below:
Metel:
Items.Base_Metel_Constant_Stats_inline9:
$type: gamedataConstantStatModifier_Record
value: -0.25
modifierType: Additive
statType: BaseStats.HeadshotDamageMultiplier
Bald Eagle:
Items.Base_Metel_Kurt_Constant_Stats_inline8:
$type: gamedataConstantStatModifier_Record
value: 0.5
modifierType: Additive
statType: BaseStats.HeadshotDamageMultiplier
E.g. If you want the Metel to have the same 250% Headshot Multiplier as Bald Eagle, copy paste the first statblock and set the value from -0.25 to 0.5.
I see!
It was very easy to understand thanks to the detailed explanation of how the calculation formula works.
I'll be very grateful for the code you gave me and will put it to good use.
You have helped me many times. I can't thank you enough.Thank you so much for enriching my cyberpunk life! !
I was wondering, it says that you've increased shotgun's effective range (hallelujah) but does that thin the pellet spread too? I'm a bit picky when it comes to video game shotguns and I hate when devs just make them confetti canons past point blank.