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NekoNyannnn

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  1. NekoNyannnn
    NekoNyannnn
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    I made a massive alternative balance overhaul profile for HARDCORE22V2. This crit mod is a part of it. 

    • The alternative profile modded way more stats than the original mod. To make sure it does a better job in balancing the weapons. Check the full mod if you are interested.
     
    Ultra Realistic Weapon Balance Overhaul (Alternative profile for HARDCORE22V2)

    Disclaimer: It's NOT a reupload of HARDCORE22V2. You will have to download and install the original HARDCORE22V2 first. Then apply my alternative profile to it.
  2. Grognougnou
    Grognougnou
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    Nice mod.

    Just, at least one weapon is missing : The special pistol Crime Stopper (it still has +50% critical hit bonus).

    Adding the code lignes below to the list in the mod file No_Crit.yaml seems to resolve this : 
     
    Items.Base_Kappa:
      statModifiers:
        - !append-once Items.Disable_Crit
  3. gab1280gh
    gab1280gh
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    currently watching for this, because while i love the idea for Hardcore22, i feel 2 things really hold it back:

    1 - Armor feels like a nothingburger; i see a guy with subdermals (from like, Enemies of Night City) and he still goes down in like, 1 burst from an AR; like, i want them to not be bullet sponges, but there's basically no difference between enemies listed as having armor and those not

    2 - Smart Weapons are unbelievably busted; you still rip people apart in a burst or two, but now you don't even gotta aim lol (which i kinda get, thats the whole point in universe, but i think they should have a bit of a damage nerf

    (maybe its cause i was using mods like gunsensical/guns redone lmao) 

    Either way, i like the fast but super deadly idea behind hardcore22, but between quickhacks and smartweapons, the game actually becomes easier instead of harder, which i think kinda sucks? like, gunplay is amazing if you handicap yourself, but the fact that you NEED to handicap yourself is not ideal IMHO

    removing crits is a great idea imo; H22 doesn't need them with how much more deadly everything is, but i hope you also plan on working around quickhacks and smartguns too, i really think if those could be brought in line, H22 would truly shine as a mod
    1. NekoNyannnn
      NekoNyannnn
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      Thanks for your suggestions. Your thoughts are exactly same as a part of my balance profile. I am tweaking the armor penetration so lower penetration weapons (Sidearm/SMG/SG/Weaker AR) will have a tougher time against elites with subdermal armor.

      • ARs are tweaked to be strong but with high skill floor. While SMGs have low skill floor but they gonna have a harder time against armored elites due to low armor penetration. Explained below.


      • I'm balancing the damage according to the TTK (Time To Kill) similar to competitive FPS games. The damage reductions by subdermal armors are considered when calculating the TTKs. 
      • The weapons are given higher headshot multiplier (+300% for most) but lower damage overall. To make player skill more important. Expect the combat to become more skill based. Challenge yourself by not using sandevistan or kerenzikov to aim for headshots.
      • It's more lore friendly. Combatants in Night City not gonna be that vulnerable to bodyshots due to cyberwares.

      I'm still testing it. Balance of AR for the current WIP version.

      • They will be powerful if you are skilled at aiming and recoil control. But if you are not they are probably worse than SMGs. (I'm referring to the balance of low TTK competitive FPS games)

      • Higher spec AR will take 4~5 bodyshots to kill an 120HP elite with subdermal armor. And 5~6 shots for elites with heavy subdermal armor.

      • Only Ajax can one tap subdermal armored elites with a headshot among ARs (+300% HS multiplier). Note that the recoil of weapons are tweaked as well. Others need 2 headshots against them. Ajax has the toughest recoil among all AR. See below.)

      • ARs are powerful and armor piercing but now with very tough recoil comparing to base version which uses the default recoil of Cyberpunk 2077. Its much harder to land a burst without proper recoil controlling. Stronger weapons will most likely have tougher recoil to balance. 

      • Weapons with poor armor penetration will struggle hard against heavily armored targets. That's why AR are strong even they are harder to control.

      • The accuracy of most ARs was also increased. They are now accurate when ADS. You won't get pissed off by the shitty spread of ARs anymore. Your skill will matter more than the RNG spread. Higher quality AR by Cyberpunk 2077 lore will have lower spread. Bad AR like Umbra will still have significant spread.

      For smart weapons. For now I set their damage/armor penetration significantly lower comparing to manual aim weapons of same class because they are literally aimbots. I gonna revise the balance of smart balance in future versions of the mod.

      For quickhacks. Hardcore Netrunning by 1992toyotaCamry already balanced the quickhack damage and netrunning related perks according to the low HP balance of HARDCORE22. So it's not gonna be a part of my mod. (Somehow the HARDCORE22 + ENC balance version doesn't work for me. Use the standard version if it happens.)
    2. Kuldor013
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      I'm so looking forward to this, sounds exactly what I need to fix my issues with hardcore22.

      I really like the idea behind the original mod, but it's way too easy to break the game unless you heavily nerf yourself.

      Is there any way I can follow this mod? Or you? To know when that balance profile releases?

      EDIT: Found how to follow people in this site.
  4. anton6732
    anton6732
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    That's hot, I guess. Requires perks redefing then, as well as shrinking  npc health bars. But what do I know, and of course it has been adressed a few times by now.
    1. NekoNyannnn
      NekoNyannnn
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      That's why I said the mod is made to be used with HARDCORE22V2 which changes the player and enemies health to realistic values. No meaning to remove crits if other stats are still RPG like.

      You can pick crit perks without any problem. Because it just simply won't crit regardless of your crit rate. But if you want to go as realistic as possible. Don't pick those stats affecting perks.
  5. dnbnhlp
    dnbnhlp
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    Weakspot is a realistic replacement for random crit hit IMO.
    1. JSRGuy0
      JSRGuy0
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      That would be a cool idea! I never actually even make use of the weak spots mechanic so getting extra damage out of that would interesting.
    2. NekoNyannnn
      NekoNyannnn
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      Yea. I hate RPG stats in a FPS game. Especially random crit.
  6. JSRGuy0
    JSRGuy0
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    Would this be compatible with Guns Redone? Does this make things like the stabber Cyberware useless? Would Cyberware RNG crit substats be useless as well?
    1. NekoNyannnn
      NekoNyannnn
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      Yes. Its most likely compatible with most mods. And yes. It makes your critical rate useless no matter how high it is. Unless you somehow buff your crit damage more than the mod negates. Because the game most likely stop checking crit if your crit dmg is lower than a certain value.
      When I was testing I couldn't make a single crit hit even with 60+ crit rate.

      There are a few cyberware weapons and iconic weapons (mostly blades) not affected in 1.0 version of the mod tho. I'm gonna fix them in the next version.